simulation
Class CTrigger
IJSObject
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+--CJSObject
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+--CTrigger
in TriggerManager.h
in TriggerManager.cpp
- class CTrigger
- extends CJSObject
Constructor Summary |
CTrigger( const CStrW& name, bool active, float delay, int maxRuns, CScriptObject& condFunc, CScriptObject& effectFunc )
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CTrigger( const CStrW& name, bool active, float delay, int maxRuns, const CStrW& condFunc, const CStrW& effectFunc )
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CTrigger()
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~CTrigger()
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Methods inherited from class CJSObject |
ScriptingInit, ScriptingShutdown, GetProperty, SetProperty, HasProperty, AddProperty, AddProperty, AddProperty, AddMethod, AddProperty, AddLocalProperty, GetScript, CreateScriptObject, ReleaseScriptObject, Shutdown |
m_active
public bool m_active;
m_conditionFuncString
private CStrW m_conditionFuncString;
m_conditionFunction
private CScriptObject m_conditionFunction;
m_cx
public JSContext* m_cx;
m_effectFuncString
private CStrW m_effectFuncString;
m_effectFunction
private CScriptObject m_effectFunction;
m_groupName
private CStrW m_groupName;
m_maxRunCount
public int m_maxRunCount;
m_name
private CStrW m_name;
m_runCount
private int m_runCount;
m_timeDelay
public float m_timeDelay;
m_timeLeft
public float m_timeLeft;
CTrigger
public CTrigger( const CStrW& name, bool active, float delay, int maxRuns, CScriptObject& condFunc, CScriptObject& effectFunc );
CTrigger
public CTrigger( const CStrW& name, bool active, float delay, int maxRuns, const CStrW& condFunc, const CStrW& effectFunc );
CTrigger
public CTrigger();
~CTrigger
public ~CTrigger();
Activate
public void Activate( JSContext* UNUSED( cx ), uint UNUSED( argc ), jsval* UNUSED( argv ) );
Construct
public JSBool Construct( JSContext* cx, JSObject* UNUSED( obj ), uint argc, jsval* argv, jsval* rval );
Deactivate
public void Deactivate( JSContext* UNUSED( cx ), uint UNUSED( argc ), jsval* UNUSED( argv ) );
Fire
public bool Fire();
GetConditionString
public const CStrW& GetConditionString();
GetEffectString
public const CStrW& GetEffectString();
GetGroupName
public const CStrW& GetGroupName();
GetName
public const CStrW& GetName();
operator=
public CTrigger& operator=( const CTrigger& trigger );
ScriptingInit
public static void ScriptingInit();
SetFunctionBody
public void SetFunctionBody( const CStrW& body );
ShouldFire
public bool ShouldFire();