DayZ_Scripts / scripts /4_World /DayZ /Plugins /PluginBase /PluginObjectsInteractionManager.c
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class PluginObjectsInteractionManager extends PluginBase
{
private ref array<Object> m_LockedObjects;
private ref array<float> m_LockedObjectsDecay;
private const float TIME_TO_FORCED_UNLOCK = 60;
private const float TICK_RATE = 10;
private ref Timer m_DecayTimer;
void PluginObjectsInteractionManager()
{
m_LockedObjects = new array<Object>;
m_LockedObjectsDecay = new array<float>;
//TIMERDEPRECATED - timer for decaying objects
m_DecayTimer = new Timer();
m_DecayTimer.Run(TICK_RATE, this, "Decay", NULL,true);
}
bool IsFree(Object target)
{
if ( target && m_LockedObjects.Count() > 0 )
{
for ( int i = 0; i < m_LockedObjects.Count(); i++ )
{
if ( m_LockedObjects.Get(i) == target )
{
return false;
}
}
}
return true;
}
void Lock(Object target)
{
if ( target && !IsFree(target) )
{
m_LockedObjects.Insert(target);
m_LockedObjectsDecay.Insert(0);
}
}
void Release(Object target)
{
if ( target && m_LockedObjects.Count() > 0 )
{
for ( int i = 0; i < m_LockedObjects.Count(); i++ )
{
if ( m_LockedObjects.Get(i) == target )
{
m_LockedObjects.Remove(i);
m_LockedObjectsDecay.Remove(i);
break;
}
}
}
}
//FAILSAFE - checks periodically locked objects and releases them automaticaly if given time has passed
void Decay()
{
if ( m_LockedObjectsDecay.Count() > 0 )
{
for ( int i = 0; i < m_LockedObjectsDecay.Count(); i++ )
{
if ( m_LockedObjectsDecay.Get(i) >= TIME_TO_FORCED_UNLOCK )
{
m_LockedObjects.Remove(i);
m_LockedObjectsDecay.Remove(i);
}
else
{
m_LockedObjectsDecay.Get(i) += TICK_RATE;
}
}
}
}
};