Event Handlers – Arma Reforger
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Lou Montana (talk | contribs) (Add EOnFixedFrame warning) |
Lou Montana (talk | contribs) m (Fix example) |
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class TAG_Example | class TAG_Example | ||
{ | { | ||
protected ref | protected ref ScriptInvokerVoid m_OnEvent; // do not create it by default as ScriptInvokers take some RAM (and might be numerous) | ||
ScriptInvokerVoid GetOnEvent() | |||
{ | { | ||
if (!m_OnEvent) | if (!m_OnEvent) | ||
m_OnEvent = new | m_OnEvent = new ScriptInvokerVoid(); // create it only on request | ||
return m_OnEvent; | return m_OnEvent; | ||
Line 18: | Line 18: | ||
void Event() | void Event() | ||
{ | { | ||
if (m_OnEvent) | if (m_OnEvent) // if it does not exist, do not create it | ||
m_OnEvent.Invoke(); | m_OnEvent.Invoke(); // it means that no one subscribed to it, making Invoke execution pointless | ||
} | } | ||
} | } |
Revision as of 18:03, 16 June 2023
Script Invokers
An Event Handler can be created using the ScriptInvoker class; it is good practice to not instanciate them by default but to rather create them on request, using their getter:
class TAG_Example
{
protected ref ScriptInvokerVoid m_OnEvent; // do not create it by default as ScriptInvokers take some RAM (and might be numerous)
ScriptInvokerVoid GetOnEvent()
{
if (!m_OnEvent)
m_OnEvent = new ScriptInvokerVoid(); // create it only on request
return m_OnEvent;
}
void Event()
{
if (m_OnEvent) // if it does not exist, do not create it
m_OnEvent.Invoke(); // it means that no one subscribed to it, making Invoke execution pointless
}
}
Common Event Handlers
Class | Event | Description |
---|---|---|
OnDestroyed |
DamageManagerComponent | when default hitzone is set to destroyed |
OnADSChanged |
CharacterControllerComponent | on player character which switches to ADS |
OnInspectionModeChanged |
on player character which switches in/out of inspection mode | |
OnMagazineCountChanged |
InventoryStorageManagerComponent | |
OnCompartmentEntered |
BaseCompartmentManagerComponent | |
OnCompartmentLeft |
||
OnAmmoCountChanged |
BaseMuzzleComponent | Both weapon and character can raise the event (see BaseWeaponManagerComponent) |
OnAmmoCountChanged |
BaseWeaponManagerComponent | Both weapon and character can raise the event (see BaseMuzzleComponent) |
OnWeaponChanged |
||
OnMagazineChanged |
||
OnMuzzleChanged |
BaseWeaponComponent | |
OnFiremodeChanged |
BaseMuzzleComponent | |
OnZeroingChanged |
BaseSightsComponent | currently does not carry currentMuzzle |
OnWeaponAttachmentChanged |
WeaponComponent | isAttached is true if attachmentEntity was attached to the weapon, and false if it was detached. |
OnTurretReload |
TurretControllerComponent | isFinished is true when reload is done and false when it started. |
Entity Event Handlers
The following events are present and available in the IEntity class - read the code documentation to learn more about them and how to use them.
Event | Description |
---|---|
EOnInit |
Event after the entity is allocated and initialized. |
EOnVisible |
This event triggers when the entity is made visible (versus being invisible). |
EOnFrame |
This event, as its name suggests, triggers on each simulation frame. |
EOnPostFrame |
Triggers after physics update. |
EOnFixedFrame |
|
EOnFixedPostFrame |
|
EOnAnimEvent |
Event from the animation system |
EOnPhysicsActive |
Triggers on (de)activation of the RigidBody's physics. |
EOnPhysicsMove |
Triggers when the physics engine moves this entity. |
EOnSimulate |
Happens before physics engine iteration - called from sub-iterations. |
EOnPostSimulate |
Happens after physics engine iteration. Happens once per frame. |
EOnJointBreak |
Triggers when a joint attached to this entity's RigidBody is broken. |
EOnTouch |
Event when touched by another entity. It requires the entity to have TouchComponent. |
EOnContact |
Triggers when contact with another RigidBody has been registered. |
EOnDiag |
Happens every frame after EOnFrame when "Entity Diag" is enabled in the Diag Menu (e.g Workbench). |
EOnUser0 |
|
EOnUser1 |
|
EOnUser2 |
|
EOnUser3 |
|
EOnUser4 |