B2Action_BookRead
- Description
* ===============
* Plays synchronized reader/book loop montages while a character reads a carriable book object, accumulating elapsed reading time until the book's total read time (or homework progress) completes, then finishes with the book's finish script.
* ===============
* Param:
* S1: RootAnimId - animation id played on the reading character (self)
* S2: BookAnimId - animation id played on the book object (target)
* F1: -
* F2: -
* Note:
* OnInit(): resolves BookDtId/BookAnimId, queues async anim loads for both self and the book, and computes ProgressTime.
* OnPlay(): resets loop/tick state, runs the book's start script, and starts the Default-section loop montage.
* OnFinish(): runs the book's finish script, notifies FB2MissionComponent of the completed read, and resets the root montage delegates.
* OnCanceled(): plays the End section montage if the loop hadn't already reached End.
* OnTick(): accumulates elapsed reading ticks while in the Loop section and finishes (via End section) once total read time or homework progress completes.
| Property | Type | Description | Metadata |
|---|---|---|---|
| BookReadTickTime | int64 | Accumulated elapsed reading time in ticks, compared against the book's TotalReadTime to know when to end the loop | |
| BookDtId | FName | Book data table id of the target carriable book, resolved at init and used for all book table lookups | |
| BookAnimId | FName | Book-side animation id (from Action.S2), used to resolve the book object's montage | |
| BookAnimMontageName | FName | Resolved montage row id for the book object's animation, used to play the montage | |
| ProgressTime | float | Total time this reading session should take, computed from the book's TotalReadTime and current game time scale | |
| AnimationId | FName | Animation id to play, resolved via the overridable GetAnimationId() hook | |
| LoopCount | int32 | Requested number of times to play the montage's Loop section (0 normalized to 1, -1 means infinite) | |
| RemainLoopCount | int32 | Remaining loop iterations, decremented each time the Loop section finishes; drives when looping stops | |
| StartLocation | FVector | Referenced in GetLogString() for debug logging, but never assigned by this class or any subclass - the log always shows the zero-vector default | |
| StartRotation | FRotator | Referenced in GetLogString() for debug logging, but never assigned by this class or any subclass - the log always shows the zero-rotator default | |
| AnimMontageName | FName | Resolved montage asset name used to play/track the animation, set by SetAnim() | |
| SectionName | FName | Current montage section of MAIN ANIMATION (Default/Loop/End), tracked via montage delegates and used to drive finish/cancel decisions | |
| PlayingComponentName | FName | Anim component the montage is played on (e.g. Root vs. other), resolved by SetAnim(). SetAnim() clears this on entry, so it stays None whenever the resolve fails; a non-None value means the latest resolve succeeded. | |
| TotalPlayLength | float | Total play length of the resolved montage, used in progress-time and one-loop-length calculations | |
| LoopPlayLength | float | Play length of a single loop of the resolved montage, used in progress-time calculation | |
| RateScale | float | Playback rate scale of the resolved montage, used in progress-time calculation | |
| Paused | bool | Whether the montage is currently held in a paused blend state | |
| Phase | EB2PlayAnimPhase | Phase of PlayAnim Action | |
| AddOnAnimData | FB2AddOnAnimData | AddOnAnim Data | |
| ActionId | FName | Identifier of this action instance (used for interaction tracking and mission time accounting) | |
| State | EB2ActionState | Current lifecycle state of this action | |
| MergeType | EB2ActionMergeType | Merge type flags for this action (e.g. interaction merge, checked in Finish()) | |
| Result | EB2InteractionResult | Result of this action once it stops playing (Finish/Failed/Canceled) | |
| SelfEntityId | FB1EntityId | Entity id performing this action | |
| TargetEntityId | FB1EntityId | Entity id targeted by this action | |
| GrabEntityId | FB1EntityId | Entity id grabbed/carried by self entity for this action | |
| NonTargetLocation | FVector | Location used for script/condition context when there is no target entity | |
| Action | FB1ActionInfo | Action table data (S1/S2/F1/F2, script id lists, etc.) driving this instance | |
| TickCalcValue | float | Accumulated tick delta time since this action started ticking | |
| CurrentNotifyIndex | int32 | Index into Action.NotifyScriptIds for the next notify script to run | |
| AsyncLoadAnimInfo | TArray | Animations to async-load for this action's start/notify/tick/finish/cancel scripts | |
| AddActionTimeInterval | float | Interval in seconds between OnTickAddActionExecuteTime() calls | |
| AccumAddActionTime | float | Elapsed time accumulator compared against AddActionTimeInterval | |
| StartActionTickTime | int64 | Tick timestamp used to measure elapsed action execution time for mission tracking | |
| ActionKey | FB2ActionKey | Key identifying this action's slot/queue within the interaction system | |
| TimeTaskId | FB1TimeTaskId | Id of the scheduled time task used for delayed Determine/Finish | |
| IsForceCancelable | bool | Whether this action is force-cancelable, copied from Action.IsForceCancelable | |
| IsFirstAction | bool | Marks the first action in an interaction sequence; set on actions[0] by FB2InteractionPlayer::LinkActions(), read by FB2ActionPlayer | |
| bMultiFlag | bool | Set by looping actions (PlayAnim, BookRead, Eat, WaitTalkSequence) once a loop iteration completes; read/reset by FB2ActionPlayer to gate multi-interaction selection | |
| TalkInstanceId | FB1TalkInstanceId | Id of the talk instance this action is linked to, set externally by FB2InteractionPlayer::LinkActions() | |
| TalkSubjectEntityId | FB1EntityId | Entity id of the talk subject linked to this action, set externally by FB2InteractionPlayer::LinkActions()/OnTalkSpaceParamChanged() | |
| bIsWaitFinishEvent | bool | Cached copy of Action.IsWaitFinishAction taken at Init(); read directly by FB2ActionPlayer for sequencing (the IsWaitFinishAction() getter instead reads Action.IsWaitFinishAction live) | |
| AutoInsertType | EB2ActionAutoInsertType | Type of action that was auto-inserted before this one (e.g. WalkTo, ChangePosture) |