Arma Reforger Script API
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NotificationsSystem Interface Reference

TODO: When systems can be replicated, just move overything from SCR_NotificationsComponent. More...

Inheritance diagram for NotificationsSystem:
GameSystem

Public Member Functions

void Register (SCR_NotificationsComponent component)
 
void Unregister (SCR_NotificationsComponent component)
 
- Public Member Functions inherited from GameSystem
bool ShouldBePaused ()
 Is this system should be paused while the simulation is paused?
 
bool ShouldBeEnabledInEditMode ()
 Is this system should be enabled inside the editor.
 

Static Public Member Functions

static override void InitInfo (WorldSystemInfo outInfo)
 

Protected Member Functions

override void OnUpdate (ESystemPoint point)
 
override void OnDiag (float timeSlice)
 

Protected Attributes

bool m_bUpdating = false
 
ref array< SCR_NotificationsComponentm_Components = {}
 
ref array< SCR_NotificationsComponentm_DeletedComponents = {}
 

Detailed Description

TODO: When systems can be replicated, just move overything from SCR_NotificationsComponent.

Member Function Documentation

◆ InitInfo()

static override void NotificationsSystem.InitInfo ( WorldSystemInfo outInfo)
static

◆ OnDiag()

override void NotificationsSystem.OnDiag ( float timeSlice)
protected

◆ OnUpdate()

override void NotificationsSystem.OnUpdate ( ESystemPoint point)
protected

◆ Register()

void NotificationsSystem.Register ( SCR_NotificationsComponent component)

◆ Unregister()

void NotificationsSystem.Unregister ( SCR_NotificationsComponent component)

Member Data Documentation

◆ m_bUpdating

bool NotificationsSystem.m_bUpdating = false
protected

◆ m_Components

ref array<SCR_NotificationsComponent> NotificationsSystem.m_Components = {}
protected

◆ m_DeletedComponents

ref array<SCR_NotificationsComponent> NotificationsSystem.m_DeletedComponents = {}
protected

The documentation for this interface was generated from the following file: