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| int | GetTypePriority () |
| | Fixed rule priority. Used to e.g. prioritze prefab over entity class if nothing else was configured. Should be unique across all rule types.
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| int | Compare (const PersistenceConfigRule other) |
| | If the other rule has the same priority, then the details of the instance may be compared to break the tie. Expected return values: 1, 0, -1.
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| bool | IsMatch (const IEntity entity) |
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◆ Compare()
If the other rule has the same priority, then the details of the instance may be compared to break the tie. Expected return values: 1, 0, -1.
◆ GetNativeTypePriority()
| proto external int PersistenceConfigRule.GetNativeTypePriority |
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◆ GetTypePriority()
| int PersistenceConfigRule.GetTypePriority |
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| ) |
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protected |
Fixed rule priority. Used to e.g. prioritze prefab over entity class if nothing else was configured. Should be unique across all rule types.
◆ IsMatch()
| bool PersistenceConfigRule.IsMatch |
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const IEntity | entity | ) |
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protected |
◆ IsNativeMatch()
| proto external bool PersistenceConfigRule.IsNativeMatch |
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const IEntity | entity | ) |
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◆ NativeCompare()
The documentation for this interface was generated from the following file:
- Game/generated/Systems/Persistence/Config/Entries/Rules/PersistenceConfigRule.c