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| override ESerializeResult | SerializeSpawnData (notnull IEntity entity, notnull BaseSerializationSaveContext context, SerializerDefaultSpawnData defaultData) |
| | Custom entity spawn data serialization logic if needed. Must match the data that DeserializeSpawnData will attempt to read.
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| override bool | DeserializeSpawnData (out ResourceName prefab, out EntitySpawnParams params, notnull BaseSerializationLoadContext context) |
| | In case the spawn data needs to be read early from the context. Uusally called from spawn operations on the system.
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| proto external PersistenceSystem | GetSystem () |
| | Get persistence system the serializer is linked to.
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| override ESerializeResult | Serialize (notnull IEntity entity, notnull BaseSerializationSaveContext context) |
| | Custom implementation for writing the entity data into into the save context.
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| override bool | Deserialize (notnull IEntity entity, notnull BaseSerializationLoadContext context) |
| | Custom implementation for deserialzing the entity data from the load context.
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| proto external ESerializeResult | SerializeSpawnDataNative (notnull IEntity entity, notnull BaseSerializationSaveContext context, SerializerDefaultSpawnData defaultData) |
| | Native spawn data serialization logic that can be called explictly if script overrides SerializeSpawnData.
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| proto external ESerializeResult | SerializeNative (notnull IEntity entity, notnull BaseSerializationSaveContext context, ENativeSerializerMode mode=ENativeSerializerMode.NATIVE) |
| | Native serialization logic used by the game. Can be called by scripts before or after custom data or not all.
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| proto bool | DeserializeSpawnDataNative (out ResourceName prefab, notnull EntitySpawnParams params, notnull BaseSerializationLoadContext context) |
| | Native spawn data deserilization logic.
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| proto external bool | DeserializeNative (notnull IEntity entity, notnull BaseSerializationLoadContext context, ENativeSerializerMode mode=ENativeSerializerMode.NATIVE) |
| | Native deserialization logic used by the game. Can be called by scripts before or after custom data or not all.
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| void | Setup () |
| | Do any inital configuration of the serializer once it is linked to the system.
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| static void | OnPlayerMemberAvailable (Managed instance, PersistenceDeferredDeserializeTask task, bool expired, Managed context) |
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| static void | OnAiMemberAvailable (Managed instance, PersistenceDeferredDeserializeTask task, bool expired, Managed context) |
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| static void | OnWaypointAvailable (Managed instance, PersistenceDeferredDeserializeTask task, bool expired, Managed context) |
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| static void | OnCommandingAvailable (Managed instance, PersistenceDeferredDeserializeTask task, bool expired, Managed context) |
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| static void | OnRallyBaseAvailable (Managed instance, PersistenceDeferredDeserializeTask task, bool expired, Managed context) |
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◆ Deserialize()
| override bool SCR_AIGroupSerializer.Deserialize |
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notnull IEntity | entity, |
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notnull BaseSerializationLoadContext | context ) |
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protected |
Custom implementation for deserialzing the entity data from the load context.
- Returns
- True for success. False for data/state errors which will abort the process and use configured fault handling
Implements ScriptedEntitySerializer.
◆ DeserializeSpawnData()
| override bool SCR_AIGroupSerializer.DeserializeSpawnData |
( |
out ResourceName | prefab, |
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out EntitySpawnParams | params, |
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notnull BaseSerializationLoadContext | context ) |
In case the spawn data needs to be read early from the context. Uusally called from spawn operations on the system.
Implements ScriptedEntitySerializer.
◆ GetTargetType()
| static override TypeName SCR_AIGroupSerializer.GetTargetType |
( |
| ) |
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static |
Delcare the type this serializer can handle so it can automatically find matching data instances. MUST be implemented!
Implements PersistenceSerializerBase.
◆ OnAiMemberAvailable()
◆ OnCommandingAvailable()
◆ OnPlayerMemberAvailable()
◆ OnRallyBaseAvailable()
◆ OnWaypointAvailable()
◆ Serialize()
| override ESerializeResult SCR_AIGroupSerializer.Serialize |
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notnull IEntity | entity, |
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notnull BaseSerializationSaveContext | context ) |
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protected |
Custom implementation for writing the entity data into into the save context.
- Returns
- True for success. False for data/state errors which will abort the process and use configured fault handling
Implements ScriptedEntitySerializer.
◆ SerializeSpawnData()
Custom entity spawn data serialization logic if needed. Must match the data that DeserializeSpawnData will attempt to read.
Implements ScriptedEntitySerializer.
◆ m_fMaxPlayerReconnectTime
| float SCR_AIGroupSerializer.m_fMaxPlayerReconnectTime |
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protected |
The documentation for this interface was generated from the following file:
- Game/Systems/Persistence/Serializers/Entities/SCR_AIGroupSerializer.c