◆ ClearArsenal()
void SCR_ArsenalComponent.ClearArsenal |
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◆ DelayedOnArsenalUpdatedClient()
void SCR_ArsenalComponent.DelayedOnArsenalUpdatedClient |
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SCR_EArsenalItemType |
itemTypes, |
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SCR_EArsenalItemMode |
itemModes |
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◆ EOnInit()
override void SCR_ArsenalComponent.EOnInit |
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IEntity |
owner | ) |
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◆ FactionInit()
void SCR_ArsenalComponent.FactionInit |
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IEntity |
owner | ) |
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◆ FindArsenalComponent()
static SCR_ArsenalComponent SCR_ArsenalComponent.FindArsenalComponent |
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notnull IEntity |
entity, |
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bool |
getFromSlotted = true |
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static |
Returns the first arsenal component found on the children of the given parent.
- Parameters
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[in] | parent | To check children for arsenal component |
- Returns
- Arsenal Component if any is found, null otherwise
◆ GetArsenalInventoryComponent()
◆ GetArsenalSaveType()
SCR_EArsenalSaveType SCR_ArsenalComponent.GetArsenalSaveType |
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- Returns
- Get Current Arsenal save type
◆ GetArsenalType()
SCR_EArsenalTypes SCR_ArsenalComponent.GetArsenalType |
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◆ GetAssignedFaction()
SCR_Faction SCR_ArsenalComponent.GetAssignedFaction |
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◆ GetAvailablePrefabs()
bool SCR_ArsenalComponent.GetAvailablePrefabs |
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out notnull array< ResourceName > |
availablePrefabs | ) |
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◆ GetEditableAttributeGroups()
SCR_EArsenalAttributeGroup SCR_ArsenalComponent.GetEditableAttributeGroups |
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◆ GetFilteredArsenalItems()
bool SCR_ArsenalComponent.GetFilteredArsenalItems |
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out notnull array< SCR_ArsenalItem > |
filteredArsenalItems, |
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EArsenalItemDisplayType |
requiresDisplayType = -1 |
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- Parameters
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[out] | filteredArsenalItems | |
[in] | requiresDisplayType | |
- Returns
◆ GetFilteredOverwriteArsenalItems()
bool SCR_ArsenalComponent.GetFilteredOverwriteArsenalItems |
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out notnull array< SCR_ArsenalItem > |
filteredArsenalItems, |
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EArsenalItemDisplayType |
requiresDisplayType = -1 |
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Get filtered overwrite Arsenal EWorkshopItemState.
- Parameters
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[out] | List | of all filtered arsenal items |
- Returns
- true if any filtered items were found
◆ GetItemValid() [1/2]
bool SCR_ArsenalComponent.GetItemValid |
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SCR_EArsenalItemType |
arsenalItemType, |
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SCR_EArsenalItemMode |
arsenalItemMode |
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◆ GetItemValid() [2/2]
bool SCR_ArsenalComponent.GetItemValid |
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SCR_Faction |
faction, |
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int |
index, |
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out bool |
isEmpty = true |
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◆ GetOnArsenalUpdated()
ScriptInvokerArsenalUpdated SCR_ArsenalComponent.GetOnArsenalUpdated |
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- Returns
- Get scriptinvoker called when arsenal is updated
◆ GetOverwriteArsenalConfig()
Get overwrite Arsenal config.
- Returns
- Config of overwrite arsenal. Can be null if not overwritten
◆ GetSupplyCostType()
SCR_EArsenalSupplyCostType SCR_ArsenalComponent.GetSupplyCostType |
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- Returns
- Supply cost type which will be used to get the cost of items in the arsenal. Default is used if the item does not have the specific supply cost type
◆ GetSupportedArsenalItemModes()
SCR_EArsenalItemMode SCR_ArsenalComponent.GetSupportedArsenalItemModes |
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◆ GetSupportedArsenalItemTypes()
SCR_EArsenalItemType SCR_ArsenalComponent.GetSupportedArsenalItemTypes |
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◆ HasSaveArsenalAction()
bool SCR_ArsenalComponent.HasSaveArsenalAction |
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Check if Arsenal has an arsenal action attached to it.
If true it will allow the editor to set if saving is allowed
- Returns
- True if Arsenal action is available
◆ IsArsenalEnabled()
bool SCR_ArsenalComponent.IsArsenalEnabled |
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- Returns
- If arsenal is enabled and the arsenal type is enabled by the Arsenal Manager
◆ IsArsenalEnabledByType()
bool SCR_ArsenalComponent.IsArsenalEnabledByType |
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- Returns
- If the arsenal type is enabled by the Arsenal Manager
◆ IsArsenalSavingDisplayedIfDisabled()
bool SCR_ArsenalComponent.IsArsenalSavingDisplayedIfDisabled |
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- Returns
- If arsenal action can be displayed if disabled. This is auto set on init and when arsenal save type is changed. If the prefab has saving disabled than the arsenal save action will never show unless saving has been changed in runtime
◆ IsArsenalUsingSupplies()
bool SCR_ArsenalComponent.IsArsenalUsingSupplies |
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◆ OnArsenalGameModeTypeChanged()
void SCR_ArsenalComponent.OnArsenalGameModeTypeChanged |
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SCR_EArsenalGameModeType |
newArsenalGameModeType | ) |
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protected |
◆ OnArsenalTypeEnabledChanged()
void SCR_ArsenalComponent.OnArsenalTypeEnabledChanged |
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SCR_EArsenalTypes |
typesEnabled | ) |
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◆ OnDelete()
override void SCR_ArsenalComponent.OnDelete |
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IEntity |
owner | ) |
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◆ OnFactionChanged()
◆ OnPostInit()
override void SCR_ArsenalComponent.OnPostInit |
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IEntity |
owner | ) |
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◆ RefreshArsenal()
void SCR_ArsenalComponent.RefreshArsenal |
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SCR_Faction |
faction = null | ) |
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◆ RPC_OnArsenalUpdated()
void SCR_ArsenalComponent.RPC_OnArsenalUpdated |
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SCR_EArsenalItemType |
itemTypes, |
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SCR_EArsenalItemMode |
itemModes |
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◆ RPL_SetArsenalSaveType()
void SCR_ArsenalComponent.RPL_SetArsenalSaveType |
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SCR_EArsenalSaveType |
saveType | ) |
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◆ RplLoad()
override bool SCR_ArsenalComponent.RplLoad |
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ScriptBitReader |
reader | ) |
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◆ RplSave()
override bool SCR_ArsenalComponent.RplSave |
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ScriptBitWriter |
writer | ) |
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◆ SetArsenalEnabled()
void SCR_ArsenalComponent.SetArsenalEnabled |
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bool |
enable, |
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bool |
isOverwrite = true |
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- Parameters
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[in] | enable | Sets the arsenal enabled true or false. Both the arsenal Type needs to be enabled in the manager and the arsenal entity for arsenal items to show up |
◆ SetArsenalEnabledBroadcast()
void SCR_ArsenalComponent.SetArsenalEnabledBroadcast |
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bool |
enable | ) |
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protected |
◆ SetArsenalSaveType()
void SCR_ArsenalComponent.SetArsenalSaveType |
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SCR_EArsenalSaveType |
saveType | ) |
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Set Arsenal Save type (Server Only)
- Parameters
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[in] | saveType | New Save type to set |
◆ SetHasSaveArsenalAction()
void SCR_ArsenalComponent.SetHasSaveArsenalAction |
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bool |
hasSaveArsenalAction | ) |
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Set if arsenal save action is on the action manager.
Set by the save action on init
- Parameters
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[in] | Set | true if action is available |
◆ SetSupportedArsenalItemModes()
void SCR_ArsenalComponent.SetSupportedArsenalItemModes |
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SCR_EArsenalItemMode |
modes | ) |
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◆ SetSupportedArsenalItemTypes()
void SCR_ArsenalComponent.SetSupportedArsenalItemTypes |
( |
SCR_EArsenalItemType |
types | ) |
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◆ UpdateArsenalEnabledState()
void SCR_ArsenalComponent.UpdateArsenalEnabledState |
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◆ m_bAllowGetFactionFromParent
bool SCR_ArsenalComponent.m_bAllowGetFactionFromParent |
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◆ m_bAlwaysUseDefaultFaction
bool SCR_ArsenalComponent.m_bAlwaysUseDefaultFaction |
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◆ m_bArsenalEnabled
bool SCR_ArsenalComponent.m_bArsenalEnabled |
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◆ m_bArsenalEnabledOverwritten
bool SCR_ArsenalComponent.m_bArsenalEnabledOverwritten |
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◆ m_bArsenalSavingDisplayedIfDisabled
bool SCR_ArsenalComponent.m_bArsenalSavingDisplayedIfDisabled = true |
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protected |
This is auto set on init and when arsenal save type is changed.
If the prefab has saving disabled than the arsenal save action will never show unless saving has been changed in runtime
◆ m_bGetDefaultIfNoFaction
bool SCR_ArsenalComponent.m_bGetDefaultIfNoFaction |
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◆ m_bHasSaveArsenalAction
bool SCR_ArsenalComponent.m_bHasSaveArsenalAction = false |
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protected |
Set by action in action manager for the editor to know if the Arsenal save action exists on this arsenal.
◆ m_bIsClearingInventory
bool SCR_ArsenalComponent.m_bIsClearingInventory |
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◆ m_eArsenalSaveType
SCR_EArsenalSaveType SCR_ArsenalComponent.m_eArsenalSaveType |
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◆ m_eArsenalTypes
SCR_EArsenalTypes SCR_ArsenalComponent.m_eArsenalTypes |
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protected |
◆ m_eEditableAttributeGroups
SCR_EArsenalAttributeGroup SCR_ArsenalComponent.m_eEditableAttributeGroups |
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◆ m_eOnDisableArsenalModes
SCR_EArsenalItemMode SCR_ArsenalComponent.m_eOnDisableArsenalModes |
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◆ m_eSupplyCostType
SCR_EArsenalSupplyCostType SCR_ArsenalComponent.m_eSupplyCostType |
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◆ m_eSupportedArsenalItemModes
SCR_EArsenalItemMode SCR_ArsenalComponent.m_eSupportedArsenalItemModes |
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protected |
◆ m_eSupportedArsenalItemTypes
SCR_EArsenalItemType SCR_ArsenalComponent.m_eSupportedArsenalItemTypes |
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protected |
◆ m_FactionComponent
◆ m_FactionManager
◆ m_InventoryComponent
◆ m_OnArsenalUpdated
ref ScriptInvokerArsenalUpdated SCR_ArsenalComponent.m_OnArsenalUpdated |
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protected |
◆ m_OverwriteArsenalConfig
◆ m_StorageComponent
The documentation for this interface was generated from the following file:
- Game/Components/Arsenal/SCR_ArsenalComponent.c