Arma Reforger Script API
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Public Member Functions | Static Public Member Functions | Protected Member Functions | Protected Attributes | List of all members
SCR_ArsenalComponent Interface Reference
Inheritance diagram for SCR_ArsenalComponent:
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Public Member Functions

SCR_EArsenalTypes GetArsenalType ()
 
bool IsArsenalEnabledByType ()
 
bool IsArsenalEnabled ()
 
void SetArsenalEnabled (bool enable, bool isOverwrite=true)
 
SCR_EArsenalSupplyCostType GetSupplyCostType ()
 
bool IsArsenalUsingSupplies ()
 
SCR_EArsenalSaveType GetArsenalSaveType ()
 
bool IsArsenalSavingDisplayedIfDisabled ()
 
void SetHasSaveArsenalAction (bool hasSaveArsenalAction)
 Set if arsenal save action is on the action manager.
 
bool HasSaveArsenalAction ()
 Check if Arsenal has an arsenal action attached to it.
 
void SetArsenalSaveType (SCR_EArsenalSaveType saveType)
 Set Arsenal Save type (Server Only)
 
void RPL_SetArsenalSaveType (SCR_EArsenalSaveType saveType)
 
SCR_EArsenalItemType GetSupportedArsenalItemTypes ()
 
void SetSupportedArsenalItemTypes (SCR_EArsenalItemType types)
 
SCR_EArsenalItemMode GetSupportedArsenalItemModes ()
 
void SetSupportedArsenalItemModes (SCR_EArsenalItemMode modes)
 
SCR_EArsenalAttributeGroup GetEditableAttributeGroups ()
 
SCR_ArsenalInventoryStorageManagerComponent GetArsenalInventoryComponent ()
 
SCR_ArsenalItemListConfig GetOverwriteArsenalConfig ()
 Get overwrite Arsenal config.
 
bool GetAvailablePrefabs (out notnull array< ResourceName > availablePrefabs)
 
SCR_Faction GetAssignedFaction ()
 
bool GetFilteredArsenalItems (out notnull array< SCR_ArsenalItem > filteredArsenalItems, EArsenalItemDisplayType requiresDisplayType=-1)
 
bool GetFilteredOverwriteArsenalItems (out notnull array< SCR_ArsenalItem > filteredArsenalItems, EArsenalItemDisplayType requiresDisplayType=-1)
 Get filtered overwrite Arsenal EWorkshopItemState.
 
void ClearArsenal ()
 
void RefreshArsenal (SCR_Faction faction=null)
 
ScriptInvokerArsenalUpdated GetOnArsenalUpdated ()
 
override bool RplSave (ScriptBitWriter writer)
 
override bool RplLoad (ScriptBitReader reader)
 

Static Public Member Functions

static SCR_ArsenalComponent FindArsenalComponent (notnull IEntity entity, bool getFromSlotted=true)
 Returns the first arsenal component found on the children of the given parent.
 

Protected Member Functions

void OnArsenalTypeEnabledChanged (SCR_EArsenalTypes typesEnabled)
 
void UpdateArsenalEnabledState ()
 
void SetArsenalEnabledBroadcast (bool enable)
 
void RPC_OnArsenalUpdated (SCR_EArsenalItemType itemTypes, SCR_EArsenalItemMode itemModes)
 
void DelayedOnArsenalUpdatedClient (SCR_EArsenalItemType itemTypes, SCR_EArsenalItemMode itemModes)
 
bool GetItemValid (SCR_EArsenalItemType arsenalItemType, SCR_EArsenalItemMode arsenalItemMode)
 
bool GetItemValid (SCR_Faction faction, int index, out bool isEmpty=true)
 
void OnFactionChanged (FactionAffiliationComponent owner, Faction previousFaction, Faction newFaction)
 
void OnArsenalGameModeTypeChanged (SCR_EArsenalGameModeType newArsenalGameModeType)
 
override void OnPostInit (IEntity owner)
 
override void EOnInit (IEntity owner)
 
void FactionInit (IEntity owner)
 
override void OnDelete (IEntity owner)
 

Protected Attributes

SCR_EArsenalSupplyCostType m_eSupplyCostType
 
SCR_EArsenalItemType m_eSupportedArsenalItemTypes
 
SCR_EArsenalItemMode m_eSupportedArsenalItemModes
 
SCR_EArsenalAttributeGroup m_eEditableAttributeGroups
 
ref SCR_ArsenalItemListConfig m_OverwriteArsenalConfig
 
bool m_bGetDefaultIfNoFaction
 
bool m_bAllowGetFactionFromParent
 
SCR_EArsenalSaveType m_eArsenalSaveType
 
SCR_EArsenalTypes m_eArsenalTypes
 
bool m_bAlwaysUseDefaultFaction
 
bool m_bArsenalEnabled
 
bool m_bArsenalEnabledOverwritten
 
SCR_EArsenalItemMode m_eOnDisableArsenalModes
 
bool m_bArsenalSavingDisplayedIfDisabled = true
 This is auto set on init and when arsenal save type is changed.
 
bool m_bHasSaveArsenalAction = false
 Set by action in action manager for the editor to know if the Arsenal save action exists on this arsenal.
 
SCR_ArsenalInventoryStorageManagerComponent m_InventoryComponent
 
UniversalInventoryStorageComponent m_StorageComponent
 
FactionManager m_FactionManager
 
SCR_FactionAffiliationComponent m_FactionComponent
 
ref ScriptInvokerArsenalUpdated m_OnArsenalUpdated
 
bool m_bIsClearingInventory
 

Member Function Documentation

◆ ClearArsenal()

void SCR_ArsenalComponent.ClearArsenal ( )

Implemented in SCR_ArsenalDisplayComponent.

◆ DelayedOnArsenalUpdatedClient()

void SCR_ArsenalComponent.DelayedOnArsenalUpdatedClient ( SCR_EArsenalItemType  itemTypes,
SCR_EArsenalItemMode  itemModes 
)
protected

◆ EOnInit()

override void SCR_ArsenalComponent.EOnInit ( IEntity  owner)
protected

Implemented in SCR_ArsenalDisplayComponent.

◆ FactionInit()

void SCR_ArsenalComponent.FactionInit ( IEntity  owner)
protected

◆ FindArsenalComponent()

static SCR_ArsenalComponent SCR_ArsenalComponent.FindArsenalComponent ( notnull IEntity  entity,
bool  getFromSlotted = true 
)
static

Returns the first arsenal component found on the children of the given parent.

Parameters
[in]parentTo check children for arsenal component
Returns
Arsenal Component if any is found, null otherwise

◆ GetArsenalInventoryComponent()

SCR_ArsenalInventoryStorageManagerComponent SCR_ArsenalComponent.GetArsenalInventoryComponent ( )
Returns

◆ GetArsenalSaveType()

SCR_EArsenalSaveType SCR_ArsenalComponent.GetArsenalSaveType ( )
Returns
Get Current Arsenal save type

◆ GetArsenalType()

SCR_EArsenalTypes SCR_ArsenalComponent.GetArsenalType ( )
Returns
The arsenal type

◆ GetAssignedFaction()

SCR_Faction SCR_ArsenalComponent.GetAssignedFaction ( )
Returns

◆ GetAvailablePrefabs()

bool SCR_ArsenalComponent.GetAvailablePrefabs ( out notnull array< ResourceName >  availablePrefabs)
Parameters
[out]availablePrefabs
Returns

◆ GetEditableAttributeGroups()

SCR_EArsenalAttributeGroup SCR_ArsenalComponent.GetEditableAttributeGroups ( )
Returns

◆ GetFilteredArsenalItems()

bool SCR_ArsenalComponent.GetFilteredArsenalItems ( out notnull array< SCR_ArsenalItem filteredArsenalItems,
EArsenalItemDisplayType  requiresDisplayType = -1 
)
Parameters
[out]filteredArsenalItems
[in]requiresDisplayType
Returns

◆ GetFilteredOverwriteArsenalItems()

bool SCR_ArsenalComponent.GetFilteredOverwriteArsenalItems ( out notnull array< SCR_ArsenalItem filteredArsenalItems,
EArsenalItemDisplayType  requiresDisplayType = -1 
)

Get filtered overwrite Arsenal EWorkshopItemState.

Parameters
[out]Listof all filtered arsenal items
Returns
true if any filtered items were found

◆ GetItemValid() [1/2]

bool SCR_ArsenalComponent.GetItemValid ( SCR_EArsenalItemType  arsenalItemType,
SCR_EArsenalItemMode  arsenalItemMode 
)
protected

◆ GetItemValid() [2/2]

bool SCR_ArsenalComponent.GetItemValid ( SCR_Faction  faction,
int  index,
out bool  isEmpty = true 
)
protected

◆ GetOnArsenalUpdated()

ScriptInvokerArsenalUpdated SCR_ArsenalComponent.GetOnArsenalUpdated ( )
Returns
Get scriptinvoker called when arsenal is updated

◆ GetOverwriteArsenalConfig()

SCR_ArsenalItemListConfig SCR_ArsenalComponent.GetOverwriteArsenalConfig ( )

Get overwrite Arsenal config.

Returns
Config of overwrite arsenal. Can be null if not overwritten

◆ GetSupplyCostType()

SCR_EArsenalSupplyCostType SCR_ArsenalComponent.GetSupplyCostType ( )
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 ( )
Returns

◆ GetSupportedArsenalItemTypes()

SCR_EArsenalItemType SCR_ArsenalComponent.GetSupportedArsenalItemTypes ( )
Returns

◆ HasSaveArsenalAction()

bool SCR_ArsenalComponent.HasSaveArsenalAction ( )

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 ( )
Returns
If arsenal is enabled and the arsenal type is enabled by the Arsenal Manager

◆ IsArsenalEnabledByType()

bool SCR_ArsenalComponent.IsArsenalEnabledByType ( )
Returns
If the arsenal type is enabled by the Arsenal Manager

◆ IsArsenalSavingDisplayedIfDisabled()

bool SCR_ArsenalComponent.IsArsenalSavingDisplayedIfDisabled ( )
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 ( )
Returns

◆ OnArsenalGameModeTypeChanged()

void SCR_ArsenalComponent.OnArsenalGameModeTypeChanged ( SCR_EArsenalGameModeType  newArsenalGameModeType)
protected

Implemented in SCR_ArsenalDisplayComponent.

◆ OnArsenalTypeEnabledChanged()

void SCR_ArsenalComponent.OnArsenalTypeEnabledChanged ( SCR_EArsenalTypes  typesEnabled)
protected

◆ OnDelete()

override void SCR_ArsenalComponent.OnDelete ( IEntity  owner)
protected

Implemented in SCR_ArsenalDisplayComponent.

◆ OnFactionChanged()

void SCR_ArsenalComponent.OnFactionChanged ( FactionAffiliationComponent  owner,
Faction  previousFaction,
Faction  newFaction 
)
protected

Implemented in SCR_ArsenalDisplayComponent.

◆ OnPostInit()

override void SCR_ArsenalComponent.OnPostInit ( IEntity  owner)
protected

Implemented in SCR_ArsenalDisplayComponent.

◆ RefreshArsenal()

void SCR_ArsenalComponent.RefreshArsenal ( SCR_Faction  faction = null)
Parameters
[in]factionunused parameter

Implemented in SCR_ArsenalDisplayComponent.

◆ RPC_OnArsenalUpdated()

void SCR_ArsenalComponent.RPC_OnArsenalUpdated ( SCR_EArsenalItemType  itemTypes,
SCR_EArsenalItemMode  itemModes 
)
protected

◆ RPL_SetArsenalSaveType()

void SCR_ArsenalComponent.RPL_SetArsenalSaveType ( SCR_EArsenalSaveType  saveType)
Parameters
[in]saveType

◆ RplLoad()

override bool SCR_ArsenalComponent.RplLoad ( ScriptBitReader  reader)

◆ RplSave()

override bool SCR_ArsenalComponent.RplSave ( ScriptBitWriter  writer)

◆ SetArsenalEnabled()

void SCR_ArsenalComponent.SetArsenalEnabled ( bool  enable,
bool  isOverwrite = true 
)
Parameters
[in]enableSets 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 ( bool  enable)
protected

◆ SetArsenalSaveType()

void SCR_ArsenalComponent.SetArsenalSaveType ( SCR_EArsenalSaveType  saveType)

Set Arsenal Save type (Server Only)

Parameters
[in]saveTypeNew Save type to set

◆ SetHasSaveArsenalAction()

void SCR_ArsenalComponent.SetHasSaveArsenalAction ( bool  hasSaveArsenalAction)

Set if arsenal save action is on the action manager.

Set by the save action on init

Parameters
[in]Settrue if action is available

◆ SetSupportedArsenalItemModes()

void SCR_ArsenalComponent.SetSupportedArsenalItemModes ( SCR_EArsenalItemMode  modes)
Parameters
[in]modes

Implemented in SCR_ArsenalDisplayComponent.

◆ SetSupportedArsenalItemTypes()

void SCR_ArsenalComponent.SetSupportedArsenalItemTypes ( SCR_EArsenalItemType  types)
Parameters
[in]types

Implemented in SCR_ArsenalDisplayComponent.

◆ UpdateArsenalEnabledState()

void SCR_ArsenalComponent.UpdateArsenalEnabledState ( )
protected

Member Data Documentation

◆ m_bAllowGetFactionFromParent

bool SCR_ArsenalComponent.m_bAllowGetFactionFromParent
protected

◆ m_bAlwaysUseDefaultFaction

bool SCR_ArsenalComponent.m_bAlwaysUseDefaultFaction
protected

◆ m_bArsenalEnabled

bool SCR_ArsenalComponent.m_bArsenalEnabled
protected

◆ m_bArsenalEnabledOverwritten

bool SCR_ArsenalComponent.m_bArsenalEnabledOverwritten
protected

◆ m_bArsenalSavingDisplayedIfDisabled

bool SCR_ArsenalComponent.m_bArsenalSavingDisplayedIfDisabled = true
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
protected

◆ m_bHasSaveArsenalAction

bool SCR_ArsenalComponent.m_bHasSaveArsenalAction = false
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
protected

◆ m_eArsenalSaveType

SCR_EArsenalSaveType SCR_ArsenalComponent.m_eArsenalSaveType
protected

◆ m_eArsenalTypes

SCR_EArsenalTypes SCR_ArsenalComponent.m_eArsenalTypes
protected

◆ m_eEditableAttributeGroups

SCR_EArsenalAttributeGroup SCR_ArsenalComponent.m_eEditableAttributeGroups
protected

◆ m_eOnDisableArsenalModes

SCR_EArsenalItemMode SCR_ArsenalComponent.m_eOnDisableArsenalModes
protected

◆ m_eSupplyCostType

SCR_EArsenalSupplyCostType SCR_ArsenalComponent.m_eSupplyCostType
protected

◆ m_eSupportedArsenalItemModes

SCR_EArsenalItemMode SCR_ArsenalComponent.m_eSupportedArsenalItemModes
protected

◆ m_eSupportedArsenalItemTypes

SCR_EArsenalItemType SCR_ArsenalComponent.m_eSupportedArsenalItemTypes
protected

◆ m_FactionComponent

SCR_FactionAffiliationComponent SCR_ArsenalComponent.m_FactionComponent
protected

◆ m_FactionManager

FactionManager SCR_ArsenalComponent.m_FactionManager
protected

◆ m_InventoryComponent

SCR_ArsenalInventoryStorageManagerComponent SCR_ArsenalComponent.m_InventoryComponent
protected

◆ m_OnArsenalUpdated

ref ScriptInvokerArsenalUpdated SCR_ArsenalComponent.m_OnArsenalUpdated
protected

◆ m_OverwriteArsenalConfig

ref SCR_ArsenalItemListConfig SCR_ArsenalComponent.m_OverwriteArsenalConfig
protected

◆ m_StorageComponent

UniversalInventoryStorageComponent SCR_ArsenalComponent.m_StorageComponent
protected

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