Arma Reforger Script API
Loading...
Searching...
No Matches
Public Member Functions | Static Public Member Functions | Public Attributes | Protected Member Functions | Protected Attributes | Static Protected Attributes | List of all members
SCR_ArsenalManagerComponent Interface Reference
Inheritance diagram for SCR_ArsenalManagerComponent:
[legend]

Public Member Functions

SCR_EArsenalTypes GetEnabledArsenalTypes ()
 
bool IsArsenalTypeEnabled (SCR_EArsenalTypes arsenalType)
 
void SetEnabledArsenalTypes (SCR_EArsenalTypes newEnabledArsenalTypes, int playerID=-1)
 Changes the enabled arsenal types which will enable/disable the arsenals in the world if the player did not enable the arsenal already.
 
ScriptInvokerInt GetOnArsenalTypeEnabledChanged ()
 
SCR_ArsenalSaveTypeInfoHolder GetArsenalSaveTypeInfoHolder ()
 
SCR_EArsenalGameModeType GetArsenalGameModeType ()
 
void SetArsenalGameModeType_S (SCR_EArsenalGameModeType arsenalGameModeType, int playerID=0)
 
SCR_UIInfo GetArsenalGameModeUIInfo (SCR_EArsenalGameModeType arsenalGameModeType)
 
int GetArsenalGameModeUIInfoList (inout notnull array< SCR_ArsenalGameModeUIData > arsenalGameModeTypeUIInfoList)
 
ScriptInvokerInt GetOnArsenalGameModeTypeChanged ()
 
SCR_LoadoutSaveBlackListHolder GetLoadoutSaveBlackListHolder ()
 
void SetLoadoutBlackListActiveStates (notnull array< bool > orderedActiveStates, bool clearExistingLoadouts, int editorPlayerIdClearedLoadout=-1)
 Update BlackList active states (Server only)
 
bool GetLocalPlayerLoadoutAvailable ()
 
ScriptInvokerBase< SCR_ArsenalManagerComponent_OnPlayerLoadoutChanged > GetOnLoadoutUpdated ()
 
bool GetPlayerArsenalLoadout (string playerUID, out SCR_ArsenalPlayerLoadout playerLoadout)
 Authority side.
 
void SetLoadoutSpawnCostMultiplier_S (float multiplier, int playerID=0)
 Set the loadout supply multiplier (Server only)
 
float GetCalculatedLoadoutSpawnSupplyCostMultiplier ()
 
float GetLoadoutSpawnSupplyCostMultiplier ()
 
ScriptInvokerFloat GetOnLoadoutSpawnSupplyCostMultiplierChanged ()
 
void SetPlayerArsenalLoadout (int playerId, GameEntity characterEntity, SCR_ArsenalComponent arsenalComponent, SCR_EArsenalSupplyCostType arsenalSupplyType)
 Authority side.
 
override void EOnInit (IEntity owner)
 
override void OnPostInit (IEntity owner)
 
- Public Member Functions inherited from SCR_BaseGameModeComponent
SCR_BaseGameMode GetGameMode ()
 
void OnGameEnd ()
 Called on all machines when the world ends.
 
void OnGameStateChanged (SCR_EGameModeState state)
 Called when game mode state changes called on all machines.
 
void OnGameModeStart ()
 Called on every machine when game mode starts.
 
void OnGameModeEnd (SCR_GameModeEndData data)
 Called when game mode ends.
 
void OnPlayerConnected (int playerId)
 Called after a player is connected.
 
void OnPlayerAuditSuccess (int playerId)
 Event is called when player connecting Session hosting current Game Mode where is required authentication verification via.
 
void OnPlayerAuditFail (int playerId)
 Event is called when player connecting Session hosting current Game Mode AuditFail() call may be called under two occasions: 1) verification is required but failed (account is not valid, player is banned, internet issues) 2) player cannot be verified as authentication is not required or possible - where it may be valid behavior (server online connectivity turned off for example) Basically non-audited player cannot access persistency/ etc.
 
void OnPlayerAuditTimeouted (int playerId)
 Event is called when player connected to Session was kicked and did not reconnected in time This mean that slot reservation can be canceled.
 
void OnPlayerAuditRevived (int playerId)
 Event is called when player reconnected successfully back to Session after kick This mean that slot reservation need to be finished (closed).
 
void OnPlayerRegistered (int playerId)
 Called on every machine after a player is registered (identity, name etc.).
 
void OnPlayerDisconnected (int playerId, KickCauseCode cause, int timeout)
 Called after a player is disconnected.
 
void OnPlayerSpawned (int playerId, IEntity controlledEntity)
 Called after a player is spawned.
 
bool PreparePlayerEntity_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, SCR_SpawnData data, IEntity entity)
 
void OnSpawnPlayerEntityFailure_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, IEntity entity, SCR_SpawnData data, SCR_ESpawnResult reason)
 
void OnPlayerSpawnFinalize_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, SCR_SpawnData data, IEntity entity)
 
bool HandlePlayerKilled (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator killer)
 See SCR_BaseGameMode.HandlePlayerKilled.
 
void OnPlayerKilled (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator killer)
 Called after a player gets killed.
 
void OnPlayerKilledHandled (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator killer)
 Called after player gets killed in cases where the kill was handled by the game mode, supressing the default OnPlayerKilled behaviour.
 
void OnPlayerDeleted (int playerId, IEntity player)
 Called after a player gets deleted.
 
void OnPlayerRoleChange (int playerId, EPlayerRole roleFlags)
 Called when player role changes.
 
void OnWorldPostProcess (World world)
 Called once loading of all entities of the world have been finished (still within the loading)
 
void HandleOnLoadoutAssigned (int playerID, SCR_BasePlayerLoadout assignedLoadout)
 What happens when a player is assigned a loadout.
 
void HandleOnFactionAssigned (int playerID, Faction assignedFaction)
 What happens when a player is assigned a faction.
 
void HandleOnSpawnPointAssigned (int playerID, SCR_SpawnPoint spawnPoint)
 What happens when a player is assigned a spawn point.
 
void OnControllableSpawned (IEntity entity)
 When a controllable entity is spawned, this event is raised.
 
void OnControllableDestroyed (IEntity entity, IEntity killerEntity, notnull Instigator killer)
 When a controllable entity is destroyed, this event is raised.
 
void OnControllableDeleted (IEntity entity)
 Prior to a controllable entity being DELETED, this event is raised.
 
void SCR_BaseGameModeComponent (IEntityComponentSource src, IEntity ent, IEntity parent)
 

Static Public Member Functions

static void GetArsenalLoadoutComponentsToCheck (out notnull array< string > componentsToCheck)
 
static bool GetArsenalManager (out SCR_ArsenalManagerComponent arsenalManager)
 
static float GetItemRefundAmount (notnull IEntity item, SCR_ArsenalComponent arsenalComponent, bool mustHaveSupplyStorage, out bool isSupplyStorageAvailable=true)
 
static bool IsArsenalTypeEnabled_Static (SCR_EArsenalTypes arsenalType)
 
static SCR_EArsenalGameModeType GetArsenalGameModeType_Static ()
 
static float GetLoadoutCalculatedSupplyCost (notnull SCR_BasePlayerLoadout playerLoadout, bool getLocalPlayer, int playerID, SCR_Faction playerFaction, IEntity spawnTarget, out SCR_CampaignMilitaryBaseComponent spawnPointParentBase=null, out SCR_ResourceComponent spawnpointResourceComponent=null)
 Get the cost of spawning as a player at given base.
 

Public Attributes

ref SCR_PlayerLoadoutData m_LocalPlayerLoadoutData
 

Protected Member Functions

void OnArsenalTypeEnabledChanged ()
 
void OnArsenalGameModeTypeChanged ()
 
void RPC_OnPlayerLoadoutCleared (int playerIdClearedLoadout)
 
void OnLoadoutSpawnSupplyCostMultiplierChanged ()
 
bool CanSaveLoadout (int playerId, notnull GameEntity characterEntity, FactionAffiliationComponent playerFactionAffiliation, SCR_ArsenalComponent arsenalComponent, bool sendNotificationOnFailed)
 
SCR_PlayerLoadoutData GetPlayerLoadoutData (GameEntity characterEntity)
 
void ComputeSuppliesCost (notnull SCR_Faction faction, notnull SCR_ArsenalPlayerLoadout playerLoadout, SCR_EArsenalSupplyCostType arsenalSupplyType)
 
void ComputeStorage (notnull SCR_JsonLoadContext context, notnull SCR_Faction faction, notnull SCR_ArsenalPlayerLoadout playerLoadout, string storageName, SCR_EArsenalSupplyCostType arsenalSupplyType)
 
void ComputeStorageEntity (notnull SCR_JsonLoadContext context, notnull SCR_Faction faction, notnull SCR_ArsenalPlayerLoadout playerLoadout, string entityName, SCR_EArsenalSupplyCostType arsenalSupplyType)
 
void ComputeEntity (notnull SCR_JsonLoadContext context, notnull SCR_Faction faction, notnull SCR_ArsenalPlayerLoadout playerLoadout, string entityName, SCR_EArsenalSupplyCostType arsenalSupplyType)
 
void DoSetPlayerLoadout (int playerId, string loadoutString, GameEntity characterEntity, SCR_EArsenalSupplyCostType arsenalSupplyType)
 
override void OnPlayerAuditSuccess (int playerId)
 Event is called when player connecting Session hosting current Game Mode where is required authentication verification via.
 
void DoSetPlayerHasLoadout (int playerId, bool loadoutValid, bool loadoutChanged, bool notification)
 
void DoSendPlayerLoadout (int playerId, SCR_PlayerLoadoutData loadoutData)
 
void DoPlayerClearHasLoadout (int playerId)
 

Protected Attributes

ResourceName m_sArsenalSaveTypeInfoHolder
 
ResourceName m_sLoadoutSaveBlackListHolder
 
bool m_bDisable ref map< string, ref SCR_ArsenalPlayerLoadoutm_aPlayerLoadouts = new map<string, ref SCR_ArsenalPlayerLoadout>()
 
ref ScriptInvokerBase< SCR_ArsenalManagerComponent_OnPlayerLoadoutChanged > m_OnPlayerLoadoutUpdated = new ScriptInvokerBase<SCR_ArsenalManagerComponent_OnPlayerLoadoutChanged>()
 
ref ScriptInvokerInt m_OnArsenalGameModeTypeChanged = new ScriptInvokerInt()
 
ref ScriptInvokerInt m_OnArsenalTypeEnabledChanged = new ScriptInvokerInt()
 
ref ScriptInvokerFloat m_OnLoadoutSpawnSupplyCostMultiplierChanged = new ScriptInvokerFloat()
 
ref SCR_ArsenalSaveTypeInfoHolder m_ArsenalSaveTypeInfoHolder
 
ref SCR_LoadoutSaveBlackListHolder m_LoadoutSaveBlackListHolder
 
bool m_bLocalPlayerLoadoutAvailable
 
float m_fLoadoutSpawnSupplyCostMultiplier
 
SCR_EArsenalGameModeType m_eArsenalGameModeType
 
ResourceName m_sArsenalGameModeUIDataHolder
 
SCR_EArsenalTypes m_eArsenalTypesEnabled
 
ref SCR_ArsenalGameModeUIDataHolder m_ArsenalGameModeUIDataHolder
 
- Protected Attributes inherited from SCR_BaseGameModeComponent
SCR_BaseGameMode m_pGameMode
 The game mode entity this component is attached to.
 

Static Protected Attributes

static SCR_ArsenalManagerComponent s_Instance
 
static ref array< string > ARSENALLOADOUT_COMPONENTS_TO_CHECK
 

Member Function Documentation

◆ CanSaveLoadout()

bool SCR_ArsenalManagerComponent.CanSaveLoadout ( int  playerId,
notnull GameEntity  characterEntity,
FactionAffiliationComponent  playerFactionAffiliation,
SCR_ArsenalComponent  arsenalComponent,
bool  sendNotificationOnFailed 
)
protected

◆ ComputeEntity()

void SCR_ArsenalManagerComponent.ComputeEntity ( notnull SCR_JsonLoadContext  context,
notnull SCR_Faction  faction,
notnull SCR_ArsenalPlayerLoadout  playerLoadout,
string  entityName,
SCR_EArsenalSupplyCostType  arsenalSupplyType 
)
protected

◆ ComputeStorage()

void SCR_ArsenalManagerComponent.ComputeStorage ( notnull SCR_JsonLoadContext  context,
notnull SCR_Faction  faction,
notnull SCR_ArsenalPlayerLoadout  playerLoadout,
string  storageName,
SCR_EArsenalSupplyCostType  arsenalSupplyType 
)
protected

◆ ComputeStorageEntity()

void SCR_ArsenalManagerComponent.ComputeStorageEntity ( notnull SCR_JsonLoadContext  context,
notnull SCR_Faction  faction,
notnull SCR_ArsenalPlayerLoadout  playerLoadout,
string  entityName,
SCR_EArsenalSupplyCostType  arsenalSupplyType 
)
protected

◆ ComputeSuppliesCost()

void SCR_ArsenalManagerComponent.ComputeSuppliesCost ( notnull SCR_Faction  faction,
notnull SCR_ArsenalPlayerLoadout  playerLoadout,
SCR_EArsenalSupplyCostType  arsenalSupplyType 
)
protected

◆ DoPlayerClearHasLoadout()

void SCR_ArsenalManagerComponent.DoPlayerClearHasLoadout ( int  playerId)
protected

◆ DoSendPlayerLoadout()

void SCR_ArsenalManagerComponent.DoSendPlayerLoadout ( int  playerId,
SCR_PlayerLoadoutData  loadoutData 
)
protected

◆ DoSetPlayerHasLoadout()

void SCR_ArsenalManagerComponent.DoSetPlayerHasLoadout ( int  playerId,
bool  loadoutValid,
bool  loadoutChanged,
bool  notification 
)
protected

◆ DoSetPlayerLoadout()

void SCR_ArsenalManagerComponent.DoSetPlayerLoadout ( int  playerId,
string  loadoutString,
GameEntity  characterEntity,
SCR_EArsenalSupplyCostType  arsenalSupplyType 
)
protected

◆ EOnInit()

override void SCR_ArsenalManagerComponent.EOnInit ( IEntity  owner)

◆ GetArsenalGameModeType()

SCR_EArsenalGameModeType SCR_ArsenalManagerComponent.GetArsenalGameModeType ( )
Returns
The current Arsenal Game mode type. -1 Means it is unrestricted

◆ GetArsenalGameModeType_Static()

static SCR_EArsenalGameModeType SCR_ArsenalManagerComponent.GetArsenalGameModeType_Static ( )
static
Returns
The current Arsenal Game mode type. -1 Means it is unrestricted

◆ GetArsenalGameModeUIInfo()

SCR_UIInfo SCR_ArsenalManagerComponent.GetArsenalGameModeUIInfo ( SCR_EArsenalGameModeType  arsenalGameModeType)
Parameters
[in]arsenalGameModeTypeType to get Ui info for. -1 gets the unrestricted game mode type
Returns
UI info of given Arsenal Mode type.

◆ GetArsenalGameModeUIInfoList()

int SCR_ArsenalManagerComponent.GetArsenalGameModeUIInfoList ( inout notnull array< SCR_ArsenalGameModeUIData arsenalGameModeTypeUIInfoList)
Parameters
[in,out]arsenalGameModeTypeUIInfoListReturn list off all the UI data for the arsenal Game mode type
Returns
Count of all the arsenal game mode types

◆ GetArsenalLoadoutComponentsToCheck()

static void SCR_ArsenalManagerComponent.GetArsenalLoadoutComponentsToCheck ( out notnull array< string >  componentsToCheck)
static

◆ GetArsenalManager()

static bool SCR_ArsenalManagerComponent.GetArsenalManager ( out SCR_ArsenalManagerComponent  arsenalManager)
static
Parameters
[out]arsenalManagerThe arsenal manager that is obtained
Returns
If arsenal manager was succesfully obtained

◆ GetArsenalSaveTypeInfoHolder()

SCR_ArsenalSaveTypeInfoHolder SCR_ArsenalManagerComponent.GetArsenalSaveTypeInfoHolder ( )
Returns
Get Save type info holder

◆ GetCalculatedLoadoutSpawnSupplyCostMultiplier()

float SCR_ArsenalManagerComponent.GetCalculatedLoadoutSpawnSupplyCostMultiplier ( )
Returns
The spawn cost multiplier. Will always be 0 if supplies are disabled

◆ GetEnabledArsenalTypes()

SCR_EArsenalTypes SCR_ArsenalManagerComponent.GetEnabledArsenalTypes ( )
Returns
Arsenal type flags enabled in the game mode

◆ GetItemRefundAmount()

static float SCR_ArsenalManagerComponent.GetItemRefundAmount ( notnull IEntity  item,
SCR_ArsenalComponent  arsenalComponent,
bool  mustHaveSupplyStorage,
out bool  isSupplyStorageAvailable = true 
)
static
Parameters
[in]itemItem to get refund supply cost for. Weapons will also calculate the cost of attachments
[in]arsenalComponentThe arsenal component if the it is refunded to an arsenal
[in]mustHaveSupplyStorageIf true will return -1 if no arsenal component or no resource component
[out]isSupplyStorageAvailableWill return false if there was no storage to put the supplies in or if there is no space left in any storage
Returns
Will return the calculated supply cost (this can be 0) or -1 which is the same as 0 but will hide any UI related widgets rather than showing 0

◆ GetLoadoutCalculatedSupplyCost()

static float SCR_ArsenalManagerComponent.GetLoadoutCalculatedSupplyCost ( notnull SCR_BasePlayerLoadout  playerLoadout,
bool  getLocalPlayer,
int  playerID,
SCR_Faction  playerFaction,
IEntity  spawnTarget,
out SCR_CampaignMilitaryBaseComponent  spawnPointParentBase = null,
out SCR_ResourceComponent  spawnpointResourceComponent = null 
)
static

Get the cost of spawning as a player at given base.

Parameters
[in]playerLoadoutLoadout to check supply cost for
[in]getLocalPlayerIf true and the loadout is a SCR_PlayerArsenalLoadout then it will get the locally stored data for the arsenal loadout
[in]playerIDPlayer ID of player that want's to spawn, Required only if !getLocalPlayer
[in]playerFaction(Optional) Faction of player to spawn to speed up getting the spawn cost data from Catalog
[in]spawnTargetSpawnpoint of spawn location. Not required but without it, it cannot know if the spawnpoint has supplies enabled or other values if the spawnpoint is a base
[out]spawnPointParentBaseReturns the base if the spawnpoint is a base composition
[out]spawnpointResourceComponentReturns the Resource component from the spawnpoint or base
Returns
Returns the total cost of spawning with the given loadout

◆ GetLoadoutSaveBlackListHolder()

SCR_LoadoutSaveBlackListHolder SCR_ArsenalManagerComponent.GetLoadoutSaveBlackListHolder ( )
Returns
Get Loadout save blacklist holder

◆ GetLoadoutSpawnSupplyCostMultiplier()

float SCR_ArsenalManagerComponent.GetLoadoutSpawnSupplyCostMultiplier ( )
Returns
The spawn cost multiplier. Does not care if supplies are enabled. Only used by editor

◆ GetLocalPlayerLoadoutAvailable()

bool SCR_ArsenalManagerComponent.GetLocalPlayerLoadoutAvailable ( )
Returns

◆ GetOnArsenalGameModeTypeChanged()

ScriptInvokerInt SCR_ArsenalManagerComponent.GetOnArsenalGameModeTypeChanged ( )
Returns
Script invoker when arsenal Game mode type changes

◆ GetOnArsenalTypeEnabledChanged()

ScriptInvokerInt SCR_ArsenalManagerComponent.GetOnArsenalTypeEnabledChanged ( )
Returns
Script invoker on enabled arsenal types changed. Sends over the current enabled arsenal flags

◆ GetOnLoadoutSpawnSupplyCostMultiplierChanged()

ScriptInvokerFloat SCR_ArsenalManagerComponent.GetOnLoadoutSpawnSupplyCostMultiplierChanged ( )
Returns
ScriptInvoker on Loadout spawn cost multiplier changed

◆ GetOnLoadoutUpdated()

ScriptInvokerBase< SCR_ArsenalManagerComponent_OnPlayerLoadoutChanged > SCR_ArsenalManagerComponent.GetOnLoadoutUpdated ( )
Returns

◆ GetPlayerArsenalLoadout()

bool SCR_ArsenalManagerComponent.GetPlayerArsenalLoadout ( string  playerUID,
out SCR_ArsenalPlayerLoadout  playerLoadout 
)

Authority side.

Parameters
[in]playerId
[out]playerLoadout
Returns

◆ GetPlayerLoadoutData()

SCR_PlayerLoadoutData SCR_ArsenalManagerComponent.GetPlayerLoadoutData ( GameEntity  characterEntity)
protected

◆ IsArsenalTypeEnabled()

bool SCR_ArsenalManagerComponent.IsArsenalTypeEnabled ( SCR_EArsenalTypes  arsenalType)
Returns
True if given arsenal flag is enabled in gamemode

◆ IsArsenalTypeEnabled_Static()

static bool SCR_ArsenalManagerComponent.IsArsenalTypeEnabled_Static ( SCR_EArsenalTypes  arsenalType)
static
Returns
True if given arsenal flag is enabled in gamemode

◆ OnArsenalGameModeTypeChanged()

void SCR_ArsenalManagerComponent.OnArsenalGameModeTypeChanged ( )
protected

◆ OnArsenalTypeEnabledChanged()

void SCR_ArsenalManagerComponent.OnArsenalTypeEnabledChanged ( )
protected

◆ OnLoadoutSpawnSupplyCostMultiplierChanged()

void SCR_ArsenalManagerComponent.OnLoadoutSpawnSupplyCostMultiplierChanged ( )
protected

◆ OnPlayerAuditSuccess()

override void SCR_ArsenalManagerComponent.OnPlayerAuditSuccess ( int  playerId)
protected

Event is called when player connecting Session hosting current Game Mode where is required authentication verification via.

platform services AuditSuccess() call specifically mean this verification was successful Basically audited player has access to persistency/ etc. related functionality provided by online services.

Parameters
[in]playerIdis index of player in game, equal to the one assigned at PlayerController

Implements SCR_BaseGameModeComponent.

◆ OnPostInit()

override void SCR_ArsenalManagerComponent.OnPostInit ( IEntity  owner)

◆ RPC_OnPlayerLoadoutCleared()

void SCR_ArsenalManagerComponent.RPC_OnPlayerLoadoutCleared ( int  playerIdClearedLoadout)
protected

◆ SetArsenalGameModeType_S()

void SCR_ArsenalManagerComponent.SetArsenalGameModeType_S ( SCR_EArsenalGameModeType  arsenalGameModeType,
int  playerID = 0 
)
Parameters
[in]arsenalGameModeTypeMode to set, -1 means the mode is unrestricted
[in]playerIDOptional to send notification that the arsenal mode has been changed

◆ SetEnabledArsenalTypes()

void SCR_ArsenalManagerComponent.SetEnabledArsenalTypes ( SCR_EArsenalTypes  newEnabledArsenalTypes,
int  playerID = -1 
)

Changes the enabled arsenal types which will enable/disable the arsenals in the world if the player did not enable the arsenal already.

Parameters
[in]newEnabledArsenalTypeAll arsenal type flags that are enabled
[in]playerIDOptional to send notification on arsenal types changed

◆ SetLoadoutBlackListActiveStates()

void SCR_ArsenalManagerComponent.SetLoadoutBlackListActiveStates ( notnull array< bool >  orderedActiveStates,
bool  clearExistingLoadouts,
int  editorPlayerIdClearedLoadout = -1 
)

Update BlackList active states (Server only)

Parameters
[in]orderedActiveStatesAn ordered list of all blacklists and their new active state
[in]clearExistingLoadouts
[in]editorPlayerIdClearedLoadout

◆ SetLoadoutSpawnCostMultiplier_S()

void SCR_ArsenalManagerComponent.SetLoadoutSpawnCostMultiplier_S ( float  multiplier,
int  playerID = 0 
)

Set the loadout supply multiplier (Server only)

Parameters
[in]multipliernew multiplier to set
[in]playerIDTo send Notifications (optional)

◆ SetPlayerArsenalLoadout()

void SCR_ArsenalManagerComponent.SetPlayerArsenalLoadout ( int  playerId,
GameEntity  characterEntity,
SCR_ArsenalComponent  arsenalComponent,
SCR_EArsenalSupplyCostType  arsenalSupplyType 
)

Authority side.

Parameters
[in]playerId
[in]characterEntity
[in]arsenalComponent
[in]arsenalSupplyType

Member Data Documentation

◆ ARSENALLOADOUT_COMPONENTS_TO_CHECK

ref array<string> SCR_ArsenalManagerComponent.ARSENALLOADOUT_COMPONENTS_TO_CHECK
staticprotected

◆ m_aPlayerLoadouts

bool m_bDisable ref map<string, ref SCR_ArsenalPlayerLoadout> SCR_ArsenalManagerComponent.m_aPlayerLoadouts = new map<string, ref SCR_ArsenalPlayerLoadout>()
protected

◆ m_ArsenalGameModeUIDataHolder

ref SCR_ArsenalGameModeUIDataHolder SCR_ArsenalManagerComponent.m_ArsenalGameModeUIDataHolder
protected

◆ m_ArsenalSaveTypeInfoHolder

ref SCR_ArsenalSaveTypeInfoHolder SCR_ArsenalManagerComponent.m_ArsenalSaveTypeInfoHolder
protected

◆ m_bLocalPlayerLoadoutAvailable

bool SCR_ArsenalManagerComponent.m_bLocalPlayerLoadoutAvailable
protected

◆ m_eArsenalGameModeType

SCR_EArsenalGameModeType SCR_ArsenalManagerComponent.m_eArsenalGameModeType
protected

◆ m_eArsenalTypesEnabled

SCR_EArsenalTypes SCR_ArsenalManagerComponent.m_eArsenalTypesEnabled
protected

◆ m_fLoadoutSpawnSupplyCostMultiplier

float SCR_ArsenalManagerComponent.m_fLoadoutSpawnSupplyCostMultiplier
protected

◆ m_LoadoutSaveBlackListHolder

ref SCR_LoadoutSaveBlackListHolder SCR_ArsenalManagerComponent.m_LoadoutSaveBlackListHolder
protected

◆ m_LocalPlayerLoadoutData

ref SCR_PlayerLoadoutData SCR_ArsenalManagerComponent.m_LocalPlayerLoadoutData

◆ m_OnArsenalGameModeTypeChanged

ref ScriptInvokerInt SCR_ArsenalManagerComponent.m_OnArsenalGameModeTypeChanged = new ScriptInvokerInt()
protected

◆ m_OnArsenalTypeEnabledChanged

ref ScriptInvokerInt SCR_ArsenalManagerComponent.m_OnArsenalTypeEnabledChanged = new ScriptInvokerInt()
protected

◆ m_OnLoadoutSpawnSupplyCostMultiplierChanged

ref ScriptInvokerFloat SCR_ArsenalManagerComponent.m_OnLoadoutSpawnSupplyCostMultiplierChanged = new ScriptInvokerFloat()
protected

◆ m_OnPlayerLoadoutUpdated

ref ScriptInvokerBase<SCR_ArsenalManagerComponent_OnPlayerLoadoutChanged> SCR_ArsenalManagerComponent.m_OnPlayerLoadoutUpdated = new ScriptInvokerBase<SCR_ArsenalManagerComponent_OnPlayerLoadoutChanged>()
protected

◆ m_sArsenalGameModeUIDataHolder

ResourceName SCR_ArsenalManagerComponent.m_sArsenalGameModeUIDataHolder
protected

◆ m_sArsenalSaveTypeInfoHolder

ResourceName SCR_ArsenalManagerComponent.m_sArsenalSaveTypeInfoHolder
protected

◆ m_sLoadoutSaveBlackListHolder

ResourceName SCR_ArsenalManagerComponent.m_sLoadoutSaveBlackListHolder
protected

◆ s_Instance

SCR_ArsenalManagerComponent SCR_ArsenalManagerComponent.s_Instance
staticprotected

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