Arma Reforger Script API
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Workbench tool for generation of windows & glass prefabs. More...
Public Member Functions | |
void | ProcessComponents (IEntitySource entSrc, SCR_BatchPrefabTemplates prefabGeneratorConfig) |
Process all components listed in config and try to apply all changes defined in m_ComponentAttributesArray by calling ProcessAttributes function. | |
void | ProcessAttributes (IEntitySource entSrc, IEntitySource entSrcAttribute, array< ref ContainerIdPathEntry > containerPath, array< ref SCR_BatchPrefabTemplatesAttributes > TemplateData) |
Process all attributes listed in config and apply change to selected entity source. | |
void | Execute () |
Create bunch of inherited prefabs with selected models in m_aModelsToProcess array. | |
void | ExecuteModify () |
Modify all prefabs listed in m_aPrefabsToProcess with instructions contained in m_sPrefabConfig. | |
Protected Attributes | |
int | m_iAddonToUse |
ResourceName | m_sBaseClass |
ResourceName | m_sPathToSave |
ref array< ResourceName > | m_aModelsToProcess |
ref array< string > | m_aNewNames |
bool | m_bGenerateNames |
ref array< ResourceName > | m_aPrefabsToProcess |
ResourceName | m_sDirectoryToProcess |
ResourceName | m_sPrefabConfig |
Workbench tool for generation of windows & glass prefabs.
With this tool you can either create dozens of prefabs with selected configuration from XOB models by pressing "Create" button or modify configuration of existing prefabs with "Modify" button.
void SCR_BatchPrefabsOperationsTool.Execute | ( | ) |
Create bunch of inherited prefabs with selected models in m_aModelsToProcess array.
By minimum, new prefabs will have attached models in MeshObject component and will inherit from m_sBaseClass prefab. They will be located in folder selected in m_sPathToSave & will have name based on XOB file.
Optionally, you can also use m_sPrefabConfig to apply more values to your new prefab.
If m_aNewNames array is used, number of entries in this array must match the number of models
void SCR_BatchPrefabsOperationsTool.ExecuteModify | ( | ) |
Modify all prefabs listed in m_aPrefabsToProcess with instructions contained in m_sPrefabConfig.
After values are changed, function is also triggering saving of currently open scene World Editor to store all changes on the user drive.
void SCR_BatchPrefabsOperationsTool.ProcessAttributes | ( | IEntitySource | entSrc, |
IEntitySource | entSrcAttribute, | ||
array< ref ContainerIdPathEntry > | containerPath, | ||
array< ref SCR_BatchPrefabTemplatesAttributes > | TemplateData | ||
) |
Process all attributes listed in config and apply change to selected entity source.
Function supports basic math (multiplying, dividing & adding) & bitwise operations.
[in] | entSrc | Entity Source where new values should be stored |
[in] | entSrcAttribute | Entity Source from which script should read values |
[in] | containerPath | Path to container where values will be stored |
[in] | TemplateData | Array of values to be processed |
void SCR_BatchPrefabsOperationsTool.ProcessComponents | ( | IEntitySource | entSrc, |
SCR_BatchPrefabTemplates | prefabGeneratorConfig | ||
) |
Process all components listed in config and try to apply all changes defined in m_ComponentAttributesArray by calling ProcessAttributes function.
If component is not found, new one is created.
[in] | entSrc | Entity Source from which components should be read |
[in] | m_PrefabGeneratorConfig | Handle to config file containing instructions for the tool |
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