◆ AddBuildingValue()
| void SCR_CampaignBuildingNetworkComponent.AddBuildingValue |
( |
int | buildingValue, |
|
|
notnull IEntity | compositionOutline ) |
- Parameters
-
| [in] | buildingValue | |
| [in] | compositionOutline | |
◆ AddXPReward()
| void SCR_CampaignBuildingNetworkComponent.AddXPReward |
( |
int | playerId | ) |
|
◆ GetProviderFormRplId()
| IEntity SCR_CampaignBuildingNetworkComponent.GetProviderFormRplId |
( |
RplId | rplProviderId | ) |
|
◆ RemoveEditorMode()
| void SCR_CampaignBuildingNetworkComponent.RemoveEditorMode |
( |
int | playerID, |
|
|
IEntity | provider ) |
- Parameters
-
| [in] | playerID | |
| [in] | provider | |
◆ RequestBuildModeProvider()
| void SCR_CampaignBuildingNetworkComponent.RequestBuildModeProvider |
( |
| ) |
|
Client method which asks the server for the information about providers used for by current build mode editor.
◆ RequestEnterBuildingMode()
| void SCR_CampaignBuildingNetworkComponent.RequestEnterBuildingMode |
( |
IEntity | provider, |
|
|
int | playerID, |
|
|
bool | UserActionActivationOnly, |
|
|
bool | UserActionUsed, |
|
|
bool | useAllAvailableProviders = false ) |
- Parameters
-
| [in] | provider | |
| [in] | playerID | |
| [in] | UserActionActivationOnly | |
| [in] | UserActionUsed | |
| [in] | useAllAvailableProviders | true if game should use all available providers from that base |
◆ RpcAsk_AddBuildingValue()
| void SCR_CampaignBuildingNetworkComponent.RpcAsk_AddBuildingValue |
( |
int | buildingValue, |
|
|
RplId | compId ) |
|
protected |
Add a building value to a composition outline.
Once the define value is reach, composition will be spawned.
- Parameters
-
| [in] | buildingValue | |
| [in] | compId | |
◆ RpcAsk_AddXPReward()
| void SCR_CampaignBuildingNetworkComponent.RpcAsk_AddXPReward |
( |
int | playerId | ) |
|
|
protected |
◆ RpcAsk_RemoveEditorMode()
| void SCR_CampaignBuildingNetworkComponent.RpcAsk_RemoveEditorMode |
( |
int | playerID, |
|
|
RplId | compId ) |
|
protected |
Delete given player building mode.
- Parameters
-
◆ RpcAsk_RequestBuildModeProvider()
| void SCR_CampaignBuildingNetworkComponent.RpcAsk_RequestBuildModeProvider |
( |
| ) |
|
|
protected |
◆ RpcAsk_RequestEnterBuildingMode()
| void SCR_CampaignBuildingNetworkComponent.RpcAsk_RequestEnterBuildingMode |
( |
RplId | rplProviderId, |
|
|
int | playerID, |
|
|
bool | UserActionActivationOnly, |
|
|
bool | UserActionUsed, |
|
|
bool | useAllAvailableProviders ) |
|
protected |
Spawn a trigger as a child of the provider entity.
- Parameters
-
| [in] | rplProviderId | |
| [in] | playerID | |
| [in] | UserActionActivationOnly | |
| [in] | UserActionUse | |
| [in] | useAllAvailableProviders | true if game should use all available providers from that base |
◆ RpcDo_SetClientLock()
| void SCR_CampaignBuildingNetworkComponent.RpcDo_SetClientLock |
( |
bool | lock, |
|
|
RplId | compId ) |
|
protected |
Set a cooldown lock on client.
◆ SetClientLock()
| void SCR_CampaignBuildingNetworkComponent.SetClientLock |
( |
bool | lock, |
|
|
IEntity | provider ) |
The documentation for this interface was generated from the following file:
- Game/Building/SCR_CampaignBuildingNetworkComponent.c