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

Public Member Functions

string GetProviderDisplayName ()
 Return name of the provider.
 
bool UseMasterProvider ()
 Should this provider use a master provider?
 
bool IsMasterProvider ()
 Master provider can be for an example HQ where there are other services that can serve as providers (living area for an example) but master provider counts budget limits or define a building area.
 
bool CanCommandAI ()
 
bool ObstrucViewWhenEnemyInRange ()
 
IEntity GetMasterProviderEntity ()
 Returns master provider entity of this provider if any. If not, return itself.
 
bool UseMasterProviderBudget (EEditableEntityBudget budget, out SCR_CampaignBuildingProviderComponent masterProviderComponent)
 Check if for this budget should be used budget of master provider.
 
void SetClientLock (bool lock, IEntity provider, int playerId)
 
void SetCooldownClientLock (bool val)
 
void SetPlayerCooldown (int playerId, int cooldownTime)
 Set the cooldown time. First calculate if there is a potential adjustment of the time, based on the budget setting of provider. Make loop running on server.
 
void RemovePlayerCooldowns (int playerId)
 Remove all cooldown times for player.
 
void UpdateCooldownTimer ()
 Periodically called method to evaluate a current status of the cooldown.
 
bool HasCooldownSet (int playerId)
 Is placing allowed for this player?
 
float GetCooldownValue (int playerId)
 Return current value of the cooldown time for a given player.
 
ScriptInvokerVoid GetOnCooldownLockUpdated ()
 
override void RegisterBase (notnull SCR_MilitaryBaseComponent base)
 
bool CanRegisterAtMilitaryBase ()
 
SCR_MilitaryBaseComponent GetMilitaryBaseComponent ()
 
SCR_ECharacterRank GetAccessRank ()
 
float GetBuildingRadius ()
 
int GetMaxBudgetValue (EEditableEntityBudget budget)
 Return max value of the given budget if this budget is added to be evaluated with this provider and has max value set.
 
int GetCurrentPropValue ()
 
void SetPropValue (int value)
 
void AddPropValue (int value)
 
int GetCurrentAIValue ()
 
void SetAIValue (int value)
 
void AddAIValue (int value)
 
void SetOnEntityKilled (IEntity ent)
 Set an event called when entity spawned by this provider get killed.
 
array< EEditableEntityLabel > GetAvailableTraits ()
 
override void OnPostInit (IEntity owner)
 
override void EOnInit (IEntity owner)
 
void AddNewActiveUser (int userID)
 Add an ID of a user on the list of those who are currently in use of provider.
 
void RemoveActiveUser (int userID)
 Remove an ID of a user from the list of those who are currently in use of provider.
 
int GetActiveUsers (out notnull array< int > users)
 Return the array of users id and it's count.
 
bool ContainActiveUsers (int playerId)
 
void AddNewAvailableUser (int userID)
 
void RemoveAvailableUser (int userID)
 
int GetAvailableUsers (out array< int > users)
 
bool ContainAvailableUsers (int playerId)
 
void RequestBuildingMode (int playerID, bool userActionUsed)
 Requesting a building mode.
 
void RequestEnterBuildingMode (int playerID, bool userActionUsed)
 
void SetOnPlayerTeleported (int playerID)
 
void SetOnPlayerConsciousnessChanged ()
 Set even when player consciousness changed.
 
void OnLifeStateChanged (ECharacterLifeState previousLifeState, ECharacterLifeState newLifeState)
 
void PlayerTeleported (SCR_EditableCharacterComponent character, bool isLongFade, SCR_EPlayerTeleportedReason teleportReason)
 
void RemoveOnLifeStateChanged ()
 
void SetOnProviderFactionChangedEvent ()
 Insert a method called when the provider faction is changed, e.g a base is taken by an enemy.
 
void SetOnPlayerDeathActiveUserEvent (int userID)
 
void SetOnPlayerDeathAvailableUserEvent (int userID)
 
void OnActiveUserDeath (SCR_CharacterControllerComponent characterControllerComponent, IEntity instigatorEntity, notnull Instigator instigator)
 
void OnAvailableUserDeath (SCR_CharacterControllerComponent characterControllerComponent, IEntity instigatorEntity, notnull Instigator instigator)
 
void BuildingModeCreated ()
 
void EntitySpawnedByProvider (int prefabID, SCR_EditableEntityComponent editableEntity)
 Event rised when the entity is spawned by this provider.
 
void OnModeClosed ()
 
void RemoveOnModeClosed ()
 
void RemoveOnPlayerTeleported ()
 
bool GetUserActionInitOnly ()
 
bool IsCharacterFactionSame (notnull IEntity character)
 Does character faction match the provider faction.
 
SCR_ResourceComponent GetResourceComponent ()
 Caches and returns the resource component.
 
SCR_CampaignSuppliesComponent GetSuppliesComponent ()
 
SCR_CampaignBuildingBudgetToEvaluateData GetBudgetData (EEditableEntityBudget budget)
 Get data of given budget.
 
int GetBudgetTypesToEvaluate (notnull out array< ref EEditableEntityBudget > budgets)
 Returns all budget types to evaluate with this provider.
 
bool IsBudgetToEvaluate (EEditableEntityBudget blockingBudget)
 
EEditableEntityBudget GetShownBudget ()
 Evaluate all set budgets with this provider and return first one that is marked as to be shown in UI.
 
int CalculateCooldownTime (int playerId, int cooldownTime)
 Checks the budget setting and calculate final cooldown time based on it.
 
void RemoveActiveUsers ()
 Method called when the provider was destroyed or deleted to remove a provider.
 
void RemoveCheckProviderMove ()
 
void SetCheckProviderMove ()
 
bool IsEnemyFaction (notnull ChimeraCharacter char)
 Check if given character faction is a hostile to player, or not.
 
override bool RplLoad (ScriptBitReader reader)
 
void ~SCR_CampaignBuildingProviderComponent ()
 
- Public Member Functions inherited from SCR_MilitaryBaseLogicComponent
void RegisterBase (notnull SCR_MilitaryBaseComponent base)
 
void OnBaseRegistered (notnull SCR_MilitaryBaseComponent base)
 
void UnregisterBase (notnull SCR_MilitaryBaseComponent base)
 
void OnBaseUnregistered (notnull SCR_MilitaryBaseComponent base)
 
int GetBases (out array< SCR_MilitaryBaseComponent > bases)
 
void OnBaseFactionChanged (Faction faction)
 
override void EOnInit (IEntity owner)
 
override void OnPostInit (IEntity owner)
 
void ~SCR_MilitaryBaseLogicComponent ()
 

Static Public Member Functions

static ScriptInvokerVoid GetOnProviderCreated ()
 

Public Attributes

SCR_CampaignBuildingProviderComponent m_MasterProviderComponent
 

Protected Member Functions

void OnAIRemoved (IEntity ent)
 An event called when AI spawned by this provider is killed or deleted.
 
void RemoveEvents (IEntity ent)
 remove all methods invoked to entity and related to it's dead or delete.
 
SCR_CampaignBuildingNetworkComponent GetNetworkManager ()
 
SCR_EditorManagerEntity GetEditorManager ()
 
SCR_EditorManagerEntity GetEditorManagerByID (int playerId)
 
SCR_CharacterControllerComponent GetCharacterControllerComponent (int playerID)
 
int GetPlayerIdFromCharacterController (SCR_CharacterControllerComponent characterControllerComponent)
 
Faction GetEntityFaction (notnull IEntity ent)
 
void OnBaseOwnerChanged (FactionAffiliationComponent owner, Faction previousFaction, Faction newFaction)
 Method triggered when owning faction of provider has changed.
 

Protected Attributes

string m_sProviderDisplayName
 
bool m_bUserActionActivationOnly
 
bool m_bIsMasterProvider
 
bool m_bUseMasterProvider
 
bool m_bRegisterAtBase
 
bool m_bCanCommandAI
 
bool m_bObstructViewWhenEnemyInRange
 
float m_fBuildingRadius
 
SCR_ECharacterRank m_iRank
 
ref array< ref SCR_CampaignBuildingBudgetToEvaluateDatam_aBudgetsToEvaluate
 
ref array< EEditableEntityLabel > m_aAvailableTraits
 
int m_iCurrentPropValue
 Current props Value represents, how many entities with set prop budget can be spawned with this provider. The max number is limited by Prop budget.
 
int m_iCurrentAIValue
 Current AI Value represents, how many AI is currently spawned with this provider. The max number is limited by AI budget.
 
Physics m_ProviderPhysics
 
SCR_ResourceComponent m_ResourceComponent
 
ref array< int > m_aActiveUsersIDs = {}
 
ref array< int > m_aAvailableUsersIDs = {}
 
ref array< SCR_CampaignBuildingBudgetToEvaluateDatam_aShownBudget = {}
 
ref ScriptInvokerVoid m_OnCooldownLockUpdated
 
ref array< ref Tuple2< int, WorldTimestamp > > m_aPlacingCooldown = {}
 
bool m_bCooldownClientLock
 
- Protected Attributes inherited from SCR_MilitaryBaseLogicComponent
ref array< SCR_MilitaryBaseComponentm_aBases = {}
 

Static Protected Attributes

static ref ScriptInvokerVoid s_OnProviderCreated = new ScriptInvokerVoid()
 
const int MOVING_CHECK_PERIOD = 1000
 
const int PROVIDER_SPEED_TO_REMOVE_BUILDING_SQ = 1
 

Constructor & Destructor Documentation

◆ ~SCR_CampaignBuildingProviderComponent()

void SCR_CampaignBuildingProviderComponent.~SCR_CampaignBuildingProviderComponent ( )

Member Function Documentation

◆ AddAIValue()

void SCR_CampaignBuildingProviderComponent.AddAIValue ( int  value)

◆ AddNewActiveUser()

void SCR_CampaignBuildingProviderComponent.AddNewActiveUser ( int  userID)

Add an ID of a user on the list of those who are currently in use of provider.

Parameters
[in]userID

◆ AddNewAvailableUser()

void SCR_CampaignBuildingProviderComponent.AddNewAvailableUser ( int  userID)
Parameters
[in]userID

◆ AddPropValue()

void SCR_CampaignBuildingProviderComponent.AddPropValue ( int  value)
Parameters
[in]value

◆ BuildingModeCreated()

void SCR_CampaignBuildingProviderComponent.BuildingModeCreated ( )

◆ CalculateCooldownTime()

int SCR_CampaignBuildingProviderComponent.CalculateCooldownTime ( int  playerId,
int  cooldownTime 
)

Checks the budget setting and calculate final cooldown time based on it.

◆ CanCommandAI()

bool SCR_CampaignBuildingProviderComponent.CanCommandAI ( )
Returns
Can player from this provider control friendly AI in building radius.

◆ CanRegisterAtMilitaryBase()

bool SCR_CampaignBuildingProviderComponent.CanRegisterAtMilitaryBase ( )
Returns
if the provider can be registered at base or not.

◆ ContainActiveUsers()

bool SCR_CampaignBuildingProviderComponent.ContainActiveUsers ( int  playerId)
Parameters
[in]playerId
Returns

◆ ContainAvailableUsers()

bool SCR_CampaignBuildingProviderComponent.ContainAvailableUsers ( int  playerId)
Parameters
[in]playerId
Returns

◆ EntitySpawnedByProvider()

void SCR_CampaignBuildingProviderComponent.EntitySpawnedByProvider ( int  prefabID,
SCR_EditableEntityComponent  editableEntity 
)

Event rised when the entity is spawned by this provider.

◆ EOnInit()

override void SCR_CampaignBuildingProviderComponent.EOnInit ( IEntity  owner)

◆ GetAccessRank()

SCR_ECharacterRank SCR_CampaignBuildingProviderComponent.GetAccessRank ( )
Returns

◆ GetActiveUsers()

int SCR_CampaignBuildingProviderComponent.GetActiveUsers ( out notnull array< int >  users)

Return the array of users id and it's count.

Parameters
[out]users

◆ GetAvailableTraits()

array< EEditableEntityLabel > SCR_CampaignBuildingProviderComponent.GetAvailableTraits ( )

◆ GetAvailableUsers()

int SCR_CampaignBuildingProviderComponent.GetAvailableUsers ( out array< int >  users)
Parameters
[out]users
Returns

◆ GetBudgetData()

SCR_CampaignBuildingBudgetToEvaluateData SCR_CampaignBuildingProviderComponent.GetBudgetData ( EEditableEntityBudget  budget)

Get data of given budget.

◆ GetBudgetTypesToEvaluate()

int SCR_CampaignBuildingProviderComponent.GetBudgetTypesToEvaluate ( notnull out array< ref EEditableEntityBudget >  budgets)

Returns all budget types to evaluate with this provider.

◆ GetBuildingRadius()

float SCR_CampaignBuildingProviderComponent.GetBuildingRadius ( )
Returns

◆ GetCharacterControllerComponent()

SCR_CharacterControllerComponent SCR_CampaignBuildingProviderComponent.GetCharacterControllerComponent ( int  playerID)
protected

◆ GetCooldownValue()

float SCR_CampaignBuildingProviderComponent.GetCooldownValue ( int  playerId)

Return current value of the cooldown time for a given player.

◆ GetCurrentAIValue()

int SCR_CampaignBuildingProviderComponent.GetCurrentAIValue ( )

◆ GetCurrentPropValue()

int SCR_CampaignBuildingProviderComponent.GetCurrentPropValue ( )
Returns

◆ GetEditorManager()

SCR_EditorManagerEntity SCR_CampaignBuildingProviderComponent.GetEditorManager ( )
protected
Returns
local Editor Manager

◆ GetEditorManagerByID()

SCR_EditorManagerEntity SCR_CampaignBuildingProviderComponent.GetEditorManagerByID ( int  playerId)
protected
Returns
Editor manager by player ID

◆ GetEntityFaction()

Faction SCR_CampaignBuildingProviderComponent.GetEntityFaction ( notnull IEntity  ent)
protected

◆ GetMasterProviderEntity()

IEntity SCR_CampaignBuildingProviderComponent.GetMasterProviderEntity ( )

Returns master provider entity of this provider if any. If not, return itself.

◆ GetMaxBudgetValue()

int SCR_CampaignBuildingProviderComponent.GetMaxBudgetValue ( EEditableEntityBudget  budget)

Return max value of the given budget if this budget is added to be evaluated with this provider and has max value set.

◆ GetMilitaryBaseComponent()

SCR_MilitaryBaseComponent SCR_CampaignBuildingProviderComponent.GetMilitaryBaseComponent ( )
Returns
a military base component of the base this provider is registered to. If is registered to more than one, it returns the first one.

◆ GetNetworkManager()

SCR_CampaignBuildingNetworkComponent SCR_CampaignBuildingProviderComponent.GetNetworkManager ( )
protected
Returns
Network Manager

◆ GetOnCooldownLockUpdated()

ScriptInvokerVoid SCR_CampaignBuildingProviderComponent.GetOnCooldownLockUpdated ( )

◆ GetOnProviderCreated()

static ScriptInvokerVoid SCR_CampaignBuildingProviderComponent.GetOnProviderCreated ( )
static
Returns

◆ GetPlayerIdFromCharacterController()

int SCR_CampaignBuildingProviderComponent.GetPlayerIdFromCharacterController ( SCR_CharacterControllerComponent  characterControllerComponent)
protected

◆ GetProviderDisplayName()

string SCR_CampaignBuildingProviderComponent.GetProviderDisplayName ( )

Return name of the provider.

◆ GetResourceComponent()

SCR_ResourceComponent SCR_CampaignBuildingProviderComponent.GetResourceComponent ( )

Caches and returns the resource component.

◆ GetShownBudget()

EEditableEntityBudget SCR_CampaignBuildingProviderComponent.GetShownBudget ( )

Evaluate all set budgets with this provider and return first one that is marked as to be shown in UI.

◆ GetSuppliesComponent()

SCR_CampaignSuppliesComponent SCR_CampaignBuildingProviderComponent.GetSuppliesComponent ( )
Returns
provider supply component - obsolete

◆ GetUserActionInitOnly()

bool SCR_CampaignBuildingProviderComponent.GetUserActionInitOnly ( )
Returns

◆ HasCooldownSet()

bool SCR_CampaignBuildingProviderComponent.HasCooldownSet ( int  playerId)

Is placing allowed for this player?

◆ IsBudgetToEvaluate()

bool SCR_CampaignBuildingProviderComponent.IsBudgetToEvaluate ( EEditableEntityBudget  blockingBudget)
Parameters
[in]blockingBudget
Returns
whether or not this budget is suppose to be taken into account with this provider.

◆ IsCharacterFactionSame()

bool SCR_CampaignBuildingProviderComponent.IsCharacterFactionSame ( notnull IEntity  character)

Does character faction match the provider faction.

Parameters
[in]character
Returns

◆ IsEnemyFaction()

bool SCR_CampaignBuildingProviderComponent.IsEnemyFaction ( notnull ChimeraCharacter char  )

Check if given character faction is a hostile to player, or not.

Parameters
[in]charCharacter to be evaluated if is enemy or not.

◆ IsMasterProvider()

bool SCR_CampaignBuildingProviderComponent.IsMasterProvider ( )

Master provider can be for an example HQ where there are other services that can serve as providers (living area for an example) but master provider counts budget limits or define a building area.

◆ ObstrucViewWhenEnemyInRange()

bool SCR_CampaignBuildingProviderComponent.ObstrucViewWhenEnemyInRange ( )
Returns
bool When true, view will be obstructed when an enemy is present within the radius of the building.

◆ OnActiveUserDeath()

void SCR_CampaignBuildingProviderComponent.OnActiveUserDeath ( SCR_CharacterControllerComponent  characterControllerComponent,
IEntity  instigatorEntity,
notnull Instigator  instigator 
)
Parameters
[in]characterControllerComponent
[in]instigatorEntity
[in]instigator

◆ OnAIRemoved()

void SCR_CampaignBuildingProviderComponent.OnAIRemoved ( IEntity  ent)
protected

An event called when AI spawned by this provider is killed or deleted.

◆ OnAvailableUserDeath()

void SCR_CampaignBuildingProviderComponent.OnAvailableUserDeath ( SCR_CharacterControllerComponent  characterControllerComponent,
IEntity  instigatorEntity,
notnull Instigator  instigator 
)
Parameters
[in]characterControllerComponent
[in]instigatorEntity
[in]instigator

◆ OnBaseOwnerChanged()

void SCR_CampaignBuildingProviderComponent.OnBaseOwnerChanged ( FactionAffiliationComponent  owner,
Faction  previousFaction,
Faction  newFaction 
)
protected

Method triggered when owning faction of provider has changed.

Parameters
[in]owner
[in]previousFaction
[in]newFaction

◆ OnLifeStateChanged()

void SCR_CampaignBuildingProviderComponent.OnLifeStateChanged ( ECharacterLifeState  previousLifeState,
ECharacterLifeState  newLifeState 
)
Parameters
[in]conscious

◆ OnModeClosed()

void SCR_CampaignBuildingProviderComponent.OnModeClosed ( )

◆ OnPostInit()

override void SCR_CampaignBuildingProviderComponent.OnPostInit ( IEntity  owner)

◆ PlayerTeleported()

void SCR_CampaignBuildingProviderComponent.PlayerTeleported ( SCR_EditableCharacterComponent  character,
bool  isLongFade,
SCR_EPlayerTeleportedReason  teleportReason 
)
Parameters
[in]character
[in]isLongFade
[in]teleportReason

◆ RegisterBase()

override void SCR_CampaignBuildingProviderComponent.RegisterBase ( notnull SCR_MilitaryBaseComponent  base)
Parameters
[in]base

Implements SCR_MilitaryBaseLogicComponent.

◆ RemoveActiveUser()

void SCR_CampaignBuildingProviderComponent.RemoveActiveUser ( int  userID)

Remove an ID of a user from the list of those who are currently in use of provider.

Parameters
[in]userID

◆ RemoveActiveUsers()

void SCR_CampaignBuildingProviderComponent.RemoveActiveUsers ( )

Method called when the provider was destroyed or deleted to remove a provider.

◆ RemoveAvailableUser()

void SCR_CampaignBuildingProviderComponent.RemoveAvailableUser ( int  userID)
Parameters
[in]userID

◆ RemoveCheckProviderMove()

void SCR_CampaignBuildingProviderComponent.RemoveCheckProviderMove ( )

◆ RemoveEvents()

void SCR_CampaignBuildingProviderComponent.RemoveEvents ( IEntity  ent)
protected

remove all methods invoked to entity and related to it's dead or delete.

◆ RemoveOnLifeStateChanged()

void SCR_CampaignBuildingProviderComponent.RemoveOnLifeStateChanged ( )

◆ RemoveOnModeClosed()

void SCR_CampaignBuildingProviderComponent.RemoveOnModeClosed ( )

◆ RemoveOnPlayerTeleported()

void SCR_CampaignBuildingProviderComponent.RemoveOnPlayerTeleported ( )

◆ RemovePlayerCooldowns()

void SCR_CampaignBuildingProviderComponent.RemovePlayerCooldowns ( int  playerId)

Remove all cooldown times for player.

◆ RequestBuildingMode()

void SCR_CampaignBuildingProviderComponent.RequestBuildingMode ( int  playerID,
bool  userActionUsed 
)

Requesting a building mode.

If trigger exist (was spawned with provider, because "Y" can be used to enter the mode, it will open the mode directly. If not, it 1st spawn the building area trigger.

Parameters
[in]playerID
[in]userActionUsed

◆ RequestEnterBuildingMode()

void SCR_CampaignBuildingProviderComponent.RequestEnterBuildingMode ( int  playerID,
bool  userActionUsed 
)
Parameters
[in]playerID
[in]userActionUsed

◆ RplLoad()

override bool SCR_CampaignBuildingProviderComponent.RplLoad ( ScriptBitReader  reader)

◆ SetAIValue()

void SCR_CampaignBuildingProviderComponent.SetAIValue ( int  value)

◆ SetCheckProviderMove()

void SCR_CampaignBuildingProviderComponent.SetCheckProviderMove ( )

◆ SetClientLock()

void SCR_CampaignBuildingProviderComponent.SetClientLock ( bool  lock,
IEntity  provider,
int  playerId 
)

◆ SetCooldownClientLock()

void SCR_CampaignBuildingProviderComponent.SetCooldownClientLock ( bool  val)

◆ SetOnEntityKilled()

void SCR_CampaignBuildingProviderComponent.SetOnEntityKilled ( IEntity  ent)

Set an event called when entity spawned by this provider get killed.

◆ SetOnPlayerConsciousnessChanged()

void SCR_CampaignBuildingProviderComponent.SetOnPlayerConsciousnessChanged ( )

Set even when player consciousness changed.

◆ SetOnPlayerDeathActiveUserEvent()

void SCR_CampaignBuildingProviderComponent.SetOnPlayerDeathActiveUserEvent ( int  userID)
Parameters
[in]userID

◆ SetOnPlayerDeathAvailableUserEvent()

void SCR_CampaignBuildingProviderComponent.SetOnPlayerDeathAvailableUserEvent ( int  userID)
Parameters
[in]userID

◆ SetOnPlayerTeleported()

void SCR_CampaignBuildingProviderComponent.SetOnPlayerTeleported ( int  playerID)
Parameters
[in]playerID

◆ SetOnProviderFactionChangedEvent()

void SCR_CampaignBuildingProviderComponent.SetOnProviderFactionChangedEvent ( )

Insert a method called when the provider faction is changed, e.g a base is taken by an enemy.

◆ SetPlayerCooldown()

void SCR_CampaignBuildingProviderComponent.SetPlayerCooldown ( int  playerId,
int  cooldownTime 
)

Set the cooldown time. First calculate if there is a potential adjustment of the time, based on the budget setting of provider. Make loop running on server.

◆ SetPropValue()

void SCR_CampaignBuildingProviderComponent.SetPropValue ( int  value)
Parameters
[in]value

◆ UpdateCooldownTimer()

void SCR_CampaignBuildingProviderComponent.UpdateCooldownTimer ( )

Periodically called method to evaluate a current status of the cooldown.

◆ UseMasterProvider()

bool SCR_CampaignBuildingProviderComponent.UseMasterProvider ( )

Should this provider use a master provider?

◆ UseMasterProviderBudget()

bool SCR_CampaignBuildingProviderComponent.UseMasterProviderBudget ( EEditableEntityBudget  budget,
out SCR_CampaignBuildingProviderComponent  masterProviderComponent 
)

Check if for this budget should be used budget of master provider.

Member Data Documentation

◆ m_aActiveUsersIDs

ref array<int> SCR_CampaignBuildingProviderComponent.m_aActiveUsersIDs = {}
protected

◆ m_aAvailableTraits

ref array<EEditableEntityLabel> SCR_CampaignBuildingProviderComponent.m_aAvailableTraits
protected

◆ m_aAvailableUsersIDs

ref array<int> SCR_CampaignBuildingProviderComponent.m_aAvailableUsersIDs = {}
protected

◆ m_aBudgetsToEvaluate

ref array<ref SCR_CampaignBuildingBudgetToEvaluateData> SCR_CampaignBuildingProviderComponent.m_aBudgetsToEvaluate
protected

◆ m_aPlacingCooldown

ref array<ref Tuple2<int, WorldTimestamp> > SCR_CampaignBuildingProviderComponent.m_aPlacingCooldown = {}
protected

◆ m_aShownBudget

ref array<SCR_CampaignBuildingBudgetToEvaluateData> SCR_CampaignBuildingProviderComponent.m_aShownBudget = {}
protected

◆ m_bCanCommandAI

bool SCR_CampaignBuildingProviderComponent.m_bCanCommandAI
protected

◆ m_bCooldownClientLock

bool SCR_CampaignBuildingProviderComponent.m_bCooldownClientLock
protected

◆ m_bIsMasterProvider

bool SCR_CampaignBuildingProviderComponent.m_bIsMasterProvider
protected

◆ m_bObstructViewWhenEnemyInRange

bool SCR_CampaignBuildingProviderComponent.m_bObstructViewWhenEnemyInRange
protected

◆ m_bRegisterAtBase

bool SCR_CampaignBuildingProviderComponent.m_bRegisterAtBase
protected

◆ m_bUseMasterProvider

bool SCR_CampaignBuildingProviderComponent.m_bUseMasterProvider
protected

◆ m_bUserActionActivationOnly

bool SCR_CampaignBuildingProviderComponent.m_bUserActionActivationOnly
protected

◆ m_fBuildingRadius

float SCR_CampaignBuildingProviderComponent.m_fBuildingRadius
protected

◆ m_iCurrentAIValue

int SCR_CampaignBuildingProviderComponent.m_iCurrentAIValue
protected

Current AI Value represents, how many AI is currently spawned with this provider. The max number is limited by AI budget.

◆ m_iCurrentPropValue

int SCR_CampaignBuildingProviderComponent.m_iCurrentPropValue
protected

Current props Value represents, how many entities with set prop budget can be spawned with this provider. The max number is limited by Prop budget.

◆ m_iRank

SCR_ECharacterRank SCR_CampaignBuildingProviderComponent.m_iRank
protected

◆ m_MasterProviderComponent

SCR_CampaignBuildingProviderComponent SCR_CampaignBuildingProviderComponent.m_MasterProviderComponent

◆ m_OnCooldownLockUpdated

ref ScriptInvokerVoid SCR_CampaignBuildingProviderComponent.m_OnCooldownLockUpdated
protected

◆ m_ProviderPhysics

Physics SCR_CampaignBuildingProviderComponent.m_ProviderPhysics
protected

◆ m_ResourceComponent

SCR_ResourceComponent SCR_CampaignBuildingProviderComponent.m_ResourceComponent
protected

◆ m_sProviderDisplayName

string SCR_CampaignBuildingProviderComponent.m_sProviderDisplayName
protected

◆ MOVING_CHECK_PERIOD

const int SCR_CampaignBuildingProviderComponent.MOVING_CHECK_PERIOD = 1000
staticprotected

◆ PROVIDER_SPEED_TO_REMOVE_BUILDING_SQ

const int SCR_CampaignBuildingProviderComponent.PROVIDER_SPEED_TO_REMOVE_BUILDING_SQ = 1
staticprotected

◆ s_OnProviderCreated

ref ScriptInvokerVoid SCR_CampaignBuildingProviderComponent.s_OnProviderCreated = new ScriptInvokerVoid()
staticprotected

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