Arma Reforger Script API
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SCR_EditableEntityCoreSerializer Interface Reference
Inheritance diagram for SCR_EditableEntityCoreSerializer:
ScriptedStateSerializer PersistenceSerializerBase

Public Member Functions

override ESerializeResult Serialize (notnull Managed instance, notnull BaseSerializationSaveContext context)
 Custom implementation for writing the script data into into the save context.
 
override bool Deserialize (notnull Managed instance, notnull BaseSerializationLoadContext context)
 Custom implementation for deserialzing the script data from the load context.
 
- Public Member Functions inherited from PersistenceSerializerBase
proto external PersistenceSystem GetSystem ()
 Get persistence system the serializer is linked to.
 

Static Public Member Functions

static override TypeName GetTargetType ()
 Delcare the type this serializer can handle so it can automatically find matching data instances. MUST be implemented!
 
- Static Public Member Functions inherited from ScriptedStateSerializer
static EScriptedStateDeserializeEvent GetDeserializeEvent ()
 Select when the deserialization should happen: BEFORE_CONSTRUCTOR: Instance was created but the constructor not yet called.
 
- Static Public Member Functions inherited from PersistenceSerializerBase
static EDeserializeFailHandling GetDeserializeFailHandling ()
 Optinally override this if a failure in deserialization logic requires the entity/scripted state to be deleted as it would not be useable at all.
 

Static Protected Member Functions

static void OnAuthorAvailable (Managed instance, PersistenceDeferredDeserializeTask task, bool expired, Managed context)
 

Additional Inherited Members

- Protected Member Functions inherited from ScriptedStateSerializer
proto external ESerializeResult SerializeNative (notnull Managed instance, notnull BaseSerializationSaveContext context, ENativeSerializerMode mode=ENativeSerializerMode.NATIVE)
 Native serialization logic used by the game. Can be called by scripts before or after custom data or not all.
 
proto external bool DeserializeNative (notnull Managed instance, notnull BaseSerializationLoadContext context, ENativeSerializerMode mode=ENativeSerializerMode.NATIVE)
 Native deserialization logic used by the game. Can be called by scripts before or after custom data or not all.
 
- Protected Member Functions inherited from PersistenceSerializerBase
void Setup ()
 Do any inital configuration of the serializer once it is linked to the system.
 

Member Function Documentation

◆ Deserialize()

override bool SCR_EditableEntityCoreSerializer.Deserialize ( notnull Managed instance,
notnull BaseSerializationLoadContext context )

Custom implementation for deserialzing the script data from the load context.

Returns
True for success. False for data/state errors which will abort the process and use configured fault handling

Implements ScriptedStateSerializer.

◆ GetTargetType()

static override TypeName SCR_EditableEntityCoreSerializer.GetTargetType ( )
static

Delcare the type this serializer can handle so it can automatically find matching data instances. MUST be implemented!

Implements PersistenceSerializerBase.

◆ OnAuthorAvailable()

static void SCR_EditableEntityCoreSerializer.OnAuthorAvailable ( Managed instance,
PersistenceDeferredDeserializeTask task,
bool expired,
Managed context )
staticprotected

◆ Serialize()

override ESerializeResult SCR_EditableEntityCoreSerializer.Serialize ( notnull Managed instance,
notnull BaseSerializationSaveContext context )

Custom implementation for writing the script data into into the save context.

Returns
True for success. False for data/state errors which will abort the process and use configured fault handling

Implements ScriptedStateSerializer.


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