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

SCR_EntityCatalog GetEntityCatalogOfType (EEntityCatalogType catalogType, bool printNotFound=true)
 Get Entity catalog of specific type not part of a faction The catalog contains all entities part of the specific type not part of a faction.
 
SCR_EntityCatalog GetFactionEntityCatalogOfType (EEntityCatalogType catalogType, FactionKey factionKey, bool printNotFound=true)
 Get Entity catalog of specific type linked to given faction The catalog contains all entities part of the faction of that specific type.
 
SCR_EntityCatalog GetFactionEntityCatalogOfType (EEntityCatalogType catalogType, notnull SCR_Faction faction, bool printNotFound=true)
 Get Entity catalog of specific type linked to given faction The catalog contains all entities part of the faction of that specific type.
 
int GetAllEntityCatalogs (notnull out array< SCR_EntityCatalog > outEntityCatalogs)
 Get all entity catalogs not part of a faction The catalogs contain all entities not part of a faction.
 
int GetAllFactionEntityCatalogs (notnull out array< SCR_EntityCatalog > outEntityCatalogs, FactionKey factionKey)
 Get all entity catalogs within the faction The catalogs contain all entities part of the faction.
 
int GetAllFactionEntityCatalogs (notnull out array< SCR_EntityCatalog > outEntityCatalogs, notnull SCR_Faction faction)
 Get all entity catalogs within the faction The catalogs contain all entities part of the faction.
 
SCR_EntityCatalogEntry GetEntryWithPrefabFromCatalog (EEntityCatalogType catalogType, ResourceName prefabToFind)
 Return entry with specific prefab within general catalog Ignores Disabled Entries Note this search can be somewhat extensive.
 
SCR_EntityCatalogEntry GetEntryWithPrefabFromFactionCatalog (EEntityCatalogType catalogType, ResourceName prefabToFind, notnull SCR_Faction faction)
 Return entry with specific prefab within faction catalog Ignores Disabled Entries Note this search can be somewhat extensive.
 
SCR_EntityCatalogEntry GetEntryWithPrefabFromGeneralOrFactionCatalog (EEntityCatalogType catalogType, ResourceName prefabToFind, notnull SCR_Faction faction, bool prioritizeGeneralCatalog=false)
 Return entry with specific prefab within general or faction catalog Ignores Disabled Entries Note this search can be somewhat extensive.
 
SCR_EntityCatalogEntry GetEntryWithPrefabFromAnyCatalog (EEntityCatalogType catalogType, ResourceName prefabToFind, SCR_Faction priorityFaction=null, bool prioritizeGeneralOfPriorityFaction=false)
 Return entry with specific prefab within general or ANY faction catalog Note this search can be quite extensive! Ignores Disabled Entries.
 
int GetFilteredEditorPrefabsOfAllFactions (EEntityCatalogType catalogType, EEditorMode editorMode, notnull out array< ResourceName > filteredPrefabsList, array< EEditableEntityLabel > includedLabels=null, array< EEditableEntityLabel > excludedLabels=null, bool needsAllIncludedLabels=true, bool getFactionLessPrefabs=false)
 Get all prefabs that have the spawner data, the given labels and are valid in the editor mode for all factions.
 
int GetFilteredEditorPrefabs (EEntityCatalogType catalogType, EEditorMode editorMode, SCR_Faction faction, notnull out array< ResourceName > filteredPrefabsList, array< EEditableEntityLabel > includedLabels=null, array< EEditableEntityLabel > excludedLabels=null, bool needsAllIncludedLabels=true)
 Get all prefabs that have the spawner data, the given labels and are valid in the editor mode.
 
bool GetArsenalItems (out array< SCR_ArsenalItem > arsenalItems, SCR_EArsenalItemType typeFilter=-1, SCR_EArsenalItemMode modeFilter=-1, SCR_EArsenalGameModeType arsenalGameModeType=-1, EArsenalItemDisplayType requiresDisplayType=-1)
 Get all arsenal items configured on the faction Values taken from General Catalog ITEM.
 
bool GetFactionArsenalItems (out array< SCR_ArsenalItem > arsenalItems, SCR_Faction faction, SCR_EArsenalItemType typeFilter=-1, SCR_EArsenalItemMode modeFilter=-1, SCR_EArsenalGameModeType arsenalGameModeType=-1, EArsenalItemDisplayType requiresDisplayType=-1)
 Get all arsenal items configured on the faction Values taken from Faction Catalog ITEM.
 
int GetAllArsenalItems (out array< SCR_ArsenalItem > allArsenalItems, SCR_EArsenalItemType typeFilter=-1, SCR_EArsenalItemMode modeFilter=-1, SCR_EArsenalGameModeType arsenalGameModeType=-1, EArsenalItemDisplayType requiresDisplayType=-1)
 Get all arsenal items configured in any faction and the non-faction catalogs.
 
array< SCR_ArsenalItemGetFilteredArsenalItems (SCR_EArsenalItemType typeFilter, SCR_EArsenalItemMode modeFilter, SCR_EArsenalGameModeType arsenalGameModeType, SCR_Faction faction=null, EArsenalItemDisplayType requiresDisplayType=-1)
 Get arsenal items filtered by SCR_EArsenalItemType filter, caches values.
 
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 SCR_EntityCatalogManagerComponent GetInstance ()
 
static void InitCatalogs (notnull array< ref SCR_EntityCatalog > entityCatalogArray, notnull map< EEntityCatalogType, ref SCR_EntityCatalog > entityCatalogMap)
 Init Catalog lists to move the arrays into a map for faster processing.
 

Protected Member Functions

bool GetArsenalItems (out array< SCR_ArsenalItem > arsenalItems, notnull SCR_EntityCatalog itemCatalog, SCR_EArsenalItemType typeFilter=-1, SCR_EArsenalItemMode modeFilter=-1, SCR_EArsenalGameModeType arsenalGameModeType=-1, EArsenalItemDisplayType requiresDisplayType=-1)
 Gets a filtered list of arsenal items.
 
void Init ()
 

Protected Attributes

ref array< ref SCR_EntityCatalogm_aEntityCatalogs
 
ref map< EEntityCatalogType, ref SCR_EntityCatalogm_mEntityCatalogs = new map<EEntityCatalogType, ref SCR_EntityCatalog>()
 
SCR_FactionManager m_FactionManager
 
bool m_bInitDone
 
- Protected Attributes inherited from SCR_BaseGameModeComponent
SCR_BaseGameMode m_pGameMode
 The game mode entity this component is attached to.
 

Static Protected Attributes

static SCR_EntityCatalogManagerComponent s_Instance
 

Member Function Documentation

◆ EOnInit()

override void SCR_EntityCatalogManagerComponent.EOnInit ( IEntity  owner)

◆ GetAllArsenalItems()

int SCR_EntityCatalogManagerComponent.GetAllArsenalItems ( out array< SCR_ArsenalItem allArsenalItems,
SCR_EArsenalItemType  typeFilter = -1,
SCR_EArsenalItemMode  modeFilter = -1,
SCR_EArsenalGameModeType  arsenalGameModeType = -1,
EArsenalItemDisplayType  requiresDisplayType = -1 
)

Get all arsenal items configured in any faction and the non-faction catalogs.

Note this is a very intensive seach Values taken from Faction Catalog ITEM

Parameters
[out]allArsenalItemsoutput array
[in]typeFilterfilter for Types (-1 is ignore filter)
[in]modeFilterfilter for Modes (-1 is ignore filter)
[in]arsenalGameModeTypeThe Arsenal Game mode type which dictates which items are available (-1 is unrestricted)
[in]requiresDisplayTypeRequires the Arsenal data to have display data type (-1 is ignore)
Returns
int count of items found

◆ GetAllEntityCatalogs()

int SCR_EntityCatalogManagerComponent.GetAllEntityCatalogs ( notnull out array< SCR_EntityCatalog outEntityCatalogs)

Get all entity catalogs not part of a faction The catalogs contain all entities not part of a faction.

Parameters
[out]Listof all catalogs within the faction
Returns
List size

◆ GetAllFactionEntityCatalogs() [1/2]

int SCR_EntityCatalogManagerComponent.GetAllFactionEntityCatalogs ( notnull out array< SCR_EntityCatalog outEntityCatalogs,
FactionKey  factionKey 
)

Get all entity catalogs within the faction The catalogs contain all entities part of the faction.

Parameters
[out]Listof all catalogs within the faction
[in]factionKeykey of faction to get all catalogs from
Returns
List size

◆ GetAllFactionEntityCatalogs() [2/2]

int SCR_EntityCatalogManagerComponent.GetAllFactionEntityCatalogs ( notnull out array< SCR_EntityCatalog outEntityCatalogs,
notnull SCR_Faction  faction 
)

Get all entity catalogs within the faction The catalogs contain all entities part of the faction.

Parameters
[out]Listof all catalogs within the faction
[in]factionfaction to get all catalogs from
Returns
List size

◆ GetArsenalItems() [1/2]

bool SCR_EntityCatalogManagerComponent.GetArsenalItems ( out array< SCR_ArsenalItem arsenalItems,
notnull SCR_EntityCatalog  itemCatalog,
SCR_EArsenalItemType  typeFilter = -1,
SCR_EArsenalItemMode  modeFilter = -1,
SCR_EArsenalGameModeType  arsenalGameModeType = -1,
EArsenalItemDisplayType  requiresDisplayType = -1 
)
protected

Gets a filtered list of arsenal items.

Parameters
[out]arsenalItemsoutput array
[in]factionfaction to get items from
[in]typeFilterfilter for Types (-1 is ignore filter)
[in]modeFilterfilter for Modes (-1 is ignore filter)
[in]arsenalGameModeTypeThe Arsenal Game mode type which dictates which items are available (-1 is unrestricted)
[in]requiresDisplayTypeRequires the Arsenal data to have display data type (-1 is ignore)
Returns
bool False if no config is set and when 0 items are configured

◆ GetArsenalItems() [2/2]

bool SCR_EntityCatalogManagerComponent.GetArsenalItems ( out array< SCR_ArsenalItem arsenalItems,
SCR_EArsenalItemType  typeFilter = -1,
SCR_EArsenalItemMode  modeFilter = -1,
SCR_EArsenalGameModeType  arsenalGameModeType = -1,
EArsenalItemDisplayType  requiresDisplayType = -1 
)

Get all arsenal items configured on the faction Values taken from General Catalog ITEM.

Parameters
[out]arsenalItemsoutput array
[in]typeFilterfilter for Types (-1 is ignore filter)
[in]modeFilterfilter for Modes (-1 is ignore filter)
[in]arsenalGameModeTypeThe Arsenal Game mode type which dictates which items are available (-1 is unrestricted)
[in]requiresDisplayTypeRequires the Arsenal data to have display data type (-1 is ignore)
Returns
False if no config is set and when 0 items are configured

◆ GetEntityCatalogOfType()

SCR_EntityCatalog SCR_EntityCatalogManagerComponent.GetEntityCatalogOfType ( EEntityCatalogType  catalogType,
bool  printNotFound = true 
)

Get Entity catalog of specific type not part of a faction The catalog contains all entities part of the specific type not part of a faction.

Parameters
[in]catalogTypeType to get catalog of
[in]printNotFoundTrue will print a warning if the given category was not found
Returns
Catalog. Can be null if not found. Note that Only one catalog of each type can be in the list

◆ GetEntryWithPrefabFromAnyCatalog()

SCR_EntityCatalogEntry SCR_EntityCatalogManagerComponent.GetEntryWithPrefabFromAnyCatalog ( EEntityCatalogType  catalogType,
ResourceName  prefabToFind,
SCR_Faction  priorityFaction = null,
bool  prioritizeGeneralOfPriorityFaction = false 
)

Return entry with specific prefab within general or ANY faction catalog Note this search can be quite extensive! Ignores Disabled Entries.

Parameters
[in]catalogTypeCatalog type to get entry in
[in]prefabToFindPrefab the entry has that you are looking for
[in]prioritizeGeneralOfPriorityFactionIf true will search in general catalog then faction catalogs. False it will first search priorityFaction (if any) than General than any other faction
[in]priorityFactionIf given it will first try and get the entry from this faction before searching all the other factions
Returns
Found Entry, can be null if not found

◆ GetEntryWithPrefabFromCatalog()

SCR_EntityCatalogEntry SCR_EntityCatalogManagerComponent.GetEntryWithPrefabFromCatalog ( EEntityCatalogType  catalogType,
ResourceName  prefabToFind 
)

Return entry with specific prefab within general catalog Ignores Disabled Entries Note this search can be somewhat extensive.

Parameters
[in]catalogTypeCatalog type to get entry in
[in]prefabToFindPrefab the entry has that you are looking for
Returns
Found Entry, can be null if not found

◆ GetEntryWithPrefabFromFactionCatalog()

SCR_EntityCatalogEntry SCR_EntityCatalogManagerComponent.GetEntryWithPrefabFromFactionCatalog ( EEntityCatalogType  catalogType,
ResourceName  prefabToFind,
notnull SCR_Faction  faction 
)

Return entry with specific prefab within faction catalog Ignores Disabled Entries Note this search can be somewhat extensive.

Parameters
[in]catalogTypeCatalog type to get entry in
[in]prefabToFindPrefab the entry has that you are looking for
[in]factionfaction to find entry in
Returns
Found Entry, can be null if not found

◆ GetEntryWithPrefabFromGeneralOrFactionCatalog()

SCR_EntityCatalogEntry SCR_EntityCatalogManagerComponent.GetEntryWithPrefabFromGeneralOrFactionCatalog ( EEntityCatalogType  catalogType,
ResourceName  prefabToFind,
notnull SCR_Faction  faction,
bool  prioritizeGeneralCatalog = false 
)

Return entry with specific prefab within general or faction catalog Ignores Disabled Entries Note this search can be somewhat extensive.

Parameters
[in]catalogTypeCatalog type to get entry in
[in]prefabToFindPrefab the entry has that you are looking for
[in]prioritizeGeneralCatalogIf true will search in general catalog then faction catalog. False to search the other way around
[in]factionfaction to find entry in along with general catalog
Returns
Found Entry, can be null if not found

◆ GetFactionArsenalItems()

bool SCR_EntityCatalogManagerComponent.GetFactionArsenalItems ( out array< SCR_ArsenalItem arsenalItems,
SCR_Faction  faction,
SCR_EArsenalItemType  typeFilter = -1,
SCR_EArsenalItemMode  modeFilter = -1,
SCR_EArsenalGameModeType  arsenalGameModeType = -1,
EArsenalItemDisplayType  requiresDisplayType = -1 
)

Get all arsenal items configured on the faction Values taken from Faction Catalog ITEM.

Parameters
[out]arsenalItemsoutput array
[in]factionfaction to get items from
[in]typeFilterfilter for Types (-1 is ignore filter)
[in]modeFilterfilter for Modes (-1 is ignore filter)
[in]arsenalGameModeTypeThe Arsenal Game mode type which dictates which items are available (-1 is unrestricted)
[in]requiresDisplayTypeRequires the Arsenal data to have display data type (-1 is ignore)
Returns
bool False if no config is set and when 0 items are configured

◆ GetFactionEntityCatalogOfType() [1/2]

SCR_EntityCatalog SCR_EntityCatalogManagerComponent.GetFactionEntityCatalogOfType ( EEntityCatalogType  catalogType,
FactionKey  factionKey,
bool  printNotFound = true 
)

Get Entity catalog of specific type linked to given faction The catalog contains all entities part of the faction of that specific type.

Parameters
[in]catalogTypeType to get catalog of
[in]factionKeyFactionKey of faction
[in]printNotFoundTrue will print a warning if the given category was not found
Returns
Catalog. Can be null if not found. Note that Only one catalog of each type can be in the list

◆ GetFactionEntityCatalogOfType() [2/2]

SCR_EntityCatalog SCR_EntityCatalogManagerComponent.GetFactionEntityCatalogOfType ( EEntityCatalogType  catalogType,
notnull SCR_Faction  faction,
bool  printNotFound = true 
)

Get Entity catalog of specific type linked to given faction The catalog contains all entities part of the faction of that specific type.

Parameters
[in]catalogTypeType to get catalog of
[in]factionFaction to find
[in]printNotFoundTrue will print a warning if the given category was not found
Returns
Catalog. Can be null if not found. Note that Only one catalog of each type can be in the list

◆ GetFilteredArsenalItems()

array< SCR_ArsenalItem > SCR_EntityCatalogManagerComponent.GetFilteredArsenalItems ( SCR_EArsenalItemType  typeFilter,
SCR_EArsenalItemMode  modeFilter,
SCR_EArsenalGameModeType  arsenalGameModeType,
SCR_Faction  faction = null,
EArsenalItemDisplayType  requiresDisplayType = -1 
)

Get arsenal items filtered by SCR_EArsenalItemType filter, caches values.

Parameters
[in]typeFilterCombined flags for available items for this faction (RIFLE, MAGAZINE, EQUIPMENT, RADIOBACKPACK etc.)
[in]modeFilterThings like AMMO and CONSUMABLE
[in]factionIf empty will take non-faction data else will take the data from the faction
[in]arsenalGameModeTypeThe Arsenal Game mode type which dictates which items are available (-1 is unrestricted)
[in]requiresDisplayTypeRequires the Arsenal data to have display data type (-1 is ignore)
Returns
array with availabe arsenal items of give filter types

◆ GetFilteredEditorPrefabs()

int SCR_EntityCatalogManagerComponent.GetFilteredEditorPrefabs ( EEntityCatalogType  catalogType,
EEditorMode  editorMode,
SCR_Faction  faction,
notnull out array< ResourceName >  filteredPrefabsList,
array< EEditableEntityLabel >  includedLabels = null,
array< EEditableEntityLabel >  excludedLabels = null,
bool  needsAllIncludedLabels = true 
)

Get all prefabs that have the spawner data, the given labels and are valid in the editor mode.

Parameters
catalogTypeType to catalog to get prefabs from
editorModeEditor mode to get valid entries from
factionFaction (Optional) to get valid prefabs from
[out]filteredPrefabsListFilltered array of valid prefabs
includedLabelsA list of labels the entity needs all/any to have. Can be null if any of the other arrays are filled
excludedLabelsA list of labels the entity CANNOT have ANY of. Can be null if any of the other arrays are filled
needsAllIncludedLabelsIf true included List all needs to be true, if false any needs to be true
Returns
Size of found prefabs

◆ GetFilteredEditorPrefabsOfAllFactions()

int SCR_EntityCatalogManagerComponent.GetFilteredEditorPrefabsOfAllFactions ( EEntityCatalogType  catalogType,
EEditorMode  editorMode,
notnull out array< ResourceName >  filteredPrefabsList,
array< EEditableEntityLabel >  includedLabels = null,
array< EEditableEntityLabel >  excludedLabels = null,
bool  needsAllIncludedLabels = true,
bool  getFactionLessPrefabs = false 
)

Get all prefabs that have the spawner data, the given labels and are valid in the editor mode for all factions.

Parameters
catalogTypeType to catalog to get prefabs from
editorModeEditor mode to get valid entries from
[out]filteredPrefabsListFilltered array of valid prefabs
includedLabelsA list of labels the entity needs all/any to have. Can be null if any of the other arrays are filled
excludedLabelsA list of labels the entity CANNOT have ANY of. Can be null if any of the other arrays are filled
needsAllIncludedLabelsIf true included List all needs to be true, if false any needs to be true
getFactionLessPrefabsIf true than it will also get the prefabs not assigned to any faction
Returns
Size of found prefabs

◆ GetInstance()

static SCR_EntityCatalogManagerComponent SCR_EntityCatalogManagerComponent.GetInstance ( )
static
Returns

◆ Init()

void SCR_EntityCatalogManagerComponent.Init ( )
protected

◆ InitCatalogs()

static void SCR_EntityCatalogManagerComponent.InitCatalogs ( notnull array< ref SCR_EntityCatalog entityCatalogArray,
notnull map< EEntityCatalogType, ref SCR_EntityCatalog entityCatalogMap 
)
static

Init Catalog lists to move the arrays into a map for faster processing.

Parameters
[in]entityCatalogArrayArray of entity catalog to move into the map
[in]entityCatalogMapthe map to move the catalogs to. Catalogs with the same type will be merged

◆ OnPostInit()

override void SCR_EntityCatalogManagerComponent.OnPostInit ( IEntity  owner)

Member Data Documentation

◆ m_aEntityCatalogs

ref array<ref SCR_EntityCatalog> SCR_EntityCatalogManagerComponent.m_aEntityCatalogs
protected

◆ m_bInitDone

bool SCR_EntityCatalogManagerComponent.m_bInitDone
protected

◆ m_FactionManager

SCR_FactionManager SCR_EntityCatalogManagerComponent.m_FactionManager
protected

◆ m_mEntityCatalogs

ref map<EEntityCatalogType, ref SCR_EntityCatalog> SCR_EntityCatalogManagerComponent.m_mEntityCatalogs = new map<EEntityCatalogType, ref SCR_EntityCatalog>()
protected

◆ s_Instance

SCR_EntityCatalogManagerComponent SCR_EntityCatalogManagerComponent.s_Instance
staticprotected

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