Arma Reforger Script API
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SCR_GameModeCampaignSerializer Interface Reference
Inheritance diagram for SCR_GameModeCampaignSerializer:
ScriptedEntitySerializer PersistenceSerializerBase

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 ScriptedEntitySerializer
static EEntityDeserializeEvent GetDeserializeEvent ()
 
- 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.
 

Protected Member Functions

override ESerializeResult Serialize (notnull IEntity entity, notnull BaseSerializationSaveContext context)
 Custom implementation for writing the entity data into into the save context.
 
override bool Deserialize (notnull IEntity entity, notnull BaseSerializationLoadContext context)
 Custom implementation for deserialzing the entity data from the load context.
 
- Protected Member Functions inherited from ScriptedEntitySerializer
bool DeserializeSpawnData (out ResourceName prefab, out EntitySpawnParams params, notnull BaseSerializationLoadContext context)
 In case the spawn data needs to be read early from the context. Uusally called from spawn operations on the system.
 
proto external ESerializeResult SerializeSpawnDataNative (notnull IEntity entity, notnull BaseSerializationSaveContext context, SerializerDefaultSpawnData defaultData)
 Native spawn data serialization logic that can be called explictly if script overrides SerializeSpawnData.
 
proto external ESerializeResult SerializeNative (notnull IEntity entity, 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 bool DeserializeSpawnDataNative (out ResourceName prefab, notnull EntitySpawnParams params, notnull BaseSerializationLoadContext context)
 Native spawn data deserilization logic.
 
proto external bool DeserializeNative (notnull IEntity entity, 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.
 
ESerializeResult SerializeSpawnData (notnull IEntity entity, notnull BaseSerializationSaveContext context, SerializerDefaultSpawnData defaultData)
 Custom entity spawn data serialization logic if needed. Must match the data that DeserializeSpawnData will attempt to read.
 
- Protected Member Functions inherited from PersistenceSerializerBase
void Setup ()
 Do any inital configuration of the serializer once it is linked to the system.
 

Static Protected Member Functions

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

Protected Attributes

float m_fMaxCommanderReconnectTime
 

Additional Inherited Members

- Public Member Functions inherited from PersistenceSerializerBase
proto external PersistenceSystem GetSystem ()
 Get persistence system the serializer is linked to.
 

Member Function Documentation

◆ Deserialize()

override bool SCR_GameModeCampaignSerializer.Deserialize ( notnull IEntity entity,
notnull BaseSerializationLoadContext context )
protected

Custom implementation for deserialzing the entity 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 ScriptedEntitySerializer.

◆ GetTargetType()

static override TypeName SCR_GameModeCampaignSerializer.GetTargetType ( )
static

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

Implements PersistenceSerializerBase.

◆ OnPlayerAvailable()

static void SCR_GameModeCampaignSerializer.OnPlayerAvailable ( Managed instance,
PersistenceDeferredDeserializeTask task,
bool expired,
Managed context )
staticprotected

◆ Serialize()

override ESerializeResult SCR_GameModeCampaignSerializer.Serialize ( notnull IEntity entity,
notnull BaseSerializationSaveContext context )
protected

Custom implementation for writing the entity 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 ScriptedEntitySerializer.

Member Data Documentation

◆ m_fMaxCommanderReconnectTime

float SCR_GameModeCampaignSerializer.m_fMaxCommanderReconnectTime
protected

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