Arma Reforger Script API
Loading...
Searching...
No Matches
Public Member Functions | Static Public Attributes | Protected Member Functions | Protected Attributes | List of all members
SCR_GameOverScreenManagerComponent Interface Reference
Inheritance diagram for SCR_GameOverScreenManagerComponent:
[legend]

Public Member Functions

SCR_GameOverScreenConfig GetGameOverConfig ()
 
SCR_GameOverScreenUIComponent ShowGameOverScreen (SCR_GameModeEndData endData=null)
 Call end screen using SCR_GameModeEndData.
 
EGameOverTypes GetCurrentGameOverType ()
 This will only return the valid gameover type once game over is called!
 
SCR_GameOverScreenUIComponent OpenGameOverScreen (ResourceName contentLayout, SCR_GameModeEndData endData, LocalizedString title=string.Empty, LocalizedString subtitle=string.Empty, LocalizedString debriefing=string.Empty, ResourceName imageTexture=ResourceName.Empty, ResourceName icon=ResourceName.Empty, Color vignetteColor=null, string titleParam=string.Empty, string subtitleParam=string.Empty, string debriefingParam=string.Empty)
 Open end screen.
 
void SetEditorGameOverType (EGameOverTypes gameOverType)
 Set the gameover type for editor gameover used in the gameover screen.
 
void SetEditorGameOverFactions (notnull array< int > factions)
 Set the factions for editor gameover used in the gameover screen (Generally winning factions)
 
override void OnGameModeEnd (SCR_GameModeEndData data)
 Called when game mode ends.
 
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 Attributes

static const ref ScriptInvoker s_OnEndGame = new ScriptInvoker()
 

Protected Member Functions

void StartEndGameFade ()
 Called when end game is called on GameMode Fade the endgame screen but retain control Once the fade in is done the end screen will be shown.
 
void OnEndScreenFadeDone (SCR_FadeUIComponent fadeComponent, bool isFadeIn)
 End screen fade is done show gameover dialog when delay is done.
 
void SetGameOverVarriables (SCR_GameModeEndData endData=null)
 Set all variables needed to set the correct game over screen.
 
EGameOverTypes GetGameOverType (int endReason, int playerId, array< int > winningPlayers, Faction factionPlayer, array< Faction > factionsVictor, bool isFactionVictory)
 This method checks if the player is part of the winning faction (if any), if it is the winning player (if any) and return the correct GameOverType (Eg: Won, lost ect)
 
void OnEditorEndGameApplyDelayDone ()
 
void OnInitDelayedEndGame ()
 

Protected Attributes

ref SCR_GameOverScreenConfig m_GameOverScreenConfig
 
float m_fShowEndscreenDelay
 
ResourceName m_sGameOverScreenBasePrefab
 
bool m_bListeningToEditorCalledEndGame = false
 
EGameOverTypes m_iEditorSetGameOverType
 
ref array< int > m_aEditorSetFactions = {}
 
EGameOverTypes m_iEndGameType = EGameOverTypes.UNKNOWN
 
bool m_bIsFactionVictory = false
 
Faction m_FactionPlayer = null
 
int m_iPlayerId = -1
 
int m_iEndReason = 0
 
ref array< Factionm_aWinningFactions = {}
 
ref array< int > m_aWinningPlayers = {}
 
bool m_bIsPlayingGameOverAudio = false
 
Widget m_EndScreenFade
 
- Protected Attributes inherited from SCR_BaseGameModeComponent
SCR_BaseGameMode m_pGameMode
 The game mode entity this component is attached to.
 

Member Function Documentation

◆ GetCurrentGameOverType()

EGameOverTypes SCR_GameOverScreenManagerComponent.GetCurrentGameOverType ( )

This will only return the valid gameover type once game over is called!

Returns
GameOver Type

◆ GetGameOverConfig()

SCR_GameOverScreenConfig SCR_GameOverScreenManagerComponent.GetGameOverConfig ( )
Returns
GameoverScreen Config

◆ GetGameOverType()

EGameOverTypes SCR_GameOverScreenManagerComponent.GetGameOverType ( int  endReason,
int  playerId,
array< int >  winningPlayers,
Faction  factionPlayer,
array< Faction factionsVictor,
bool  isFactionVictory 
)
protected

This method checks if the player is part of the winning faction (if any), if it is the winning player (if any) and return the correct GameOverType (Eg: Won, lost ect)

Parameters
[in]endReason
[in]playerId
[in]winningPlayers
[in]factionPlayer
[in]factionsVictor
[in]isFactionVictory
Returns

◆ OnEditorEndGameApplyDelayDone()

void SCR_GameOverScreenManagerComponent.OnEditorEndGameApplyDelayDone ( )
protected

◆ OnEndScreenFadeDone()

void SCR_GameOverScreenManagerComponent.OnEndScreenFadeDone ( SCR_FadeUIComponent  fadeComponent,
bool  isFadeIn 
)
protected

End screen fade is done show gameover dialog when delay is done.

Parameters
[in]fadeComponent
[in]isFadeIn

◆ OnGameModeEnd()

override void SCR_GameOverScreenManagerComponent.OnGameModeEnd ( SCR_GameModeEndData  data)

Called when game mode ends.

Parameters
[in]dataEnd game data with game logic.

Implements SCR_BaseGameModeComponent.

◆ OnInitDelayedEndGame()

void SCR_GameOverScreenManagerComponent.OnInitDelayedEndGame ( )
protected

◆ OnPostInit()

override void SCR_GameOverScreenManagerComponent.OnPostInit ( IEntity  owner)

◆ OpenGameOverScreen()

SCR_GameOverScreenUIComponent SCR_GameOverScreenManagerComponent.OpenGameOverScreen ( ResourceName  contentLayout,
SCR_GameModeEndData  endData,
LocalizedString  title = string::Empty,
LocalizedString  subtitle = string::Empty,
LocalizedString  debriefing = string::Empty,
ResourceName  imageTexture = ResourceName::Empty,
ResourceName  icon = ResourceName::Empty,
Color  vignetteColor = null,
string  titleParam = string::Empty,
string  subtitleParam = string::Empty,
string  debriefingParam = string::Empty 
)

Open end screen.

Parameters
[in]contentLayout
[in]endData
[in]titletitle of game over screen
[in]subtitlesubtitle of game over screen
[in]debriefingdebriefing text of game over screen
[in]imageTextureImage shown in game over screen
[in]icon
[in]vignetteColorwill set the color of the gameover screen background overlay
[in]titleParamtitle param %1
[in]subtitleParamsubtitle param %1
[in]debriefingParamdebriefing param %1
Returns
Widget endscreen widget

◆ SetEditorGameOverFactions()

void SCR_GameOverScreenManagerComponent.SetEditorGameOverFactions ( notnull array< int >  factions)

Set the factions for editor gameover used in the gameover screen (Generally winning factions)

Parameters
[in]factionsarray of factions

◆ SetEditorGameOverType()

void SCR_GameOverScreenManagerComponent.SetEditorGameOverType ( EGameOverTypes  gameOverType)

Set the gameover type for editor gameover used in the gameover screen.

Parameters
[in]gameOverTypeEGameOverTypes gameover type

◆ SetGameOverVarriables()

void SCR_GameOverScreenManagerComponent.SetGameOverVarriables ( SCR_GameModeEndData  endData = null)
protected

Set all variables needed to set the correct game over screen.

Parameters
[in]endData

◆ ShowGameOverScreen()

SCR_GameOverScreenUIComponent SCR_GameOverScreenManagerComponent.ShowGameOverScreen ( SCR_GameModeEndData  endData = null)

Call end screen using SCR_GameModeEndData.

This is generally called after fade but can also be called instantly if desired

Parameters
[in]endDataend game data. Will get endgame date from gamemode if non given
Returns
SCR_GameOverScreenUIComponent game over screen widget

◆ StartEndGameFade()

void SCR_GameOverScreenManagerComponent.StartEndGameFade ( )
protected

Called when end game is called on GameMode Fade the endgame screen but retain control Once the fade in is done the end screen will be shown.

Member Data Documentation

◆ m_aEditorSetFactions

ref array<int> SCR_GameOverScreenManagerComponent.m_aEditorSetFactions = {}
protected

◆ m_aWinningFactions

ref array<Faction> SCR_GameOverScreenManagerComponent.m_aWinningFactions = {}
protected

◆ m_aWinningPlayers

ref array<int> SCR_GameOverScreenManagerComponent.m_aWinningPlayers = {}
protected

◆ m_bIsFactionVictory

bool SCR_GameOverScreenManagerComponent.m_bIsFactionVictory = false
protected

◆ m_bIsPlayingGameOverAudio

bool SCR_GameOverScreenManagerComponent.m_bIsPlayingGameOverAudio = false
protected

◆ m_bListeningToEditorCalledEndGame

bool SCR_GameOverScreenManagerComponent.m_bListeningToEditorCalledEndGame = false
protected

◆ m_EndScreenFade

Widget SCR_GameOverScreenManagerComponent.m_EndScreenFade
protected

◆ m_FactionPlayer

Faction SCR_GameOverScreenManagerComponent.m_FactionPlayer = null
protected

◆ m_fShowEndscreenDelay

float SCR_GameOverScreenManagerComponent.m_fShowEndscreenDelay
protected

◆ m_GameOverScreenConfig

ref SCR_GameOverScreenConfig SCR_GameOverScreenManagerComponent.m_GameOverScreenConfig
protected

◆ m_iEditorSetGameOverType

EGameOverTypes SCR_GameOverScreenManagerComponent.m_iEditorSetGameOverType
protected

◆ m_iEndGameType

EGameOverTypes SCR_GameOverScreenManagerComponent.m_iEndGameType = EGameOverTypes.UNKNOWN
protected

◆ m_iEndReason

int SCR_GameOverScreenManagerComponent.m_iEndReason = 0
protected

◆ m_iPlayerId

int SCR_GameOverScreenManagerComponent.m_iPlayerId = -1
protected

◆ m_sGameOverScreenBasePrefab

ResourceName SCR_GameOverScreenManagerComponent.m_sGameOverScreenBasePrefab
protected

◆ s_OnEndGame

const ref ScriptInvoker SCR_GameOverScreenManagerComponent.s_OnEndGame = new ScriptInvoker()
static

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