Arma Reforger Script API
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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 instigator) |
See SCR_BaseGameMode.HandlePlayerKilled. | |
void | OnPlayerKilled (notnull SCR_InstigatorContextData instigatorContextData) |
Called after a player gets killed. | |
void | OnPlayerKilledHandled (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator instigator) |
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 (notnull SCR_InstigatorContextData instigatorContextData) |
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 | SetGameOverVariables (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< Faction > | m_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. | |
EGameOverTypes SCR_GameOverScreenManagerComponent.GetCurrentGameOverType | ( | ) |
This will only return the valid gameover type once game over is called!
SCR_GameOverScreenConfig SCR_GameOverScreenManagerComponent.GetGameOverConfig | ( | ) |
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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)
[in] | endReason | |
[in] | playerId | |
[in] | winningPlayers | |
[in] | factionPlayer | |
[in] | factionsVictor | |
[in] | isFactionVictory |
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End screen fade is done show gameover dialog when delay is done.
[in] | fadeComponent | |
[in] | isFadeIn |
override void SCR_GameOverScreenManagerComponent.OnGameModeEnd | ( | SCR_GameModeEndData | data | ) |
Called when game mode ends.
[in] | data | End game data with game logic. |
Implements SCR_BaseGameModeComponent.
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override void SCR_GameOverScreenManagerComponent.OnPostInit | ( | IEntity | owner | ) |
SCR_GameOverScreenUIComponent SCR_GameOverScreenManagerComponent.OpenGameOverScreen | ( | ResourceName | contentLayout, |
SCR_GameModeEndData | endData, | ||
LocalizedString | title = string::Empty , |
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LocalizedString | subtitle = string::Empty , |
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LocalizedString | debriefing = string::Empty , |
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ResourceName | imageTexture = ResourceName::Empty , |
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ResourceName | icon = ResourceName::Empty , |
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Color | vignetteColor = null , |
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string | titleParam = string::Empty , |
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string | subtitleParam = string::Empty , |
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string | debriefingParam = string::Empty |
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Open end screen.
[in] | contentLayout | |
[in] | endData | |
[in] | title | title of game over screen |
[in] | subtitle | subtitle of game over screen |
[in] | debriefing | debriefing text of game over screen |
[in] | imageTexture | Image shown in game over screen |
[in] | icon | |
[in] | vignetteColor | will set the color of the gameover screen background overlay |
[in] | titleParam | title param %1 |
[in] | subtitleParam | subtitle param %1 |
[in] | debriefingParam | debriefing param %1 |
void SCR_GameOverScreenManagerComponent.SetEditorGameOverFactions | ( | notnull array< int > | factions | ) |
Set the factions for editor gameover used in the gameover screen (Generally winning factions)
[in] | factions | array of factions |
void SCR_GameOverScreenManagerComponent.SetEditorGameOverType | ( | EGameOverTypes | gameOverType | ) |
Set the gameover type for editor gameover used in the gameover screen.
[in] | gameOverType | EGameOverTypes gameover type |
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Set all variables needed to set the correct game over screen.
[in] | endData |
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
[in] | endData | end game data. Will get endgame date from gamemode if non given |
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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.
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