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    Arma Reforger Script API
    
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Workbench plugin for generation of windows & glass prefabs. More...
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| bool | m_bUsePureIEntitySource | 
Protected Member Functions | |
| void | CreateGlassButton () | 
| void | CreateSashesButton () | 
| void | CreateFramesButton () | 
| void | UpdateSashPrefabs () | 
| void | UpdateWindowPrefabs () | 
| void | CreateAndFillPrefabFromXOBs (notnull array< string > xobCriteria, notnull array< ref array< string > > fillerCriteria, ResourceName basePrefab, ResourceName saveDirectory) | 
| Create a Prefab with the found XOBs.   | |
| bool | CreateAndSaveBaseAndDefaultPrefabFromXOB (map< string, ResourceName > prefabMap, ResourceName xobPath, ResourceName parentPrefab, string absoluteSaveDir) | 
| Save both _base prefab (empty) and a default prefab (inheriting from the base one, with created children)   | |
| bool | SaveEntitySourceAsNewTemplate (notnull IEntitySource entitySource, string absoluteFilePath) | 
| As its name says, take the provided entitySource and save it as a new Prefab.   | |
| void | CreateGlass () | 
| Create a prefab from the provided XOBs.   | |
| ResourceName | GetDestroyedGlassModelPath (ResourceName resourceName, int variant) | 
| Get path to destroyed glass model.   | |
| string | GetDamageMask (ResourceName resourceName) | 
| Get damage mask string.   | |
| string | GetDamageVariants (ResourceName resourceName) | 
| Get all variants (resourceName + "00", "01", "02" etc) present in data.   | |
| int | GetGlassCount (ResourceName glassResourceName) | 
| Count how many damage variants exist.   | |
| void | RefreshPrefabs (notnull array< string > prefabCriteria, notnull array< ref array< string > > fillerCriteria) | 
| Update prefabs - to use other prefabs deduced from bone names.   | |
| bool | RefreshPrefab (notnull map< string, ResourceName > boneResourceNames, ResourceName prefabResourceName) | 
| map< string, ResourceName > | PrefabSearchMap (notnull array< ref array< string > > searchStringGroups) | 
| Get prefab search result as a map of filename (lowercase)/resourceName.   | |
| array< ResourceName > | GetListedSelectedOrOpenedResources (string wantedExtension="", array< string > keywords=null, array< ResourceName > resourceNames=null) | 
| Get defined array resources or selected resources - filtered by keyword.   | |
| array< IEntitySource > | CreateEntitySourcesFromBoneNames (notnull map< string, ResourceName > prefabMap, notnull IEntitySource entitySource, bool addToParent) | 
| IEntitySource | CreateEntitySourceFromBoneName (notnull map< string, ResourceName > prefabMap, string boneName, IEntitySource parent) | 
| array< ref Resource > | CreateResourcesFromBoneNames (notnull map< string, ResourceName > prefabMap, notnull IEntitySource entitySource) | 
| Resource | CreateResourceFromBoneName (notnull map< string, ResourceName > prefabMap, string boneName) | 
| array< string > | GetBoneNames (notnull IEntity entity) | 
| Get useful bone names without e.g Scene_Root or COM_.   | |
| ResourceName | FindAdaptedPrefab (notnull map< string, ResourceName > prefabMap, string boneName) | 
| Find the prefab adapted to the provided bone name.   | |
Protected Attributes | |
| int | m_iAddonToUse | 
| bool | m_bRemoveExistingChildren | 
| ResourceName | m_sGlassBasePrefab | 
| ResourceName | m_sGlassSavePath | 
| ref array< ResourceName > | m_aGlassVariants | 
| int | m_iGlassDmgCount | 
| string | m_sGlassName | 
| bool | m_bUseMultiPhaseDestruction | 
| ResourceName | m_sSashBasePrefab | 
| ResourceName | m_sSashSavePath | 
| ResourceName | m_sWindowBasePrefab | 
| ResourceName | m_sWindowSavePath | 
Static Protected Attributes | |
| static const string | BASE_PREFAB_SUFFIX = "_base" | 
| static const string | MESHOBJECT_CLASSNAME = "MeshObject" | 
| static const string | HIERARCHY_CLASSNAME = "Hierarchy" | 
| static const string | GENERICENTITY_CLASSNAME = "GenericEntity" | 
| static const ref array< string > | GLASS_CRITERIA = { "glass_", "x" } | 
| static const ref array< string > | SASH_CRITERIA = { "winsash_", "x" } | 
| static const ref array< string > | WINDOW_CRITERIA = { "win_", "x" } | 
| static const ref array< string > | BONE_CRITERIA = { "x" } | 
| these criteria must target/filter ALL bones (window or sash), so no "glass_" filter in there   | |
Workbench plugin for generation of windows & glass prefabs.
Multiple buttons for:
      
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Create a Prefab with the found XOBs.
      
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Save both _base prefab (empty) and a default prefab (inheriting from the base one, with created children)
      
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| [in] | parent | can be null | 
      
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Create a prefab from the provided XOBs.
      
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Find the prefab adapted to the provided bone name.
      
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Get useful bone names without e.g Scene_Root or COM_.
      
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Get damage mask string.
      
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Get all variants (resourceName + "00", "01", "02" etc) present in data.
      
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Get path to destroyed glass model.
      
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Count how many damage variants exist.
      
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Get defined array resources or selected resources - filtered by keyword.
| [in] | resourceNames | |
| [in] | wantedExtension | without the separating period, e.g "xob" | 
| [in] | keywords | (lowercase) mandatory keywords that must exist in resource filename | 
      
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Get prefab search result as a map of filename (lowercase)/resourceName.
      
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Update prefabs - to use other prefabs deduced from bone names.
      
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As its name says, take the provided entitySource and save it as a new Prefab.
      
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| bool SCR_GenerateWindowsPrefabsTool.m_bUsePureIEntitySource | 
      
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