Arma Reforger Script API
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Workbench plugin for generation of windows & glass prefabs. More...
Public Attributes | |
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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these criteria must target/filter ALL bones (window or sash), so no "glass_" filter in there
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bool SCR_GenerateWindowsPrefabsTool.m_bUsePureIEntitySource |
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