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

Public Member Functions

bool Show (SCR_HintUIInfo info, bool isSilent=false, bool ignoreShown=false)
 Show hint based on existing configuration.
 
bool ShowCustom (string description, string name=string.Empty, float duration=0, bool isSilent=false, EHint type=EHint.UNDEFINED, EFieldManualEntryId fieldManualEntry=EFieldManualEntryId.NONE, bool isTimerVisible=false)
 Show hint made of custom texts.
 
bool ClearHint ()
 
bool Repeat (bool isSilent=false)
 Repeat previously shown hint.
 
bool Refresh ()
 Silently refresh currently shown hint.
 
bool Hide (SCR_HintUIInfo info=null)
 Hide currently shown hint.
 
void Toggle ()
 Toggle hint. Hide it if it's shown, and open it again if it's hidden.
 
void OpenContext ()
 Open context to currently shown hint.
 
SCR_HintUIInfo GetLatestHint ()
 Get the most recent hint.
 
SCR_HintUIInfo GetCurrentHint ()
 Get thecurrently shown hint.
 
bool IsShown ()
 Check if a hint is shown at this moment.
 
bool CanShow ()
 Check if hints are enabled in gameplay settings.
 
bool WasShown (EHint hint, int limit=1)
 Check if hint type was shown previously (even in previous game sessions; the information is stored persistently).
 
bool WasShown (SCR_HintUIInfo info)
 Check if hint info was shown previously (even in previous game sessions; the information is stored persistently).
 
void SetDurationOverride (float duration)
 Override hint duration.
 
float GetDurationOverride ()
 Get override of hint duration.
 
ScriptInvokerBase< SCR_HintManagerComponent_OnHint > GetOnHintShow ()
 Get the event called when a hint is shown.
 
ScriptInvokerBase< SCR_HintManagerComponent_OnHint > GetOnHintHide ()
 Get the event called when a hint is hidden.
 
override void OnPostInit (IEntity owner)
 
override void OnDelete (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 Member Functions

static SCR_HintManagerComponent GetInstance ()
 Get instance of the hint manager.
 
static bool ShowHint (SCR_HintUIInfo info, bool isSilent=false, bool ignoreShown=false)
 Show hint based on existing configuration.
 
static bool ShowCustomHint (string description, string name=string.Empty, float duration=0, bool isSilent=false, EFieldManualEntryId fieldManualEntry=EFieldManualEntryId.NONE, bool isTimerVisible=false)
 Show hint made of custom texts.
 
static bool ClearLatestHint ()
 Clear the last used hint so it no longer shows.
 
static bool RepeatHint (bool isSilent=false)
 Repeat previously shown hint.
 
static bool HideHint (SCR_HintUIInfo info=null)
 Clear currently shown hint.
 
static bool IsHintShown ()
 Check if a hint is shown at this moment.
 
static bool CanShowHints ()
 Check if hints are enabled in gameplay settings.
 

Protected Member Functions

void LoadSettings ()
 
void SetShown (SCR_HintUIInfo info)
 

Protected Attributes

float m_fDefaultDuration
 
float m_fPersistentDelay
 
bool m_bIgnoreHintSettings
 
bool m_bIsShown
 
float m_fDurationOverride
 
SCR_HintUIInfo m_LatestHint
 
BaseContainer m_SettingsContainer
 
ref SCR_HintSettings m_Settings
 
ref SCR_HintUIInfo m_CustomHint
 
ref set< EHint > m_aSessionShownHints = new set<EHint>()
 
ref ScriptInvokerBase< SCR_HintManagerComponent_OnHint > m_OnHintShow = new ScriptInvokerBase<SCR_HintManagerComponent_OnHint>()
 
ref ScriptInvokerBase< SCR_HintManagerComponent_OnHint > m_OnHintHide = new ScriptInvokerBase<SCR_HintManagerComponent_OnHint>()
 
- Protected Attributes inherited from SCR_BaseGameModeComponent
SCR_BaseGameMode m_pGameMode
 The game mode entity this component is attached to.
 

Member Function Documentation

◆ CanShow()

bool SCR_HintManagerComponent.CanShow ( )

Check if hints are enabled in gameplay settings.

Returns
True when enabled

◆ CanShowHints()

static bool SCR_HintManagerComponent.CanShowHints ( )
static

Check if hints are enabled in gameplay settings.

Returns
True when enabled

◆ ClearHint()

bool SCR_HintManagerComponent.ClearHint ( )
Returns

◆ ClearLatestHint()

static bool SCR_HintManagerComponent.ClearLatestHint ( )
static

Clear the last used hint so it no longer shows.

◆ GetCurrentHint()

SCR_HintUIInfo SCR_HintManagerComponent.GetCurrentHint ( )

Get thecurrently shown hint.

Returns
Hint UI info

◆ GetDurationOverride()

float SCR_HintManagerComponent.GetDurationOverride ( )

Get override of hint duration.

Returns
Duration. When 0, no override is active.

◆ GetInstance()

static SCR_HintManagerComponent SCR_HintManagerComponent.GetInstance ( )
static

Get instance of the hint manager.

Returns
Hint manager

◆ GetLatestHint()

SCR_HintUIInfo SCR_HintManagerComponent.GetLatestHint ( )

Get the most recent hint.

Returns
Hint UI info

◆ GetOnHintHide()

ScriptInvokerBase< SCR_HintManagerComponent_OnHint > SCR_HintManagerComponent.GetOnHintHide ( )

Get the event called when a hint is hidden.

Returns
Script invoker

◆ GetOnHintShow()

ScriptInvokerBase< SCR_HintManagerComponent_OnHint > SCR_HintManagerComponent.GetOnHintShow ( )

Get the event called when a hint is shown.

Returns
Script invoker

◆ Hide()

bool SCR_HintManagerComponent.Hide ( SCR_HintUIInfo  info = null)

Hide currently shown hint.

Parameters
[in]infoWhen defined, clear only this hint. If other hint is shown, do nothing.
Returns
True if a hint was cleared

◆ HideHint()

static bool SCR_HintManagerComponent.HideHint ( SCR_HintUIInfo  info = null)
static

Clear currently shown hint.

Parameters
[in]infoWhen defined, clear only this hint. If other hint is shown, do nothing.
Returns
True if a hint was cleared

◆ IsHintShown()

static bool SCR_HintManagerComponent.IsHintShown ( )
static

Check if a hint is shown at this moment.

Returns
True when shown

◆ IsShown()

bool SCR_HintManagerComponent.IsShown ( )

Check if a hint is shown at this moment.

Returns
True when shown

◆ LoadSettings()

void SCR_HintManagerComponent.LoadSettings ( )
protected

◆ OnDelete()

override void SCR_HintManagerComponent.OnDelete ( IEntity  owner)

◆ OnPostInit()

override void SCR_HintManagerComponent.OnPostInit ( IEntity  owner)

◆ OpenContext()

void SCR_HintManagerComponent.OpenContext ( )

Open context to currently shown hint.

◆ Refresh()

bool SCR_HintManagerComponent.Refresh ( )

Silently refresh currently shown hint.

Returns
True if the hint was refreshed

◆ Repeat()

bool SCR_HintManagerComponent.Repeat ( bool  isSilent = false)

Repeat previously shown hint.

Parameters
[in]isSilent
Returns
True if the hint was shown

◆ RepeatHint()

static bool SCR_HintManagerComponent.RepeatHint ( bool  isSilent = false)
static

Repeat previously shown hint.

Parameters
[in]isSilent
Returns
True if the hint was shown

◆ SetDurationOverride()

void SCR_HintManagerComponent.SetDurationOverride ( float  duration)

Override hint duration.

Parameters
[in]duration.When 0, override is reset.

◆ SetShown()

void SCR_HintManagerComponent.SetShown ( SCR_HintUIInfo  info)
protected

◆ Show()

bool SCR_HintManagerComponent.Show ( SCR_HintUIInfo  info,
bool  isSilent = false,
bool  ignoreShown = false 
)

Show hint based on existing configuration.

Parameters
[in]infoHint UI info
[in]isSilentTrue to show the hint without any sound effect
[in]ignoreShownWhen true, the hint will be shown even if it was shown previously
Returns
True if the hint was shown

◆ ShowCustom()

bool SCR_HintManagerComponent.ShowCustom ( string  description,
string  name = string::Empty,
float  duration = 0,
bool  isSilent = false,
EHint  type = EHint::UNDEFINED,
EFieldManualEntryId  fieldManualEntry = EFieldManualEntryId::NONE,
bool  isTimerVisible = false 
)

Show hint made of custom texts.


WARNING!

Use only for quick debugging. For legit use, please configure the hint as SCR_UIInfo attribute on your entity/component/config! That will allow you to set all hint properties, as well as to localize it using LocParserPlugin.


Parameters
[in]descriptionHint text
[in]nameHint title
[in]durationFor how long should the hint be shown (in seconds)
[in]isSilentTrue to show the hint without any sound effect
[in]typeHint type. When defined, the hint will be shown only once and never again.
Returns
True if the hint was shown

◆ ShowCustomHint()

static bool SCR_HintManagerComponent.ShowCustomHint ( string  description,
string  name = string::Empty,
float  duration = 0,
bool  isSilent = false,
EFieldManualEntryId  fieldManualEntry = EFieldManualEntryId::NONE,
bool  isTimerVisible = false 
)
static

Show hint made of custom texts.


WARNING!

Use only for quick debugging. For legit use, please configure the hint as SCR_UIInfo attribute on your entity/component/config! That will allow you to set all hint properties, as well as to localize it using LocParserPlugin.


Parameters
[in]descriptionHint text
[in]nameHint title
[in]durationFor how long should the hint be shown (in seconds)
[in]isSilentTrue to show the hint without any sound effect
Returns
True if the hint was shown

◆ ShowHint()

static bool SCR_HintManagerComponent.ShowHint ( SCR_HintUIInfo  info,
bool  isSilent = false,
bool  ignoreShown = false 
)
static

Show hint based on existing configuration.

Parameters
[in]infoHint UI info
[in]isSilentTrue to show the hint without any sound effect
[in]ignoreShownWhen true, the hint will be shown even if it was shown previously
Returns
True if the hint was shown

◆ Toggle()

void SCR_HintManagerComponent.Toggle ( )

Toggle hint. Hide it if it's shown, and open it again if it's hidden.

◆ WasShown() [1/2]

bool SCR_HintManagerComponent.WasShown ( EHint  hint,
int  limit = 1 
)

Check if hint type was shown previously (even in previous game sessions; the information is stored persistently).

Parameters
[in]hintHint type
[in]limitHow many times can the hint be shown
Returns
True when shown

◆ WasShown() [2/2]

bool SCR_HintManagerComponent.WasShown ( SCR_HintUIInfo  info)

Check if hint info was shown previously (even in previous game sessions; the information is stored persistently).

Returns
True when shown

Member Data Documentation

◆ m_aSessionShownHints

ref set<EHint> SCR_HintManagerComponent.m_aSessionShownHints = new set<EHint>()
protected

◆ m_bIgnoreHintSettings

bool SCR_HintManagerComponent.m_bIgnoreHintSettings
protected

◆ m_bIsShown

bool SCR_HintManagerComponent.m_bIsShown
protected

◆ m_CustomHint

ref SCR_HintUIInfo SCR_HintManagerComponent.m_CustomHint
protected

◆ m_fDefaultDuration

float SCR_HintManagerComponent.m_fDefaultDuration
protected

◆ m_fDurationOverride

float SCR_HintManagerComponent.m_fDurationOverride
protected

◆ m_fPersistentDelay

float SCR_HintManagerComponent.m_fPersistentDelay
protected

◆ m_LatestHint

SCR_HintUIInfo SCR_HintManagerComponent.m_LatestHint
protected

◆ m_OnHintHide

ref ScriptInvokerBase<SCR_HintManagerComponent_OnHint> SCR_HintManagerComponent.m_OnHintHide = new ScriptInvokerBase<SCR_HintManagerComponent_OnHint>()
protected

◆ m_OnHintShow

ref ScriptInvokerBase<SCR_HintManagerComponent_OnHint> SCR_HintManagerComponent.m_OnHintShow = new ScriptInvokerBase<SCR_HintManagerComponent_OnHint>()
protected

◆ m_Settings

ref SCR_HintSettings SCR_HintManagerComponent.m_Settings
protected

◆ m_SettingsContainer

BaseContainer SCR_HintManagerComponent.m_SettingsContainer
protected

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