Arma Reforger Script API
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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 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 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. | |
bool SCR_HintManagerComponent.CanShow | ( | ) |
Check if hints are enabled in gameplay settings.
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Check if hints are enabled in gameplay settings.
bool SCR_HintManagerComponent.ClearHint | ( | ) |
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Clear the last used hint so it no longer shows.
SCR_HintUIInfo SCR_HintManagerComponent.GetCurrentHint | ( | ) |
Get thecurrently shown hint.
float SCR_HintManagerComponent.GetDurationOverride | ( | ) |
Get override of hint duration.
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Get instance of the hint manager.
SCR_HintUIInfo SCR_HintManagerComponent.GetLatestHint | ( | ) |
Get the most recent hint.
ScriptInvokerBase< SCR_HintManagerComponent_OnHint > SCR_HintManagerComponent.GetOnHintHide | ( | ) |
Get the event called when a hint is hidden.
ScriptInvokerBase< SCR_HintManagerComponent_OnHint > SCR_HintManagerComponent.GetOnHintShow | ( | ) |
Get the event called when a hint is shown.
bool SCR_HintManagerComponent.Hide | ( | SCR_HintUIInfo | info = null | ) |
Hide currently shown hint.
[in] | info | When defined, clear only this hint. If other hint is shown, do nothing. |
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Clear currently shown hint.
[in] | info | When defined, clear only this hint. If other hint is shown, do nothing. |
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Check if a hint is shown at this moment.
bool SCR_HintManagerComponent.IsShown | ( | ) |
Check if a hint is shown at this moment.
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override void SCR_HintManagerComponent.OnDelete | ( | IEntity | owner | ) |
override void SCR_HintManagerComponent.OnPostInit | ( | IEntity | owner | ) |
void SCR_HintManagerComponent.OpenContext | ( | ) |
Open context to currently shown hint.
bool SCR_HintManagerComponent.Refresh | ( | ) |
Silently refresh currently shown hint.
bool SCR_HintManagerComponent.Repeat | ( | bool | isSilent = false | ) |
Repeat previously shown hint.
[in] | isSilent |
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Repeat previously shown hint.
[in] | isSilent |
void SCR_HintManagerComponent.SetDurationOverride | ( | float | duration | ) |
Override hint duration.
[in] | duration. | When 0, override is reset. |
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bool SCR_HintManagerComponent.Show | ( | SCR_HintUIInfo | info, |
bool | isSilent = false , |
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bool | ignoreShown = false |
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Show hint based on existing configuration.
[in] | info | Hint UI info |
[in] | isSilent | True to show the hint without any sound effect |
[in] | ignoreShown | When true, the hint will be shown even if it was shown previously |
bool SCR_HintManagerComponent.ShowCustom | ( | string | description, |
string | name = string::Empty , |
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float | duration = 0 , |
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bool | isSilent = false , |
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EHint | type = EHint::UNDEFINED , |
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EFieldManualEntryId | fieldManualEntry = EFieldManualEntryId::NONE , |
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bool | isTimerVisible = false |
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Show hint made of custom texts.
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.
[in] | description | Hint text |
[in] | name | Hint title |
[in] | duration | For how long should the hint be shown (in seconds) |
[in] | isSilent | True to show the hint without any sound effect |
[in] | type | Hint type. When defined, the hint will be shown only once and never again. |
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Show hint made of custom texts.
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.
[in] | description | Hint text |
[in] | name | Hint title |
[in] | duration | For how long should the hint be shown (in seconds) |
[in] | isSilent | True to show the hint without any sound effect |
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Show hint based on existing configuration.
[in] | info | Hint UI info |
[in] | isSilent | True to show the hint without any sound effect |
[in] | ignoreShown | When true, the hint will be shown even if it was shown previously |
void SCR_HintManagerComponent.Toggle | ( | ) |
Toggle hint. Hide it if it's shown, and open it again if it's hidden.
bool SCR_HintManagerComponent.WasShown | ( | EHint | hint, |
int | limit = 1 |
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Check if hint type was shown previously (even in previous game sessions; the information is stored persistently).
[in] | hint | Hint type |
[in] | limit | How many times can the hint be shown |
bool SCR_HintManagerComponent.WasShown | ( | SCR_HintUIInfo | info | ) |
Check if hint info was shown previously (even in previous game sessions; the information is stored persistently).
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