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| static bool | ReadEntityLoadoutString (IEntity owner, BaseSerializationSaveContext context) |
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| static bool | ReadEntityCustomDataString (IEntity owner, BaseSerializationSaveContext context) |
| | Add your modded logic here for custom components to store their data and read back later. Call super for multi mod compatiblity!
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| static bool | ShouldSaveStorage (BaseInventoryStorageComponent candidate) |
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| static bool | ReadEntityStorageString (IEntity owner, BaseSerializationSaveContext context) |
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| static array< InventoryItemComponent > | GetSlotItems (const BaseInventoryStorageComponent storage) |
| | Get all slots in any relevant order from the storage.
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| static bool | ReadCharacterDataLoadoutString (IEntity owner, BaseSerializationSaveContext context) |
| | Add any custom logic that should be saved for the main character entity the loadout is for.
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| static string | GetComponentIdentifier (IEntity owner, GenericComponent component) |
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| static bool | ApplyEntityLoadoutString (IEntity owner, BaseSerializationLoadContext context, InventoryStorageManagerComponent manager, BaseInventoryStorageComponent parentStorage=null, int slotId=-1) |
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| static bool | ApplyEntityCustomDataString (IEntity owner, BaseSerializationLoadContext context) |
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| static bool | ApplyEntityStorageString (IEntity owner, BaseSerializationLoadContext context, InventoryStorageManagerComponent manager, BaseInventoryStorageComponent parentStorage=null, int slotId=-1) |
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| static bool | ApplyCharacterDataLoadoutString (IEntity owner, BaseSerializationLoadContext context) |
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◆ ApplyCharacterDataLoadoutString()
| static bool SCR_PlayerArsenalLoadout.ApplyCharacterDataLoadoutString |
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IEntity | owner, |
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BaseSerializationLoadContext | context ) |
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◆ ApplyEntityCustomDataString()
| static bool SCR_PlayerArsenalLoadout.ApplyEntityCustomDataString |
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IEntity | owner, |
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BaseSerializationLoadContext | context ) |
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◆ ApplyEntityLoadoutString()
◆ ApplyEntityStorageString()
◆ ApplyLoadoutString()
| static bool SCR_PlayerArsenalLoadout.ApplyLoadoutString |
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IEntity | owner, |
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BaseSerializationLoadContext | context ) |
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◆ ComputeSuppliesCost()
| static void SCR_PlayerArsenalLoadout.ComputeSuppliesCost |
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BaseSerializationLoadContext | context, |
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SCR_Faction | faction, |
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SCR_ArsenalPlayerLoadout | playerLoadout, |
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SCR_EArsenalSupplyCostType | arsenalSupplyType, |
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int | depth = 0 ) |
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◆ FindStorageComponents() [1/2]
| static void SCR_PlayerArsenalLoadout.FindStorageComponents |
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GenericComponent | parentComponent, |
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notnull set< BaseInventoryStorageComponent > | storages ) |
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◆ FindStorageComponents() [2/2]
◆ GetComponentIdentifier()
| static string SCR_PlayerArsenalLoadout.GetComponentIdentifier |
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IEntity | owner, |
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GenericComponent | component ) |
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◆ GetLoadoutSuppliesCost() [1/2]
| static float SCR_PlayerArsenalLoadout.GetLoadoutSuppliesCost |
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int | playerID | ) |
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- Parameters
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- Returns
- the cost of the provided id player's loadout or 0 on error or player not found
◆ GetLoadoutSuppliesCost() [2/2]
| static float SCR_PlayerArsenalLoadout.GetLoadoutSuppliesCost |
( |
string | playerUID | ) |
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static |
- Parameters
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- Returns
- the cost of the provided id player's loadout or 0 on error or player not found
◆ GetRequiredRank()
| SCR_ECharacterRank SCR_PlayerArsenalLoadout.GetRequiredRank |
( |
int | playerId | ) |
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- Parameters
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- Returns
- required rank of player arsenal loadout
◆ GetSlotItems()
Get all slots in any relevant order from the storage.
Default is simply all slots in default order. Default order is simply by slot index in ASC order
◆ IsLoadoutAvailable()
| override bool SCR_PlayerArsenalLoadout.IsLoadoutAvailable |
( |
int | playerId | ) |
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◆ IsLoadoutAvailableClient()
| override bool SCR_PlayerArsenalLoadout.IsLoadoutAvailableClient |
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| ) |
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◆ OnLoadoutSpawned()
| override void SCR_PlayerArsenalLoadout.OnLoadoutSpawned |
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GenericEntity | pOwner, |
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int | playerId ) |
◆ ReadCharacterDataLoadoutString()
| static bool SCR_PlayerArsenalLoadout.ReadCharacterDataLoadoutString |
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IEntity | owner, |
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BaseSerializationSaveContext | context ) |
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staticprotected |
Add any custom logic that should be saved for the main character entity the loadout is for.
Is written and read back after all components and storage slots are handled so it allows interacting with otherwise finished char.
◆ ReadEntityCustomDataString()
| static bool SCR_PlayerArsenalLoadout.ReadEntityCustomDataString |
( |
IEntity | owner, |
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BaseSerializationSaveContext | context ) |
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staticprotected |
Add your modded logic here for custom components to store their data and read back later. Call super for multi mod compatiblity!
◆ ReadEntityLoadoutString()
| static bool SCR_PlayerArsenalLoadout.ReadEntityLoadoutString |
( |
IEntity | owner, |
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BaseSerializationSaveContext | context ) |
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staticprotected |
◆ ReadEntityStorageString()
| static bool SCR_PlayerArsenalLoadout.ReadEntityStorageString |
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IEntity | owner, |
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BaseSerializationSaveContext | context ) |
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◆ ReadLoadoutString()
| static bool SCR_PlayerArsenalLoadout.ReadLoadoutString |
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IEntity | owner, |
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BaseSerializationSaveContext | context ) |
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◆ ShouldSaveStorage()
◆ ARSENALLOADOUT_COMPONENTS_TO_CHECK
| ref array<TypeName> SCR_PlayerArsenalLoadout.ARSENALLOADOUT_COMPONENTS_TO_CHECK |
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◆ ARSENALLOADOUT_FACTION_KEY
| const string SCR_PlayerArsenalLoadout.ARSENALLOADOUT_FACTION_KEY = "faction" |
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◆ ARSENALLOADOUT_FACTIONKEY_NONE
| const string SCR_PlayerArsenalLoadout.ARSENALLOADOUT_FACTIONKEY_NONE = "none" |
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◆ ARSENALLOADOUT_KEY
| const string SCR_PlayerArsenalLoadout.ARSENALLOADOUT_KEY = "arsenalLoadout" |
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The documentation for this interface was generated from the following file:
- Game/GameMode/Loadout/SCR_PlayerArsenalLoadout.c