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| override ESerializeResult | Serialize (notnull IEntity owner, notnull GenericComponent component, notnull BaseSerializationSaveContext context) |
| | Custom implementation for writing the component data into into the save context.
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| override bool | Deserialize (notnull IEntity owner, notnull GenericComponent component, notnull BaseSerializationLoadContext context) |
| | Custom implementation for deserialzing the component data from the load context.
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| proto external ESerializeResult | SerializeNative (notnull IEntity owner, notnull GenericComponent component, notnull BaseSerializationSaveContext context, ENativeSerializerMode mode=ENativeSerializerMode.NATIVE) |
| | Native serialization logic used by the game. Can be called by scripts before or after custom data or not all.
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| proto external bool | DeserializeNative (notnull IEntity owner, notnull GenericComponent component, notnull BaseSerializationLoadContext context, ENativeSerializerMode mode=ENativeSerializerMode.NATIVE) |
| | Native deserialization logic used by the game. Can be called by scripts before or after custom data or not all.
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| void | Setup () |
| | Do any inital configuration of the serializer once it is linked to the system.
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◆ Deserialize()
| override bool SCR_PlayerLoadoutComponentSerializer.Deserialize |
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notnull IEntity | owner, |
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notnull GenericComponent | component, |
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notnull BaseSerializationLoadContext | context ) |
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Custom implementation for deserialzing the component data from the load context.
- Returns
- True for success. False for data/state errors which will abort the process and use configured fault handling
Implements ScriptedComponentSerializer.
◆ GetTargetType()
| static override TypeName SCR_PlayerLoadoutComponentSerializer.GetTargetType |
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Delcare the type this serializer can handle so it can automatically find matching data instances. MUST be implemented!
Implements PersistenceSerializerBase.
◆ Serialize()
| override ESerializeResult SCR_PlayerLoadoutComponentSerializer.Serialize |
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notnull IEntity | owner, |
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notnull GenericComponent | component, |
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notnull BaseSerializationSaveContext | context ) |
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protected |
Custom implementation for writing the component data into into the save context.
- Returns
- True for success. False for data/state errors which will abort the process and use configured fault handling
Implements ScriptedComponentSerializer.
The documentation for this interface was generated from the following file:
- Game/Systems/Persistence/Serializers/Components/PlayerController/SCR_PlayerLoadoutComponentSerializer.c