Arma Reforger Script API
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Public Member Functions | Public Attributes | Protected Member Functions | Protected Attributes | List of all members
SCR_ScenarioFrameworkArea Interface Reference

Class is managing the area including the Slots (prefab Slot.et). More...

Inheritance diagram for SCR_ScenarioFrameworkArea:
[legend]

Public Member Functions

bool GetDynamicDespawnEnabled ()
 
void SetDynamicDespawnEnabled (bool enabled)
 
int GetDynamicDespawnRange ()
 
void SetDynamicDespawnRange (int range)
 
SCR_BaseTask GetTask ()
 
SCR_ScenarioFrameworkSlotTask GetSlotTask ()
 
void SetSlotTask (SCR_ScenarioFrameworkSlotTask slotTask)
 
override SCR_ScenarioFrameworkLayerTask GetLayerTask ()
 Get layer task the object is nested into if there is some.
 
void SetLayerTask (SCR_ScenarioFrameworkLayerTask layerTask)
 
string GetLayerTaskName ()
 
SCR_ESFTaskType GetLayerTaskType ()
 
string GetDeliveryPointName ()
 
void StoreDeliveryPoint (string sDeliveryPointName)
 
void StoreTaskToArea (SCR_BaseTask task)
 
SCR_ScenarioFrameworkLayerTask Create ()
 
SCR_ScenarioFrameworkLayerTask Create (SCR_ESFTaskType eTaskType)
 
void Create (SCR_ScenarioFrameworkLayerTask layerTask)
 
SCR_BaseTriggerEntity GetTrigger ()
 
void SpawnTrigger ()
 
void MoveTaskIconToArea (notnull SCR_BaseTask task)
 
bool GetIsTaskSuitableForArea (SCR_ESFTaskType eTaskType)
 
void GetAvailableTaskTypes (out array< SCR_ESFTaskType > aTaskTypes)
 
void GetSuitableLayersForTaskType (out notnull array< SCR_ScenarioFrameworkLayerBase > aSlotsOut, SCR_ESFTaskType eTaskType)
 
void GetAllSlots (out array< SCR_ScenarioFrameworkLayerBase > aSlots)
 
void GetAllLayerTasks (out notnull array< SCR_ScenarioFrameworkLayerTask > aLayerTasks)
 
void SetAreaSelected (bool bSet)
 
bool GetIsAreaSelected ()
 
void OnAreaTriggerActivated (IEntity entity)
 
ScriptInvoker GetOnAreaTriggerActivated ()
 
ScriptInvoker GetOnAreaInit ()
 
override void RestoreToDefault (bool includeChildren=false, bool reinitAfterRestoration=false)
 
override void DynamicReinit ()
 
override void DynamicDespawn (SCR_ScenarioFrameworkLayerBase layer)
 
override bool InitParentLayer ()
 
override void Init (SCR_ScenarioFrameworkArea area=null, SCR_ScenarioFrameworkEActivationType activation=SCR_ScenarioFrameworkEActivationType.SAME_AS_PARENT)
 
override void EOnInit (IEntity owner)
 
override void OnPostInit (IEntity owner)
 
override void _WB_AfterWorldUpdate (IEntity owner, float timeSlice)
 
override bool _WB_OnKeyChanged (IEntity owner, BaseContainer src, string key, BaseContainerList ownerContainers, IEntity parent)
 
void SCR_ScenarioFrameworkArea (IEntityComponentSource src, IEntity ent, IEntity parent)
 
- Public Member Functions inherited from SCR_ScenarioFrameworkLayerBase
string GetName ()
 
void SetEntity (IEntity entity)
 
bool GetIsTerminated ()
 
void SetIsTerminated (bool state)
 
void SetRandomlySpawnedChildren (array< string > randomlySpawnedChildren)
 
array< SCR_ScenarioFrameworkLayerBaseGetRandomlySpawnedChildren ()
 
int GetPlayersCount (FactionKey factionName="")
 
int GetMaxPlayersForGameMode (FactionKey factionName="")
 
SCR_ScenarioFrameworkArea GetParentArea ()
 Get parent area the object is nested into.
 
SCR_ScenarioFrameworkLayerTask GetLayerTask ()
 Get layer task the object is nested into if there is some.
 
SCR_ScenarioFrameworkSlotTask GetSlotTask (array< SCR_ScenarioFrameworkLayerBase > aLayers)
 Get SlotTask from array of LayerBases if there is any.
 
void SetParentLayer (SCR_ScenarioFrameworkLayerBase parentLayer)
 
SCR_ScenarioFrameworkLayerBase GetParentLayer ()
 
SCR_EScenarioFrameworkSpawnChildrenType GetSpawnChildrenType ()
 
bool GetEnableRepeatedSpawn ()
 
void SetEnableRepeatedSpawn (bool value)
 
SCR_ScenarioFrameworkEActivationType GetActivationType ()
 
void SetActivationType (SCR_ScenarioFrameworkEActivationType activationType)
 
bool GetIsInitiated ()
 
bool GetDynamicDespawnExcluded ()
 
void SetDynamicDespawnExcluded (bool excluded)
 
array< IEntity > GetSpawnedEntities ()
 
array< SCR_ScenarioFrameworkLayerBaseGetChildrenEntities ()
 
SCR_ScenarioFrameworkLayerBase GetRandomChildren ()
 Returns the random Slot.
 
void GetChildren (out array< SCR_ScenarioFrameworkLayerBase > children)
 Goes through the hierarchy and returns all the child entities of LayerBase type.
 
void GetLogics (out array< SCR_ScenarioFrameworkLogic > logics)
 
array< SCR_ScenarioFrameworkLogicGetSpawnedLogics ()
 
array< ref SCR_ScenarioFrameworkPluginGetSpawnedPlugins ()
 
int GetRepeatedSpawnNumber ()
 
void SetRepeatedSpawnNumber (int number)
 
ScriptInvokerScenarioFrameworkLayer GetOnAllChildrenSpawned ()
 
void InvokeAllChildrenSpawned ()
 
void CheckAllChildrenSpawned (SCR_ScenarioFrameworkLayerBase layer=null)
 
void SpawnChildren (bool previouslyRandomized=false)
 
void SpawnPreviouslyRandomizedChildren ()
 
void SpawnRandomOneChild (bool previouslyRandomized=false)
 
void SpawnRandomMultipleChildren (bool previouslyRandomized=false)
 
void InitChild (SCR_ScenarioFrameworkLayerBase child)
 
IEntity GetSpawnedEntity ()
 
void RestoreToDefault (bool includeChildren=false, bool reinitAfterRestoration=false)
 
void DynamicDespawn (SCR_ScenarioFrameworkLayerBase layer)
 
void DynamicReinit ()
 
bool InitAlreadyHappened ()
 
bool InitParentLayer ()
 
bool InitNotTerminated ()
 
bool InitDynDespawnAndActivation (SCR_ScenarioFrameworkEActivationType activation)
 
bool InitActivationConditions ()
 
bool InitArea (SCR_ScenarioFrameworkArea area)
 
void InitFactionSettings ()
 Handles inheritance of faction settings from parents.
 
bool InitOtherThings ()
 For situations where some other logic is to be appended in these checks and is to be performed before FinishInit.
 
void FinishInitChildrenInsert ()
 For situations where some other logic is needed to be performed before or after this Insert.
 
void FinishInit ()
 
void Init (SCR_ScenarioFrameworkArea area=null, SCR_ScenarioFrameworkEActivationType activation=SCR_ScenarioFrameworkEActivationType.SAME_AS_PARENT)
 
void AfterAllChildrenSpawned (SCR_ScenarioFrameworkLayerBase layer)
 
override void EOnFrame (IEntity owner, float timeSlice)
 
override void OnPostInit (IEntity owner)
 
void SetDebugShapeSize (float fSize)
 
override void _WB_OnCreate (IEntity owner, IEntitySource src)
 
void RenameOwnerEntity (IEntity owner)
 
void SCR_ScenarioFrameworkLayerBase (IEntityComponentSource src, IEntity ent, IEntity parent)
 
void ~SCR_ScenarioFrameworkLayerBase ()
 

Public Attributes

ResourceName m_sTriggerResource
 
float m_fAreaRadius
 
bool m_bOnce
 
ref array< ref SCR_ScenarioFrameworkActionBasem_aTriggerActions
 
bool m_bDynamicDespawn
 
int m_iDynamicDespawnRange
 
SCR_BaseTriggerEntity m_Trigger
 
ref ScriptInvoker< SCR_ScenarioFrameworkArea, SCR_ScenarioFrameworkEActivationType > m_OnTriggerActivated
 
ref ScriptInvoker m_OnAreaInit = new ScriptInvoker()
 
bool m_bAreaSelected
 
SCR_BaseTask m_Task
 
string m_sItemDeliveryPointName
 
SCR_ScenarioFrameworkLayerTask m_LayerTask
 
SCR_ScenarioFrameworkSlotTask m_SlotTask
 
- Public Attributes inherited from SCR_ScenarioFrameworkLayerBase
SCR_EScenarioFrameworkSpawnChildrenType m_SpawnChildren
 
FactionKey m_sFactionKey
 
int m_iRandomPercent
 
bool m_bEnableRepeatedSpawn
 
int m_iRepeatedSpawnNumber
 
float m_fRepeatedSpawnTimer
 
bool m_bShowDebugShapesDuringRuntime
 
SCR_ScenarioFrameworkEActivationType m_eActivationType
 
ref array< ref SCR_ScenarioFrameworkActivationConditionBasem_aActivationConditions
 
ref array< ref SCR_ScenarioFrameworkActionBasem_aActivationActions
 
bool m_bExcludeFromDynamicDespawn
 
ref array< ref SCR_ScenarioFrameworkPluginm_aPlugins
 
ref array< SCR_ScenarioFrameworkLayerBasem_aChildren = {}
 
ref array< SCR_ScenarioFrameworkLayerBasem_aRandomlySpawnedChildren = {}
 
ref array< SCR_ScenarioFrameworkLogicm_aLogic = {}
 
ref ScriptInvokerBase< ScriptInvokerScenarioFrameworkLayerMethod > m_OnAllChildrenSpawned
 
ref array< IEntity > m_aSpawnedEntities = {}
 
IEntity m_Entity
 
SCR_ScenarioFrameworkArea m_Area
 
SCR_ScenarioFrameworkLayerBase m_ParentLayer
 
float m_fDebugShapeRadius = 0.25
 
WorldTimestamp m_fRepeatSpawnTimeStart
 
WorldTimestamp m_fRepeatSpawnTimeEnd
 
int m_iDebugShapeColor = ARGB(32, 0xFF, 0x00, 0x12)
 
int m_iCurrentlySpawnedChildren
 
int m_iSupposedSpawnedChildren
 
bool m_bInitiated
 
bool m_bIsRegistered
 
bool m_bDynamicallyDespawned
 
bool m_bIsTerminated
 
int m_iRepeatedSpawnNumberDefault = m_iRepeatedSpawnNumber
 
SCR_ScenarioFrameworkEActivationType m_eActivationTypeDefault = m_eActivationType
 

Protected Member Functions

override void DrawDebugShape (bool draw)
 
- Protected Member Functions inherited from SCR_ScenarioFrameworkLayerBase
void SetFactionKey (FactionKey factionKey)
 
FactionKey GetFactionKey ()
 
void RepeatedSpawn ()
 
void RepeatedSpawnCalled ()
 
void ActivateLogic ()
 
void DrawDebugShape (bool draw)
 

Protected Attributes

bool m_bShowDebugShapesInWorkbench
 

Additional Inherited Members

- Static Public Attributes inherited from SCR_ScenarioFrameworkLayerBase
static const int SPAWN_DELAY = 200
 

Detailed Description

Class is managing the area including the Slots (prefab Slot.et).

The Slots should be placed in its hierarchy. GameModePatrolManager will select one instance of this type and will start to populate it based on the selected task

Constructor & Destructor Documentation

◆ SCR_ScenarioFrameworkArea()

void SCR_ScenarioFrameworkArea.SCR_ScenarioFrameworkArea ( IEntityComponentSource  src,
IEntity  ent,
IEntity  parent 
)
Parameters
[in]src
[in]ent
[in]parent

Member Function Documentation

◆ _WB_AfterWorldUpdate()

override void SCR_ScenarioFrameworkArea._WB_AfterWorldUpdate ( IEntity  owner,
float  timeSlice 
)

◆ _WB_OnKeyChanged()

override bool SCR_ScenarioFrameworkArea._WB_OnKeyChanged ( IEntity  owner,
BaseContainer  src,
string  key,
BaseContainerList  ownerContainers,
IEntity  parent 
)

◆ Create() [1/3]

SCR_ScenarioFrameworkLayerTask SCR_ScenarioFrameworkArea.Create ( )
Returns

◆ Create() [2/3]

SCR_ScenarioFrameworkLayerTask SCR_ScenarioFrameworkArea.Create ( SCR_ESFTaskType  eTaskType)
Parameters
[in]eTaskType
Returns

◆ Create() [3/3]

void SCR_ScenarioFrameworkArea.Create ( SCR_ScenarioFrameworkLayerTask  layerTask)
Parameters
[in]layerTask

◆ DrawDebugShape()

override void SCR_ScenarioFrameworkArea.DrawDebugShape ( bool  draw)
protected

◆ DynamicDespawn()

override void SCR_ScenarioFrameworkArea.DynamicDespawn ( SCR_ScenarioFrameworkLayerBase  layer)

◆ DynamicReinit()

override void SCR_ScenarioFrameworkArea.DynamicReinit ( )

◆ EOnInit()

override void SCR_ScenarioFrameworkArea.EOnInit ( IEntity  owner)

◆ GetAllLayerTasks()

void SCR_ScenarioFrameworkArea.GetAllLayerTasks ( out notnull array< SCR_ScenarioFrameworkLayerTask aLayerTasks)
Parameters
[out]aLayerTasks

◆ GetAllSlots()

void SCR_ScenarioFrameworkArea.GetAllSlots ( out array< SCR_ScenarioFrameworkLayerBase aSlots)
Parameters
[out]aSlots

◆ GetAvailableTaskTypes()

void SCR_ScenarioFrameworkArea.GetAvailableTaskTypes ( out array< SCR_ESFTaskType >  aTaskTypes)
Parameters
[out]aTaskTypes

◆ GetDeliveryPointName()

string SCR_ScenarioFrameworkArea.GetDeliveryPointName ( )
Returns

◆ GetDynamicDespawnEnabled()

bool SCR_ScenarioFrameworkArea.GetDynamicDespawnEnabled ( )
Returns

◆ GetDynamicDespawnRange()

int SCR_ScenarioFrameworkArea.GetDynamicDespawnRange ( )
Returns

◆ GetIsAreaSelected()

bool SCR_ScenarioFrameworkArea.GetIsAreaSelected ( )
Returns

◆ GetIsTaskSuitableForArea()

bool SCR_ScenarioFrameworkArea.GetIsTaskSuitableForArea ( SCR_ESFTaskType  eTaskType)
Parameters
[in]eTaskType
Returns

◆ GetLayerTask()

override SCR_ScenarioFrameworkLayerTask SCR_ScenarioFrameworkArea.GetLayerTask ( )

Get layer task the object is nested into if there is some.

Implements SCR_ScenarioFrameworkLayerBase.

◆ GetLayerTaskName()

string SCR_ScenarioFrameworkArea.GetLayerTaskName ( )
Returns

◆ GetLayerTaskType()

SCR_ESFTaskType SCR_ScenarioFrameworkArea.GetLayerTaskType ( )
Returns

◆ GetOnAreaInit()

ScriptInvoker SCR_ScenarioFrameworkArea.GetOnAreaInit ( )
Returns

◆ GetOnAreaTriggerActivated()

ScriptInvoker SCR_ScenarioFrameworkArea.GetOnAreaTriggerActivated ( )
Returns

◆ GetSlotTask()

SCR_ScenarioFrameworkSlotTask SCR_ScenarioFrameworkArea.GetSlotTask ( )
Returns

◆ GetSuitableLayersForTaskType()

void SCR_ScenarioFrameworkArea.GetSuitableLayersForTaskType ( out notnull array< SCR_ScenarioFrameworkLayerBase aSlotsOut,
SCR_ESFTaskType  eTaskType 
)
Parameters
[out]aSlotsOut
[in]eTaskType

◆ GetTask()

SCR_BaseTask SCR_ScenarioFrameworkArea.GetTask ( )
Returns

◆ GetTrigger()

SCR_BaseTriggerEntity SCR_ScenarioFrameworkArea.GetTrigger ( )
Returns

◆ Init()

override void SCR_ScenarioFrameworkArea.Init ( SCR_ScenarioFrameworkArea  area = null,
SCR_ScenarioFrameworkEActivationType  activation = SCR_ScenarioFrameworkEActivationType::SAME_AS_PARENT 
)
Parameters
[in]area
[in]activation

Implements SCR_ScenarioFrameworkLayerBase.

◆ InitParentLayer()

override bool SCR_ScenarioFrameworkArea.InitParentLayer ( )

◆ MoveTaskIconToArea()

void SCR_ScenarioFrameworkArea.MoveTaskIconToArea ( notnull SCR_BaseTask  task)
Parameters
[in]task

◆ OnAreaTriggerActivated()

void SCR_ScenarioFrameworkArea.OnAreaTriggerActivated ( IEntity  entity)
Parameters
[in]entity

◆ OnPostInit()

override void SCR_ScenarioFrameworkArea.OnPostInit ( IEntity  owner)

◆ RestoreToDefault()

override void SCR_ScenarioFrameworkArea.RestoreToDefault ( bool  includeChildren = false,
bool  reinitAfterRestoration = false 
)

◆ SetAreaSelected()

void SCR_ScenarioFrameworkArea.SetAreaSelected ( bool  bSet)
Parameters
[in]bSet

◆ SetDynamicDespawnEnabled()

void SCR_ScenarioFrameworkArea.SetDynamicDespawnEnabled ( bool  enabled)
Parameters
[in]enabled

◆ SetDynamicDespawnRange()

void SCR_ScenarioFrameworkArea.SetDynamicDespawnRange ( int  range)
Parameters
[in]range

◆ SetLayerTask()

void SCR_ScenarioFrameworkArea.SetLayerTask ( SCR_ScenarioFrameworkLayerTask  layerTask)
Parameters
[in]layerTask

◆ SetSlotTask()

void SCR_ScenarioFrameworkArea.SetSlotTask ( SCR_ScenarioFrameworkSlotTask  slotTask)
Parameters
[in]slotTask

◆ SpawnTrigger()

void SCR_ScenarioFrameworkArea.SpawnTrigger ( )

◆ StoreDeliveryPoint()

void SCR_ScenarioFrameworkArea.StoreDeliveryPoint ( string  sDeliveryPointName)
Parameters
[in]sDeliveryPointName

◆ StoreTaskToArea()

void SCR_ScenarioFrameworkArea.StoreTaskToArea ( SCR_BaseTask  task)
Parameters
[in]task

Member Data Documentation

◆ m_aTriggerActions

ref array<ref SCR_ScenarioFrameworkActionBase> SCR_ScenarioFrameworkArea.m_aTriggerActions

◆ m_bAreaSelected

bool SCR_ScenarioFrameworkArea.m_bAreaSelected

◆ m_bDynamicDespawn

bool SCR_ScenarioFrameworkArea.m_bDynamicDespawn

◆ m_bOnce

bool SCR_ScenarioFrameworkArea.m_bOnce

◆ m_bShowDebugShapesInWorkbench

bool SCR_ScenarioFrameworkArea.m_bShowDebugShapesInWorkbench
protected

◆ m_fAreaRadius

float SCR_ScenarioFrameworkArea.m_fAreaRadius

◆ m_iDynamicDespawnRange

int SCR_ScenarioFrameworkArea.m_iDynamicDespawnRange

◆ m_LayerTask

SCR_ScenarioFrameworkLayerTask SCR_ScenarioFrameworkArea.m_LayerTask

◆ m_OnAreaInit

ref ScriptInvoker SCR_ScenarioFrameworkArea.m_OnAreaInit = new ScriptInvoker()

◆ m_OnTriggerActivated

ref ScriptInvoker<SCR_ScenarioFrameworkArea, SCR_ScenarioFrameworkEActivationType> SCR_ScenarioFrameworkArea.m_OnTriggerActivated

◆ m_sItemDeliveryPointName

string SCR_ScenarioFrameworkArea.m_sItemDeliveryPointName

◆ m_SlotTask

SCR_ScenarioFrameworkSlotTask SCR_ScenarioFrameworkArea.m_SlotTask

◆ m_sTriggerResource

ResourceName SCR_ScenarioFrameworkArea.m_sTriggerResource

◆ m_Task

SCR_BaseTask SCR_ScenarioFrameworkArea.m_Task

◆ m_Trigger

SCR_BaseTriggerEntity SCR_ScenarioFrameworkArea.m_Trigger

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