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void | StoreState (notnull SCR_ScenarioFrameworkArea area, out notnull SCR_ScenarioFrameworkAreaStruct areaStruct) |
| Stores scenario area data into struct, cleans empty layers and logic, and stores children areas.
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void | StoreActivationTypeStatus (notnull SCR_ScenarioFrameworkArea area, notnull SCR_ScenarioFrameworkAreaStruct areaStruct) |
| Updates area activation type in scenario framework area structure if it differs from default, otherwise removes it from structure.
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bool | GetAreaSelected () |
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string | GetDeliveryPointNameForItem () |
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string | GetLayerTaskname () |
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void | SetAreaSelected (bool selected) |
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void | SetDeliveryPointNameForItem (string name) |
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void | SetLayerTaskName (string layerTaskName) |
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void | SCR_ScenarioFrameworkAreaStruct () |
| Registers variables for area.
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void | StoreLayerState (notnull SCR_ScenarioFrameworkLayerBase layer) |
| Stores layer state data into structs, cleans empty structs, and inserts non-empty ones into list.
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void | StoreActivationTypeStatus (notnull SCR_ScenarioFrameworkLayerBase layer, notnull SCR_ScenarioFrameworkLayerStruct layerStruct) |
| Updates layer's activation type in scenario structure if it differs from default, otherwise removes it from structure.
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void | StoreTerminationStatus (notnull SCR_ScenarioFrameworkLayerBase layer, notnull SCR_ScenarioFrameworkLayerStruct layerStruct) |
| Updates termination status in scenario layer structure based on current termination status in scenario layer.
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void | StoreRepeatedSpawn (notnull SCR_ScenarioFrameworkLayerBase layer, notnull SCR_ScenarioFrameworkLayerStruct layerStruct) |
| Updates scenario layer's repeated spawn settings from layer struct.
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void | StoreLayerTask (notnull SCR_ScenarioFrameworkLayerBase layer, notnull SCR_ScenarioFrameworkLayerStruct layerStruct) |
| Updates layer task state in scenario layer structure if it exists, otherwise removes it.
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void | StoreChildren (notnull SCR_ScenarioFrameworkLayerBase layer, notnull SCR_ScenarioFrameworkLayerStruct layerStruct) |
| Stores children layers, handles random spawning, and updates layer states in scenario framework layer structure.
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void | StoreLogic (notnull SCR_ScenarioFrameworkLayerBase layer, notnull SCR_ScenarioFrameworkLayerStruct layerStruct) |
| Stores logic states for scenario framework layer.
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void | StoreSlotAndRandomObject (notnull SCR_ScenarioFrameworkLayerBase layer, notnull SCR_ScenarioFrameworkLayerStruct layerStruct) |
| Stores AI prefab removal list and random object from scenario layer to scenario layer struct.
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void | CleanEmptyStoredLayers (notnull SCR_ScenarioFrameworkLayerBase layer, notnull SCR_ScenarioFrameworkLayerStruct layerStruct) |
| Removes empty layer structs from scenario layer.
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void | CleanEmptyStoredLogic (notnull SCR_ScenarioFrameworkLayerBase layer, notnull SCR_ScenarioFrameworkLayerStruct layerStruct) |
| Clears empty logic structs from scenario layer.
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void | CleanEmptyStructs () |
| Clears empty layer and logic structs in the object.
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void | StoreLogicState (notnull SCR_ScenarioFrameworkLogic logic) |
| Stores scenario logic state, handles counter and struct variables, and adds to list if struct count is more than 1.
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void | StoreLogicCounterValue (notnull SCR_ScenarioFrameworkLogicCounter logicCounter, notnull SCR_ScenarioFrameworkLogicStruct logicStruct) |
| Updates logic struct with counter value if non-zero, otherwise unregisters it.
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void | StoreLogicCounterTermination (notnull SCR_ScenarioFrameworkLogicCounter logicCounter, notnull SCR_ScenarioFrameworkLogicStruct logicStruct) |
| Checks if counter is terminated, increments struct var count if terminated, sets termination flag in struct if not.
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void | ClearEmptyLayerStructs (notnull array< ref SCR_ScenarioFrameworkLayerStruct > layerStructsToClear) |
| Removes empty layer structs from an array by recursively checking their contents.
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void | ClearEmptyLogicStructs (notnull array< ref SCR_ScenarioFrameworkLogicStruct > logicStructsToClear) |
| Clears empty logic structs from an array by copying them into another array, then removing those with less than 2.
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void | IncreaseStructVarCount () |
| Increases struct variable count by 1.
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void | DecreaseStructVarCount () |
| Decreases struct variable count by 1.
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array< ref SCR_ScenarioFrameworkLayerStruct > | GetLayerStructs () |
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array< ref SCR_ScenarioFrameworkLogicStruct > | GetLogicStructs () |
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array< string > | GetRandomlySpawnedChildren () |
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int | GetStructVarCount () |
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SCR_ScenarioFrameworkEActivationType | GetActivationType () |
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bool | GetIsTerminated () |
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ref array< ResourceName > | GetAIPrefabsForRemoval () |
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string | GetName () |
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int | GetLayerTaskState () |
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ResourceName | GetRandomlySpawnedObject () |
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int | GetRepeatedSpawnNumber () |
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bool | GetEnableRepeatedSpawn () |
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void | InsertRandomlySpawnedChildren (string child) |
| Adds child to randomly spawned children list.
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void | SetActivationType (SCR_ScenarioFrameworkEActivationType type) |
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void | SetIsTerminated (bool state) |
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void | SetName (string name) |
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void | SetLayerTaskState (int state) |
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void | SetAIPrefabsForRemoval (array< ResourceName > arrayForRemoval) |
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void | SetRandomlySpawnedObject (ResourceName name) |
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void | SetRepeatedSpawnNumber (int number) |
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void | SetEnableRepeatedSpawn (bool value) |
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void | SCR_ScenarioFrameworkLayerStruct () |
| Registers variables for scenario framework layer structure.
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bool | Serialize () |
| Write world data into the struct.
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bool | Deserialize () |
| Read data from the struct and apply them in the world.
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void | ClearCache () |
| Clear struct's data.
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void | Log () |
| Log struct's data.
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void | StoreSelectedArea (notnull SCR_ScenarioFrameworkArea area, notnull SCR_ScenarioFrameworkAreaStruct areaStruct) |
| Selects or deselects area in scenario framework area structure based on its selection status.
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void | StoreDeliveryPoint (notnull SCR_ScenarioFrameworkArea area, notnull SCR_ScenarioFrameworkAreaStruct areaStruct) |
| Sets delivery point for an item in scenario area structure based on area's delivery point name.
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void | StoreTerminationStatus (notnull SCR_ScenarioFrameworkArea area, notnull SCR_ScenarioFrameworkAreaStruct areaStruct) |
| Updates termination status in scenario framework area structure based on current termination status of area.
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void | StoreRepeatedSpawn (notnull SCR_ScenarioFrameworkArea area, notnull SCR_ScenarioFrameworkAreaStruct areaStruct) |
| Updates area struct with repeated spawn settings from area.
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void | StoreLayerTask (notnull SCR_ScenarioFrameworkArea area, notnull SCR_ScenarioFrameworkAreaStruct areaStruct) |
| Sets layer task name in area struct if layer task exists in area, otherwise removes it from area struct.
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void | StoreChildren (notnull SCR_ScenarioFrameworkArea area, notnull SCR_ScenarioFrameworkAreaStruct areaStruct) |
| Stores children layers and their states in area struct, handles randomly spawned children if applicable.
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void | StoreLogic (notnull SCR_ScenarioFrameworkArea area, notnull SCR_ScenarioFrameworkAreaStruct areaStruct) |
| Stores logic states for scenario area and updates struct count if necessary.
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void | CleanEmptyStoredLayers (notnull SCR_ScenarioFrameworkAreaStruct areaStruct) |
| Removes empty layer structs from area struct.
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void | CleanEmptyStoredLogic (notnull SCR_ScenarioFrameworkAreaStruct areaStruct) |
| Removes empty logic structs from area struct.
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void | CleanAreaStructs (notnull SCR_ScenarioFrameworkAreaStruct areaStruct) |
| Clears empty layer and logic structs, removes AI prefab references, and resets random spawned object and layer.
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