Arma Reforger Script API
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Public Member Functions | Public Attributes | Static Public Attributes | Protected Member Functions | List of all members
SCR_ScenarioFrameworkLayerBase Interface Reference
Inheritance diagram for SCR_ScenarioFrameworkLayerBase:
[legend]

Public Member Functions

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

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
 

Static Public Attributes

static const int SPAWN_DELAY = 200
 

Protected Member Functions

void SetFactionKey (FactionKey factionKey)
 
FactionKey GetFactionKey ()
 
void RepeatedSpawn ()
 
void RepeatedSpawnCalled ()
 
void ActivateLogic ()
 
void DrawDebugShape (bool draw)
 

Constructor & Destructor Documentation

◆ SCR_ScenarioFrameworkLayerBase()

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

◆ ~SCR_ScenarioFrameworkLayerBase()

void SCR_ScenarioFrameworkLayerBase.~SCR_ScenarioFrameworkLayerBase ( )

Member Function Documentation

◆ _WB_OnCreate()

override void SCR_ScenarioFrameworkLayerBase._WB_OnCreate ( IEntity  owner,
IEntitySource  src 
)

◆ ActivateLogic()

void SCR_ScenarioFrameworkLayerBase.ActivateLogic ( )
protected

◆ AfterAllChildrenSpawned()

void SCR_ScenarioFrameworkLayerBase.AfterAllChildrenSpawned ( SCR_ScenarioFrameworkLayerBase  layer)

◆ CheckAllChildrenSpawned()

void SCR_ScenarioFrameworkLayerBase.CheckAllChildrenSpawned ( SCR_ScenarioFrameworkLayerBase  layer = null)
Parameters
[in]layer

◆ DrawDebugShape()

void SCR_ScenarioFrameworkLayerBase.DrawDebugShape ( bool  draw)
protected

◆ DynamicDespawn()

void SCR_ScenarioFrameworkLayerBase.DynamicDespawn ( SCR_ScenarioFrameworkLayerBase  layer)

◆ DynamicReinit()

void SCR_ScenarioFrameworkLayerBase.DynamicReinit ( )

◆ EOnFrame()

override void SCR_ScenarioFrameworkLayerBase.EOnFrame ( IEntity  owner,
float  timeSlice 
)

◆ FinishInit()

void SCR_ScenarioFrameworkLayerBase.FinishInit ( )

◆ FinishInitChildrenInsert()

void SCR_ScenarioFrameworkLayerBase.FinishInitChildrenInsert ( )

For situations where some other logic is needed to be performed before or after this Insert.

Implemented in SCR_ScenarioFrameworkSlotDelivery.

◆ GetActivationType()

SCR_ScenarioFrameworkEActivationType SCR_ScenarioFrameworkLayerBase.GetActivationType ( )
Returns

◆ GetChildren()

void SCR_ScenarioFrameworkLayerBase.GetChildren ( out array< SCR_ScenarioFrameworkLayerBase children)

Goes through the hierarchy and returns all the child entities of LayerBase type.

Parameters
[out]children

◆ GetChildrenEntities()

array< SCR_ScenarioFrameworkLayerBase > SCR_ScenarioFrameworkLayerBase.GetChildrenEntities ( )
Returns

◆ GetDynamicDespawnExcluded()

bool SCR_ScenarioFrameworkLayerBase.GetDynamicDespawnExcluded ( )
Returns

◆ GetEnableRepeatedSpawn()

bool SCR_ScenarioFrameworkLayerBase.GetEnableRepeatedSpawn ( )
Returns

◆ GetFactionKey()

FactionKey SCR_ScenarioFrameworkLayerBase.GetFactionKey ( )
protected

◆ GetIsInitiated()

bool SCR_ScenarioFrameworkLayerBase.GetIsInitiated ( )
Returns

◆ GetIsTerminated()

bool SCR_ScenarioFrameworkLayerBase.GetIsTerminated ( )
Returns

◆ GetLayerTask()

SCR_ScenarioFrameworkLayerTask SCR_ScenarioFrameworkLayerBase.GetLayerTask ( )

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

Implemented in SCR_ScenarioFrameworkArea.

◆ GetLogics()

void SCR_ScenarioFrameworkLayerBase.GetLogics ( out array< SCR_ScenarioFrameworkLogic logics)

◆ GetMaxPlayersForGameMode()

int SCR_ScenarioFrameworkLayerBase.GetMaxPlayersForGameMode ( FactionKey  factionName = "")

◆ GetName()

string SCR_ScenarioFrameworkLayerBase.GetName ( )
Returns

◆ GetOnAllChildrenSpawned()

ScriptInvokerScenarioFrameworkLayer SCR_ScenarioFrameworkLayerBase.GetOnAllChildrenSpawned ( )
Returns

◆ GetParentArea()

SCR_ScenarioFrameworkArea SCR_ScenarioFrameworkLayerBase.GetParentArea ( )

Get parent area the object is nested into.

◆ GetParentLayer()

SCR_ScenarioFrameworkLayerBase SCR_ScenarioFrameworkLayerBase.GetParentLayer ( )
Returns

◆ GetPlayersCount()

int SCR_ScenarioFrameworkLayerBase.GetPlayersCount ( FactionKey  factionName = "")

◆ GetRandomChildren()

SCR_ScenarioFrameworkLayerBase SCR_ScenarioFrameworkLayerBase.GetRandomChildren ( )

Returns the random Slot.

◆ GetRandomlySpawnedChildren()

array< SCR_ScenarioFrameworkLayerBase > SCR_ScenarioFrameworkLayerBase.GetRandomlySpawnedChildren ( )
Returns

◆ GetRepeatedSpawnNumber()

int SCR_ScenarioFrameworkLayerBase.GetRepeatedSpawnNumber ( )
Returns

◆ GetSlotTask()

SCR_ScenarioFrameworkSlotTask SCR_ScenarioFrameworkLayerBase.GetSlotTask ( array< SCR_ScenarioFrameworkLayerBase aLayers)

Get SlotTask from array of LayerBases if there is any.

◆ GetSpawnChildrenType()

SCR_EScenarioFrameworkSpawnChildrenType SCR_ScenarioFrameworkLayerBase.GetSpawnChildrenType ( )
Returns

◆ GetSpawnedEntities()

array< IEntity > SCR_ScenarioFrameworkLayerBase.GetSpawnedEntities ( )
Returns

◆ GetSpawnedEntity()

IEntity SCR_ScenarioFrameworkLayerBase.GetSpawnedEntity ( )
Returns

◆ GetSpawnedLogics()

array< SCR_ScenarioFrameworkLogic > SCR_ScenarioFrameworkLayerBase.GetSpawnedLogics ( )
Returns

◆ GetSpawnedPlugins()

array< ref SCR_ScenarioFrameworkPlugin > SCR_ScenarioFrameworkLayerBase.GetSpawnedPlugins ( )
Returns

◆ Init()

void SCR_ScenarioFrameworkLayerBase.Init ( SCR_ScenarioFrameworkArea  area = null,
SCR_ScenarioFrameworkEActivationType  activation = SCR_ScenarioFrameworkEActivationType::SAME_AS_PARENT 
)

◆ InitActivationConditions()

bool SCR_ScenarioFrameworkLayerBase.InitActivationConditions ( )

◆ InitAlreadyHappened()

bool SCR_ScenarioFrameworkLayerBase.InitAlreadyHappened ( )

◆ InitArea()

bool SCR_ScenarioFrameworkLayerBase.InitArea ( SCR_ScenarioFrameworkArea  area)

◆ InitChild()

void SCR_ScenarioFrameworkLayerBase.InitChild ( SCR_ScenarioFrameworkLayerBase  child)
Parameters
[in]child

◆ InitDynDespawnAndActivation()

bool SCR_ScenarioFrameworkLayerBase.InitDynDespawnAndActivation ( SCR_ScenarioFrameworkEActivationType  activation)

◆ InitFactionSettings()

void SCR_ScenarioFrameworkLayerBase.InitFactionSettings ( )

Handles inheritance of faction settings from parents.

◆ InitNotTerminated()

bool SCR_ScenarioFrameworkLayerBase.InitNotTerminated ( )

◆ InitOtherThings()

bool SCR_ScenarioFrameworkLayerBase.InitOtherThings ( )

For situations where some other logic is to be appended in these checks and is to be performed before FinishInit.

Implemented in SCR_ScenarioFrameworkSlotBase.

◆ InitParentLayer()

bool SCR_ScenarioFrameworkLayerBase.InitParentLayer ( )

Implemented in SCR_ScenarioFrameworkArea.

◆ InvokeAllChildrenSpawned()

void SCR_ScenarioFrameworkLayerBase.InvokeAllChildrenSpawned ( )

◆ OnPostInit()

override void SCR_ScenarioFrameworkLayerBase.OnPostInit ( IEntity  owner)

◆ RenameOwnerEntity()

void SCR_ScenarioFrameworkLayerBase.RenameOwnerEntity ( IEntity  owner)
Parameters
[in]owner

◆ RepeatedSpawn()

void SCR_ScenarioFrameworkLayerBase.RepeatedSpawn ( )
protected

◆ RepeatedSpawnCalled()

void SCR_ScenarioFrameworkLayerBase.RepeatedSpawnCalled ( )
protected

◆ RestoreToDefault()

void SCR_ScenarioFrameworkLayerBase.RestoreToDefault ( bool  includeChildren = false,
bool  reinitAfterRestoration = false 
)

◆ SetActivationType()

void SCR_ScenarioFrameworkLayerBase.SetActivationType ( SCR_ScenarioFrameworkEActivationType  activationType)
Parameters
[in]activationType

◆ SetDebugShapeSize()

void SCR_ScenarioFrameworkLayerBase.SetDebugShapeSize ( float  fSize)
Parameters
[in]fSize

◆ SetDynamicDespawnExcluded()

void SCR_ScenarioFrameworkLayerBase.SetDynamicDespawnExcluded ( bool  excluded)
Parameters
[in]excluded

◆ SetEnableRepeatedSpawn()

void SCR_ScenarioFrameworkLayerBase.SetEnableRepeatedSpawn ( bool  value)
Parameters
[in]value

◆ SetEntity()

void SCR_ScenarioFrameworkLayerBase.SetEntity ( IEntity  entity)
Parameters
[in]entity

Implemented in SCR_ScenarioFrameworkLayerTaskDeliver.

◆ SetFactionKey()

void SCR_ScenarioFrameworkLayerBase.SetFactionKey ( FactionKey  factionKey)
protected

◆ SetIsTerminated()

void SCR_ScenarioFrameworkLayerBase.SetIsTerminated ( bool  state)
Parameters
[in]state

◆ SetParentLayer()

void SCR_ScenarioFrameworkLayerBase.SetParentLayer ( SCR_ScenarioFrameworkLayerBase  parentLayer)
Parameters
[in]parentLayer

◆ SetRandomlySpawnedChildren()

void SCR_ScenarioFrameworkLayerBase.SetRandomlySpawnedChildren ( array< string >  randomlySpawnedChildren)
Parameters
[in]randomlySpawnedChildren

◆ SetRepeatedSpawnNumber()

void SCR_ScenarioFrameworkLayerBase.SetRepeatedSpawnNumber ( int  number)
Parameters
[in]number

◆ SpawnChildren()

void SCR_ScenarioFrameworkLayerBase.SpawnChildren ( bool  previouslyRandomized = false)
Parameters
[in]previouslyRandomized

Implemented in SCR_ScenarioFrameworkSlotBase.

◆ SpawnPreviouslyRandomizedChildren()

void SCR_ScenarioFrameworkLayerBase.SpawnPreviouslyRandomizedChildren ( )

◆ SpawnRandomMultipleChildren()

void SCR_ScenarioFrameworkLayerBase.SpawnRandomMultipleChildren ( bool  previouslyRandomized = false)
Parameters
[in]previouslyRandomized

◆ SpawnRandomOneChild()

void SCR_ScenarioFrameworkLayerBase.SpawnRandomOneChild ( bool  previouslyRandomized = false)
Parameters
[in]previouslyRandomized

Member Data Documentation

◆ m_aActivationActions

ref array<ref SCR_ScenarioFrameworkActionBase> SCR_ScenarioFrameworkLayerBase.m_aActivationActions

◆ m_aActivationConditions

ref array<ref SCR_ScenarioFrameworkActivationConditionBase> SCR_ScenarioFrameworkLayerBase.m_aActivationConditions

◆ m_aChildren

ref array<SCR_ScenarioFrameworkLayerBase> SCR_ScenarioFrameworkLayerBase.m_aChildren = {}

◆ m_aLogic

ref array<SCR_ScenarioFrameworkLogic> SCR_ScenarioFrameworkLayerBase.m_aLogic = {}

◆ m_aPlugins

ref array<ref SCR_ScenarioFrameworkPlugin> SCR_ScenarioFrameworkLayerBase.m_aPlugins

◆ m_aRandomlySpawnedChildren

ref array<SCR_ScenarioFrameworkLayerBase> SCR_ScenarioFrameworkLayerBase.m_aRandomlySpawnedChildren = {}

◆ m_Area

SCR_ScenarioFrameworkArea SCR_ScenarioFrameworkLayerBase.m_Area

◆ m_aSpawnedEntities

ref array<IEntity> SCR_ScenarioFrameworkLayerBase.m_aSpawnedEntities = {}

◆ m_bDynamicallyDespawned

bool SCR_ScenarioFrameworkLayerBase.m_bDynamicallyDespawned

◆ m_bEnableRepeatedSpawn

bool SCR_ScenarioFrameworkLayerBase.m_bEnableRepeatedSpawn

◆ m_bExcludeFromDynamicDespawn

bool SCR_ScenarioFrameworkLayerBase.m_bExcludeFromDynamicDespawn

◆ m_bInitiated

bool SCR_ScenarioFrameworkLayerBase.m_bInitiated

◆ m_bIsRegistered

bool SCR_ScenarioFrameworkLayerBase.m_bIsRegistered

◆ m_bIsTerminated

bool SCR_ScenarioFrameworkLayerBase.m_bIsTerminated

◆ m_bShowDebugShapesDuringRuntime

bool SCR_ScenarioFrameworkLayerBase.m_bShowDebugShapesDuringRuntime

◆ m_eActivationType

SCR_ScenarioFrameworkEActivationType SCR_ScenarioFrameworkLayerBase.m_eActivationType

◆ m_eActivationTypeDefault

SCR_ScenarioFrameworkEActivationType SCR_ScenarioFrameworkLayerBase.m_eActivationTypeDefault = m_eActivationType

◆ m_Entity

IEntity SCR_ScenarioFrameworkLayerBase.m_Entity

◆ m_fDebugShapeRadius

float SCR_ScenarioFrameworkLayerBase.m_fDebugShapeRadius = 0.25

◆ m_fRepeatedSpawnTimer

float SCR_ScenarioFrameworkLayerBase.m_fRepeatedSpawnTimer

◆ m_fRepeatSpawnTimeEnd

WorldTimestamp SCR_ScenarioFrameworkLayerBase.m_fRepeatSpawnTimeEnd

◆ m_fRepeatSpawnTimeStart

WorldTimestamp SCR_ScenarioFrameworkLayerBase.m_fRepeatSpawnTimeStart

◆ m_iCurrentlySpawnedChildren

int SCR_ScenarioFrameworkLayerBase.m_iCurrentlySpawnedChildren

◆ m_iDebugShapeColor

int SCR_ScenarioFrameworkLayerBase.m_iDebugShapeColor = ARGB(32, 0xFF, 0x00, 0x12)

◆ m_iRandomPercent

int SCR_ScenarioFrameworkLayerBase.m_iRandomPercent

◆ m_iRepeatedSpawnNumber

int SCR_ScenarioFrameworkLayerBase.m_iRepeatedSpawnNumber

◆ m_iRepeatedSpawnNumberDefault

int SCR_ScenarioFrameworkLayerBase.m_iRepeatedSpawnNumberDefault = m_iRepeatedSpawnNumber

◆ m_iSupposedSpawnedChildren

int SCR_ScenarioFrameworkLayerBase.m_iSupposedSpawnedChildren

◆ m_OnAllChildrenSpawned

ref ScriptInvokerBase<ScriptInvokerScenarioFrameworkLayerMethod> SCR_ScenarioFrameworkLayerBase.m_OnAllChildrenSpawned

◆ m_ParentLayer

SCR_ScenarioFrameworkLayerBase SCR_ScenarioFrameworkLayerBase.m_ParentLayer

◆ m_sFactionKey

FactionKey SCR_ScenarioFrameworkLayerBase.m_sFactionKey

◆ m_SpawnChildren

SCR_EScenarioFrameworkSpawnChildrenType SCR_ScenarioFrameworkLayerBase.m_SpawnChildren

◆ SPAWN_DELAY

const int SCR_ScenarioFrameworkLayerBase.SPAWN_DELAY = 200
static

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