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

Public Member Functions

void StoreLayerState (notnull SCR_ScenarioFrameworkLayerBase layer)
 
void StoreActivationTypeStatus (notnull SCR_ScenarioFrameworkLayerBase layer, notnull SCR_ScenarioFrameworkLayerStruct layerStruct)
 Marks if this was terminated - either by death or deletion.
 
void StoreTerminationStatus (notnull SCR_ScenarioFrameworkLayerBase layer, notnull SCR_ScenarioFrameworkLayerStruct layerStruct)
 Marks if this was terminated - either by death or deletion.
 
void StoreRepeatedSpawn (notnull SCR_ScenarioFrameworkLayerBase layer, notnull SCR_ScenarioFrameworkLayerStruct layerStruct)
 Repeated spawn handling.
 
void StoreLayerTask (notnull SCR_ScenarioFrameworkLayerBase layer, notnull SCR_ScenarioFrameworkLayerStruct layerStruct)
 Layer Task handling.
 
void StoreChildren (notnull SCR_ScenarioFrameworkLayerBase layer, notnull SCR_ScenarioFrameworkLayerStruct layerStruct)
 Children handling.
 
void StoreLogic (notnull SCR_ScenarioFrameworkLayerBase layer, notnull SCR_ScenarioFrameworkLayerStruct layerStruct)
 Logics handling.
 
void StoreSlotAndRandomObject (notnull SCR_ScenarioFrameworkLayerBase layer, notnull SCR_ScenarioFrameworkLayerStruct layerStruct)
 Logics handling.
 
void CleanEmptyStoredLayers (notnull SCR_ScenarioFrameworkLayerBase layer, notnull SCR_ScenarioFrameworkLayerStruct layerStruct)
 //Cleaning empty layers
 
void CleanEmptyStoredLogic (notnull SCR_ScenarioFrameworkLayerBase layer, notnull SCR_ScenarioFrameworkLayerStruct layerStruct)
 //Cleaning empty Logic
 
void CleanEmptyStructs ()
 
void StoreLogicState (notnull SCR_ScenarioFrameworkLogic logic)
 
void StoreLogicCounterValue (notnull SCR_ScenarioFrameworkLogicCounter logicCounter, notnull SCR_ScenarioFrameworkLogicStruct logicStruct)
 Handling logic counter value.
 
void StoreLogicCounterTermination (notnull SCR_ScenarioFrameworkLogicCounter logicCounter, notnull SCR_ScenarioFrameworkLogicStruct logicStruct)
 Marks if this was terminated - either by death or deletion.
 
void ClearEmptyLayerStructs (notnull array< ref SCR_ScenarioFrameworkLayerStruct > layerStructsToClear)
 
void ClearEmptyLogicStructs (notnull array< ref SCR_ScenarioFrameworkLogicStruct > logicStructsToClear)
 
void IncreaseStructVarCount ()
 
void DecreaseStructVarCount ()
 
array< ref SCR_ScenarioFrameworkLayerStructGetLayerStructs ()
 
array< ref SCR_ScenarioFrameworkLogicStructGetLogicStructs ()
 
array< string > GetRandomlySpawnedChildren ()
 
int GetStructVarCount ()
 
SCR_ScenarioFrameworkEActivationType GetActivationType ()
 
bool GetIsTerminated ()
 
ref array< ResourceName > GetAIPrefabsForRemoval ()
 
string GetName ()
 
int GetLayerTaskState ()
 
ResourceName GetRandomlySpawnedObject ()
 
int GetRepeatedSpawnNumber ()
 
bool GetEnableRepeatedSpawn ()
 
void InsertRandomlySpawnedChildren (string child)
 
void SetActivationType (SCR_ScenarioFrameworkEActivationType type)
 
void SetIsTerminated (bool state)
 
void SetName (string name)
 
void SetLayerTaskState (int state)
 
void SetAIPrefabsForRemoval (array< ResourceName > arrayForRemoval)
 
void SetRandomlySpawnedObject (ResourceName name)
 
void SetRepeatedSpawnNumber (int number)
 
void SetEnableRepeatedSpawn (bool value)
 
void SCR_ScenarioFrameworkLayerStruct ()
 
- Public Member Functions inherited from SCR_JsonApiStruct
bool Serialize ()
 Write world data into the struct.
 
bool Deserialize ()
 Read data from the struct and apply them in the world.
 
void ClearCache ()
 Clear struct's data.
 
void Log ()
 Log struct's data.
 

Protected Attributes

string m_sName
 
ResourceName m_sRandomlySpawnedObject
 
ref array< ref SCR_ScenarioFrameworkLayerStructm_aLayersStructs = {}
 
ref array< ref SCR_ScenarioFrameworkLogicStructm_aLogicStructs = {}
 
ref array< SCR_ScenarioFrameworkLayerBasem_aChildren = {}
 
ref array< SCR_ScenarioFrameworkLogicm_aLogic = {}
 
ref array< ResourceName > m_aAIPrefabsForRemoval = {}
 
ref array< string > m_aRandomlySpawnedChildren = {}
 
int m_iLayerTaskState
 
SCR_ScenarioFrameworkEActivationType m_eActivationType = -1
 
bool m_bIsTerminated
 
int m_iRepeatedSpawnNumber
 
bool m_bEnableRepeatedSpawn
 
int m_iStructVarCount
 

Constructor & Destructor Documentation

◆ SCR_ScenarioFrameworkLayerStruct()

void SCR_ScenarioFrameworkLayerStruct.SCR_ScenarioFrameworkLayerStruct ( )

Member Function Documentation

◆ CleanEmptyStoredLayers()

void SCR_ScenarioFrameworkLayerStruct.CleanEmptyStoredLayers ( notnull SCR_ScenarioFrameworkLayerBase  layer,
notnull SCR_ScenarioFrameworkLayerStruct  layerStruct 
)

//Cleaning empty layers

◆ CleanEmptyStoredLogic()

void SCR_ScenarioFrameworkLayerStruct.CleanEmptyStoredLogic ( notnull SCR_ScenarioFrameworkLayerBase  layer,
notnull SCR_ScenarioFrameworkLayerStruct  layerStruct 
)

//Cleaning empty Logic

◆ CleanEmptyStructs()

void SCR_ScenarioFrameworkLayerStruct.CleanEmptyStructs ( )

◆ ClearEmptyLayerStructs()

void SCR_ScenarioFrameworkLayerStruct.ClearEmptyLayerStructs ( notnull array< ref SCR_ScenarioFrameworkLayerStruct layerStructsToClear)

◆ ClearEmptyLogicStructs()

void SCR_ScenarioFrameworkLayerStruct.ClearEmptyLogicStructs ( notnull array< ref SCR_ScenarioFrameworkLogicStruct logicStructsToClear)

◆ DecreaseStructVarCount()

void SCR_ScenarioFrameworkLayerStruct.DecreaseStructVarCount ( )

◆ GetActivationType()

SCR_ScenarioFrameworkEActivationType SCR_ScenarioFrameworkLayerStruct.GetActivationType ( )

◆ GetAIPrefabsForRemoval()

ref array< ResourceName > SCR_ScenarioFrameworkLayerStruct.GetAIPrefabsForRemoval ( )

◆ GetEnableRepeatedSpawn()

bool SCR_ScenarioFrameworkLayerStruct.GetEnableRepeatedSpawn ( )

◆ GetIsTerminated()

bool SCR_ScenarioFrameworkLayerStruct.GetIsTerminated ( )

◆ GetLayerStructs()

array< ref SCR_ScenarioFrameworkLayerStruct > SCR_ScenarioFrameworkLayerStruct.GetLayerStructs ( )

◆ GetLayerTaskState()

int SCR_ScenarioFrameworkLayerStruct.GetLayerTaskState ( )

◆ GetLogicStructs()

array< ref SCR_ScenarioFrameworkLogicStruct > SCR_ScenarioFrameworkLayerStruct.GetLogicStructs ( )

◆ GetName()

string SCR_ScenarioFrameworkLayerStruct.GetName ( )

◆ GetRandomlySpawnedChildren()

array< string > SCR_ScenarioFrameworkLayerStruct.GetRandomlySpawnedChildren ( )

◆ GetRandomlySpawnedObject()

ResourceName SCR_ScenarioFrameworkLayerStruct.GetRandomlySpawnedObject ( )

◆ GetRepeatedSpawnNumber()

int SCR_ScenarioFrameworkLayerStruct.GetRepeatedSpawnNumber ( )

◆ GetStructVarCount()

int SCR_ScenarioFrameworkLayerStruct.GetStructVarCount ( )

◆ IncreaseStructVarCount()

void SCR_ScenarioFrameworkLayerStruct.IncreaseStructVarCount ( )

◆ InsertRandomlySpawnedChildren()

void SCR_ScenarioFrameworkLayerStruct.InsertRandomlySpawnedChildren ( string  child)

◆ SetActivationType()

void SCR_ScenarioFrameworkLayerStruct.SetActivationType ( SCR_ScenarioFrameworkEActivationType  type)

◆ SetAIPrefabsForRemoval()

void SCR_ScenarioFrameworkLayerStruct.SetAIPrefabsForRemoval ( array< ResourceName >  arrayForRemoval)

◆ SetEnableRepeatedSpawn()

void SCR_ScenarioFrameworkLayerStruct.SetEnableRepeatedSpawn ( bool  value)

◆ SetIsTerminated()

void SCR_ScenarioFrameworkLayerStruct.SetIsTerminated ( bool  state)

◆ SetLayerTaskState()

void SCR_ScenarioFrameworkLayerStruct.SetLayerTaskState ( int  state)

◆ SetName()

void SCR_ScenarioFrameworkLayerStruct.SetName ( string  name)

◆ SetRandomlySpawnedObject()

void SCR_ScenarioFrameworkLayerStruct.SetRandomlySpawnedObject ( ResourceName  name)

◆ SetRepeatedSpawnNumber()

void SCR_ScenarioFrameworkLayerStruct.SetRepeatedSpawnNumber ( int  number)

◆ StoreActivationTypeStatus()

void SCR_ScenarioFrameworkLayerStruct.StoreActivationTypeStatus ( notnull SCR_ScenarioFrameworkLayerBase  layer,
notnull SCR_ScenarioFrameworkLayerStruct  layerStruct 
)

Marks if this was terminated - either by death or deletion.

◆ StoreChildren()

void SCR_ScenarioFrameworkLayerStruct.StoreChildren ( notnull SCR_ScenarioFrameworkLayerBase  layer,
notnull SCR_ScenarioFrameworkLayerStruct  layerStruct 
)

Children handling.

◆ StoreLayerState()

void SCR_ScenarioFrameworkLayerStruct.StoreLayerState ( notnull SCR_ScenarioFrameworkLayerBase  layer)

◆ StoreLayerTask()

void SCR_ScenarioFrameworkLayerStruct.StoreLayerTask ( notnull SCR_ScenarioFrameworkLayerBase  layer,
notnull SCR_ScenarioFrameworkLayerStruct  layerStruct 
)

Layer Task handling.

◆ StoreLogic()

void SCR_ScenarioFrameworkLayerStruct.StoreLogic ( notnull SCR_ScenarioFrameworkLayerBase  layer,
notnull SCR_ScenarioFrameworkLayerStruct  layerStruct 
)

Logics handling.

◆ StoreLogicCounterTermination()

void SCR_ScenarioFrameworkLayerStruct.StoreLogicCounterTermination ( notnull SCR_ScenarioFrameworkLogicCounter  logicCounter,
notnull SCR_ScenarioFrameworkLogicStruct  logicStruct 
)

Marks if this was terminated - either by death or deletion.

◆ StoreLogicCounterValue()

void SCR_ScenarioFrameworkLayerStruct.StoreLogicCounterValue ( notnull SCR_ScenarioFrameworkLogicCounter  logicCounter,
notnull SCR_ScenarioFrameworkLogicStruct  logicStruct 
)

Handling logic counter value.

◆ StoreLogicState()

void SCR_ScenarioFrameworkLayerStruct.StoreLogicState ( notnull SCR_ScenarioFrameworkLogic  logic)

◆ StoreRepeatedSpawn()

void SCR_ScenarioFrameworkLayerStruct.StoreRepeatedSpawn ( notnull SCR_ScenarioFrameworkLayerBase  layer,
notnull SCR_ScenarioFrameworkLayerStruct  layerStruct 
)

Repeated spawn handling.

◆ StoreSlotAndRandomObject()

void SCR_ScenarioFrameworkLayerStruct.StoreSlotAndRandomObject ( notnull SCR_ScenarioFrameworkLayerBase  layer,
notnull SCR_ScenarioFrameworkLayerStruct  layerStruct 
)

Logics handling.

◆ StoreTerminationStatus()

void SCR_ScenarioFrameworkLayerStruct.StoreTerminationStatus ( notnull SCR_ScenarioFrameworkLayerBase  layer,
notnull SCR_ScenarioFrameworkLayerStruct  layerStruct 
)

Marks if this was terminated - either by death or deletion.

Member Data Documentation

◆ m_aAIPrefabsForRemoval

ref array<ResourceName> SCR_ScenarioFrameworkLayerStruct.m_aAIPrefabsForRemoval = {}
protected

◆ m_aChildren

ref array<SCR_ScenarioFrameworkLayerBase> SCR_ScenarioFrameworkLayerStruct.m_aChildren = {}
protected

◆ m_aLayersStructs

ref array<ref SCR_ScenarioFrameworkLayerStruct> SCR_ScenarioFrameworkLayerStruct.m_aLayersStructs = {}
protected

◆ m_aLogic

ref array<SCR_ScenarioFrameworkLogic> SCR_ScenarioFrameworkLayerStruct.m_aLogic = {}
protected

◆ m_aLogicStructs

ref array<ref SCR_ScenarioFrameworkLogicStruct> SCR_ScenarioFrameworkLayerStruct.m_aLogicStructs = {}
protected

◆ m_aRandomlySpawnedChildren

ref array<string> SCR_ScenarioFrameworkLayerStruct.m_aRandomlySpawnedChildren = {}
protected

◆ m_bEnableRepeatedSpawn

bool SCR_ScenarioFrameworkLayerStruct.m_bEnableRepeatedSpawn
protected

◆ m_bIsTerminated

bool SCR_ScenarioFrameworkLayerStruct.m_bIsTerminated
protected

◆ m_eActivationType

SCR_ScenarioFrameworkEActivationType SCR_ScenarioFrameworkLayerStruct.m_eActivationType = -1
protected

◆ m_iLayerTaskState

int SCR_ScenarioFrameworkLayerStruct.m_iLayerTaskState
protected

◆ m_iRepeatedSpawnNumber

int SCR_ScenarioFrameworkLayerStruct.m_iRepeatedSpawnNumber
protected

◆ m_iStructVarCount

int SCR_ScenarioFrameworkLayerStruct.m_iStructVarCount
protected

◆ m_sName

string SCR_ScenarioFrameworkLayerStruct.m_sName
protected

◆ m_sRandomlySpawnedObject

ResourceName SCR_ScenarioFrameworkLayerStruct.m_sRandomlySpawnedObject
protected

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