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| override bool | SetSupportEntity () |
| | Sets support entity for scenario framework task clear area if found in world.
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| void | SCR_ScenarioFrameworkLayerTaskClearArea (IEntityComponentSource src, IEntity ent, IEntity parent) |
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| SCR_TaskState | GetLayerTaskState () |
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| bool | GetLayerTaskResolvedBeforeLoad () |
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| void | SetLayerTaskState (SCR_TaskState state) |
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| SCR_ScenarioFrameworkTask | GetTask () |
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| ResourceName | GetTaskPrefab () |
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| string | GetOverridenObjectDisplayName () |
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| void | SetOverridenObjectDisplayName (string name) |
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| string | GetTaskTitle () |
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| string | GetOriginalTaskDescription () |
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| string | GetTaskDescription () |
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| SCR_ESFTaskType | GetTaskType () |
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| override void | RestoreToDefault (bool includeChildren=false, bool reinitAfterRestoration=false, bool affectRandomization=true) |
| | Restores default settings, clears children, removes spawned entities, optionally reinitializes after restoration.
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| override void | DynamicReinit () |
| | Initializes layer with same activation type as parent.
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| override void | DynamicDespawn (SCR_ScenarioFrameworkLayerBase layer) |
| | Dynamically despawns this layer.
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| override void | FinishInit () |
| | Initializes tasks after all children spawned, logs error if task manager not found.
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| void | OnTaskStateChanged (SCR_TaskState previousState, SCR_TaskState newState) |
| | Triggers actions on task finish if not resolved before load.
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| void | SetSlotTask (SCR_ScenarioFrameworkSlotTask slotTask) |
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| SCR_ScenarioFrameworkSlotTask | GetSlotTask () |
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| void | InitTask (SCR_ScenarioFrameworkLayerBase layer) |
| | Initializes task, sets up support entity, and handles task state changes based on scenario framework layer.
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| void | ~SCR_ScenarioFrameworkLayerTask () |
| | Removes task from support entity and despawns if in edit mode or task is cancelled.
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| string | GetName () |
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| void | SetEntity (IEntity entity) |
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| bool | GetIsTerminated () |
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| void | SetIsTerminated (bool state) |
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| void | SetRandomlySpawnedChildren (array< string > randomlySpawnedChildren) |
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| void | AddRandomlySpawnedChild (SCR_ScenarioFrameworkLayerBase child) |
| | Adds child to list if not already present, ensuring uniqueness.
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| array< SCR_ScenarioFrameworkLayerBase > | GetRandomlySpawnedChildren () |
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| int | GetPlayersCount (FactionKey factionName="") |
| | Counts players in specified faction.
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| int | GetMaxPlayersForGameMode (FactionKey factionName="") |
| | Determines maximum players for a mission based on its mode, returns 4 if mission header is invalid.
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| SCR_ScenarioFrameworkArea | GetParentArea () |
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| void | GetAllLayers (out notnull array< SCR_ScenarioFrameworkLayerBase > layers) |
| | Gathers all layers from child entities and their siblings, adding them to the provided array.
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| void | GetAllLayers (out notnull array< SCR_ScenarioFrameworkLayerBase > layers, SCR_ScenarioFrameworkEActivationType activationType) |
| | Gathers all layers from child entities and their siblings, adding them to the provided array, filtered by activation type.
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| void | GetAllLayerTasks (out notnull array< SCR_ScenarioFrameworkLayerTask > layerTasks) |
| | Gathers all layer tasks from child entities and their siblings, adding them to the provided array.
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| void | GetAllSlotTasks (out notnull array< SCR_ScenarioFrameworkSlotTask > slotTasks) |
| | Gets all slot tasks from all layers in the hierarchy of the owner entity, including sibling layers' tasks.
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| SCR_ScenarioFrameworkLayerTask | GetLayerTask () |
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| SCR_ScenarioFrameworkSlotTask | GetSlotTask (array< SCR_ScenarioFrameworkLayerBase > aLayers) |
| | Retrieves slot task from layer child entities.
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| void | SetParentLayer (SCR_ScenarioFrameworkLayerBase parentLayer) |
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| SCR_ScenarioFrameworkLayerBase | GetParentLayer () |
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| SCR_EScenarioFrameworkSpawnChildrenType | GetSpawnChildrenType () |
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| bool | GetEnableRepeatedSpawn () |
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| void | SetEnableRepeatedSpawn (bool value) |
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| SCR_ScenarioFrameworkEActivationType | GetActivationType () |
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| void | SetActivationType (SCR_ScenarioFrameworkEActivationType activationType) |
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| bool | GetIsInitiated () |
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| bool | GetDynamicDespawnEnabled () |
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| void | SetDynamicDespawnEnabled (bool enabled) |
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| bool | GetDynamicDespawnExcluded () |
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| int | GetDynamicDespawnRange () |
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| void | SetDynamicDespawnRange (int range) |
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| void | SetDynamicDespawnExcluded (bool excluded) |
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| array< IEntity > | GetSpawnedEntities () |
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| array< SCR_ScenarioFrameworkLayerBase > | GetChildrenEntities () |
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| SCR_ScenarioFrameworkLayerBase | GetRandomChildren () |
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| void | GetChildren (out array< SCR_ScenarioFrameworkLayerBase > children) |
| | Reverses and inserts children layers into an array.
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| void | GetChildren (out array< SCR_ScenarioFrameworkLayerBase > children, SCR_ScenarioFrameworkEActivationType activationType) |
| | Reverses and inserts children layers into an array, filtered by activation type.
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| void | GetLogics (out array< SCR_ScenarioFrameworkLogic > logics) |
| | Retrieves all child scenario framework logic entities from owner entity and adds them to logics array if not already present.
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| array< SCR_ScenarioFrameworkLogic > | GetSpawnedLogics () |
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| array< ref SCR_ScenarioFrameworkPlugin > | GetSpawnedPlugins () |
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| int | GetRepeatedSpawnNumber () |
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| void | SetRepeatedSpawnNumber (int number) |
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| ScriptInvokerScenarioFrameworkLayer | GetOnAllChildrenSpawned () |
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| void | InvokeAllChildrenSpawned () |
| | Spawns all children and triggers invoker on completion.
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| void | CalculateSupposedSpawnedChildren (bool previouslyRandomized=false) |
| | Calculates supposed spawned children based on activation type, termination, initiation, and conditions.
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| void | CheckAllChildrenSpawned (SCR_ScenarioFrameworkLayerBase layer=null) |
| | Checks if all children layers have spawned or spawns one randomly if specified.
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| void | SpawnChildren (bool previouslyRandomized=false) |
| | Spawns children based on scenario settings, either all at once or randomly.
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| void | SpawnPreviouslyRandomizedChildren () |
| | Spawns children with delay based on their index.
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| void | SpawnRandomOneChild (bool previouslyRandomized=false) |
| | Spawns random child object if not previously randomized, else spawns previously randomized children.
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| void | SpawnRandomMultipleChildren (bool previouslyRandomized=false) |
| | Spawns random children based on player count, if previously randomized, uses previous children, otherwise selects from available children.
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| void | InitChild (SCR_ScenarioFrameworkLayerBase child) |
| | Initializes child layer, sets parent layer, and initializes child with parent area and action type.
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| IEntity | GetSpawnedEntity () |
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| bool | InitAlreadyHappened () |
| | Initialization check if already happened.
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| bool | InitParentLayer () |
| | Initializes parent layer.
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| bool | InitNotTerminated () |
| | Checks if layer is not terminated, spawns children if parent exists, returns false if terminated or children not spawnned.
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| bool | InitDynDespawnAndActivation (SCR_ScenarioFrameworkEActivationType activation) |
| | Checks if object is not dynamically despawned, then verifies if activation type matches, spawns all children if.
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| bool | InitActivationConditions (bool calledFromInit=false) |
| | Checks activation conditions for scenario layer, sets condition status based on logic operator, checks parent layer if needed.
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| bool | InitArea (SCR_ScenarioFrameworkArea area) |
| | Initializes area for scenario framework layer.
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| bool | InitFactionSettings () |
| | Handles inheritance of faction settings from parents.
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| bool | InitOtherThings () |
| | For situations where some other logic is to be appended in these checks and is to be performed before FinishInit.
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| void | FinishInitChildrenInsert () |
| | For situations where some other logic is needed to be performed before or after this Insert.
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| void | Init (SCR_ScenarioFrameworkArea area=null, SCR_ScenarioFrameworkEActivationType activation=SCR_ScenarioFrameworkEActivationType.SAME_AS_PARENT) |
| | Initializes scenario framework layer.
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| void | AfterAllChildrenSpawned (SCR_ScenarioFrameworkLayerBase layer) |
| | Initializes logic, plugins and actions.
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| override void | EOnFrame (IEntity owner, float timeSlice) |
| | Draws debug shapes during runtime if enabled.
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| override void | OnPostInit (IEntity owner) |
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| void | SetDebugShapeSize (float fSize) |
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| array< ref SCR_ScenarioFrameworkActionBase > | GetActions () |
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| override int | _WB_GetAfterWorldUpdateSpecs (IEntity owner, IEntitySource src) |
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| override void | _WB_AfterWorldUpdate (IEntity owner, float timeSlice) |
| | Draws debug shape based on m_bShowDebugShapesInWorkbench setting in Workbench after world update.
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| override void | _WB_OnCreate (IEntity owner, IEntitySource src) |
| | Renames all entities in the owner's children hierarchy.
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| override bool | _WB_OnKeyChanged (IEntity owner, BaseContainer src, string key, BaseContainerList ownerContainers, IEntity parent) |
| | Controls debug shape visibility in Workbench based on user input.
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| void | RenameOwnerEntity (IEntity owner) |
| | Rename entity owner with default name if not restoring undo/redo.
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| void | SCR_ScenarioFrameworkLayerBase (IEntityComponentSource src, IEntity ent, IEntity parent) |
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| void | ~SCR_ScenarioFrameworkLayerBase () |
| | Removes object in edit mode or despawns it if not in edit mode.
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| string | m_sTaskTitle |
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| string | m_sTaskDescription |
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| SCR_ESFTaskType | m_eTypeOfTask = SCR_ESFTaskType.DEFAULT |
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| ResourceName | m_sTaskPrefab |
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| bool | m_bPlaceMarkerOnSubjectSlot |
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| string | m_sOverrideObjectDisplayName |
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| ref array< ref SCR_ScenarioFrameworkActionBase > | m_aTriggerActionsOnFinish |
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| SCR_ScenarioFrameworkSlotTask | m_SlotTask |
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| SCR_ScenarioFrameworkTask | m_Task |
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| SCR_ScenarioFrameworkTaskSupportEntity | m_SupportEntity |
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| SCR_TaskState | m_eLayerTaskState |
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| bool | m_bTaskResolvedBeforeLoad |
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| SCR_EScenarioFrameworkSpawnChildrenType | m_SpawnChildren |
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| FactionKey | m_sFactionKey |
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| int | m_iRandomPercent |
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| bool | m_bEnableRepeatedSpawn |
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| int | m_iRepeatedSpawnNumber |
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| float | m_fRepeatedSpawnTimer |
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| bool | m_bShowDebugShapesDuringRuntime |
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| bool | m_bShowDebugShapesInWorkbench |
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| SCR_ScenarioFrameworkEActivationType | m_eActivationType |
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| ref array< ref SCR_ScenarioFrameworkActivationConditionBase > | m_aActivationConditions |
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| SCR_EScenarioFrameworkLogicOperators | m_eActivationConditionLogic |
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| ref array< ref SCR_ScenarioFrameworkActionBase > | m_aActivationActions |
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| bool | m_bDynamicDespawn |
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| int | m_iDynamicDespawnRange |
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| bool | m_bExcludeFromDynamicDespawn |
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| ref array< ref SCR_ScenarioFrameworkPlugin > | m_aPlugins |
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| ref array< SCR_ScenarioFrameworkLayerBase > | m_aChildren = {} |
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| ref array< SCR_ScenarioFrameworkLayerBase > | m_aRandomlySpawnedChildren = {} |
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| ref array< SCR_ScenarioFrameworkLogic > | m_aLogic = {} |
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| ref ScriptInvokerBase< ScriptInvokerScenarioFrameworkLayerMethod > | m_OnAllChildrenSpawned |
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| ref array< IEntity > | m_aSpawnedEntities = {} |
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| IEntity | m_Entity |
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| SCR_ScenarioFrameworkArea | m_Area |
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| SCR_ScenarioFrameworkLayerBase | m_ParentLayer |
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| float | m_fDebugShapeRadius = 0.25 |
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| WorldTimestamp | m_fRepeatSpawnTimeStart |
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| WorldTimestamp | m_fRepeatSpawnTimeEnd |
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| int | m_iDebugShapeColor = ARGB(32, 255, 255, 255) |
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| int | m_iCurrentlySpawnedChildren |
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| int | m_iSupposedSpawnedChildren |
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| bool | m_bInitiated |
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| bool | m_bDynamicallyDespawned |
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| bool | m_bIsTerminated |
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| int | m_iRepeatedSpawnNumberDefault = m_iRepeatedSpawnNumber |
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| SCR_ScenarioFrameworkEActivationType | m_eActivationTypeDefault = m_eActivationType |
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| static const ref ScriptInvoker | s_OnTaskSetup = new ScriptInvoker() |
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| static const int | SPAWN_DELAY = 200 |
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| bool | SetTaskPrefab () |
| | Sets task prefab for support entity.
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| bool | CreateTask () |
| | Creates a task for the support entity, sets its target faction, and moves it to the specified location.
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| void | SetupTask () |
| | Sets up a task with optional title, description, and spawned entity name from a slot task, or prints an error message.
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| void | SetFactionKey (FactionKey factionKey) |
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| FactionKey | GetFactionKey () |
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| FactionKey | GetParentFactionKeyRecursive () |
| | Climbs the hierarchy tree to find a defined FactionKey.
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| void | RepeatedSpawn () |
| | Repetitive spawning with timer.
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| void | RepeatedSpawnCalled () |
| | Repetitive spawning logic with countdown and condition checks.
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| void | ActivateLogic () |
| | Initializes all logic components.
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| void | DrawDebugShape (bool draw) |
| | Draws debug shape if draw flag is true, creates sphere shape with specified color, flags, position, and radius.
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