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| float | GetDefendTime () |
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| void | SetDefendTime (float time) |
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| SCR_CharacterTriggerEntity | GetCharacterTriggerEntity () |
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| void | FindCharacterTriggerEntity () |
| | Finds character trigger entity by name.
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| void | EvaluateStatus () |
| | Evaluates task status.
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| void | SetupAttackerLayer () |
| | Sets up attacker layers from given names in the world.
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| void | SetupEvaluation () |
| | Sets up evaluation time, triggers attacker layer, and checks for character trigger entities in scenario layers.
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| override void | RestoreToDefault (bool includeChildren=false, bool reinitAfterRestoration=false, bool affectRandomization=true) |
| | Restores default settings, clears attacker layer, nullifies entities, and calls superclass method.
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| override void | DynamicDespawn (SCR_ScenarioFrameworkLayerBase layer) |
| | Dynamic Despawn is disabled for Task Defend.
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| override void | AfterAllChildrenSpawned (SCR_ScenarioFrameworkLayerBase layer) |
| | Initializes scenario, finds trigger entity, initializes HUD, sets up evaluation, and initializes post-init for owner.
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| override void | OnPostInit (IEntity owner) |
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| void | InitHUD () |
| | Initializes HUD layout, sets visibility of widgets, sets countdown time, and sets flavor text.
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| void | UpdateHUD () |
| | Updates HUD based on task state, displays countdown or delayed evaluation text, hides HUD if task is cancelled.
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| void | RpcDo_UpdateHUD (float countdown, int taskID) |
| | Updates HUD with countdown or delayed evaluation text based on task state, displays countdown or title, hides or.
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| void | CheckAttackerLayers () |
| | Checks if attacker layers have repeated spawns, then iterates through spawned entities, checking if any character or group is alive or not.
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| void | RemovePeriodicUpdates () |
| | Removes periodic updates and clears debug shapes during runtime if not shown.
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| override void | EOnFrame (IEntity owner, float timeSlice) |
| | Updates HUD, checks attacker layers based on time slice, evaluates status if not delayed evaluation.
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| float | GetSecondsRemaining () |
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| void | SetSecondsRemaining (float seconds) |
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| SCR_ETaskState | GetLayerTaskState () |
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| bool | GetLayerTaskResolvedBeforeLoad () |
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| void | SetLayerTaskState (SCR_ETaskState 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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| SCR_ScenarioFrameworkLayerTask | GetTopMostParentTaskLayer () |
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| override void | DynamicReinit () |
| | Initializes layer with same activation type as parent.
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| override void | FinishInit () |
| | Initializes tasks after all children spawned.
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| void | OnTaskStateChanged (SCR_ETaskState previousState, SCR_ETaskState 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 | ProcessLayerTaskState (SCR_ETaskState state, bool forced=false, bool calledFromSubtask=false) |
| | Processes the state of a task and its subtasks, updating the task's state and progress bar if necessary.
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| void | ProcessSubTasks () |
| | This method processes subtasks of a main task, calculates progress bar based on completed subtasks, and updates the layer.
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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 | SetMarkerUpdateInterval (float newInterval) |
| | Set interval for updating marker position.
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| void | UpdateMarkerPosition () |
| | Updates marker position on map, if it changed from previous one.
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| vector | GetMarkerPosition () |
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| SCR_ScenarioFrameworkLayerTask | GetLayerTaskByName (string name) |
| | Retrieves layer task by name.
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| void | SetupSubtask () |
| | Sets up a subtask, disables linking data to related tasks, and registers the task as a subtask of a parent task.
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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 | SetDebugShapeSize (float fSize) |
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| array< ref SCR_ScenarioFrameworkActionBase > | GetActivationActions () |
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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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