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override void | DynamicDespawn (SCR_ScenarioFrameworkLayerBase layer) |
| Dynamically despawns this layer.
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void | SCR_ScenarioFrameworkSlotDefend (IEntityComponentSource src, IEntity ent, IEntity parent) |
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void | SetAIPrefabsForRemoval (array< ResourceName > arrayForRemoval) |
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array< ResourceName > | GetAIPrefabsForRemoval () |
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override void | RestoreToDefault (bool includeChildren=false, bool reinitAfterRestoration=false, bool affectRandomization=true) |
| Restores default settings, clears waypoints, AI group, prefabs, slots, and initializes randomization.
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override void | DynamicDespawn (SCR_ScenarioFrameworkLayerBase layer) |
| Dynamically despawns this layer.
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override bool | InitOtherThings () |
| Clears cached values and handles Waypoint Sets.
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override void | AfterAllChildrenSpawned (SCR_ScenarioFrameworkLayerBase layer) |
| Initializes AI after all children spawned, removes event handler.
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void | AfterAllAgentsSpawned () |
| Initializes plugins, actions, and checks for parent layer spawn completion, then sets waypoints for AI if not initialized.
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void | ActivateAI () |
| Activates AI group, removes unwanted prefabs, balances units count, sets on agent remove and add events,.
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void | OnAgentAdded (AIAgent child) |
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void | DecreaseAIGroupMemberCount (SCR_AIGroup group, AIAgent agent) |
| Decreases AI group member count, handles termination if group empty, adds removed AI entity prefab to removal list.
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void | OnTaskStateChanged (SCR_TaskState newState) |
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void | SetTaskResolvedBeforeLoad (bool state) |
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LocalizedString | GetTaskTitle (int iState=0) |
| Returns localized string for task title based on current state.
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LocalizedString | GetTaskExecutionBriefing () |
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string | GetTaskDescription (int iState=0) |
| Returns the description of the current task based on its state.
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SCR_TaskState | GetTaskState () |
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SCR_ScenarioFrameworkLayerTask | GetParentTaskLayer () |
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override void | RestoreToDefault (bool includeChildren=false, bool reinitAfterRestoration=false, bool affectRandomization=true) |
| Resets all action activations, cancels task, and restores default settings.
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override void | DynamicReinit () |
| Initializes scenario with same activation type as parent.
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override void | DynamicDespawn (SCR_ScenarioFrameworkLayerBase layer) |
| Removes self from dynamic despawn list, if not already spawned, initiates despawn, removes inventory change event.
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override 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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override bool | InitEntitySpawnCheck () |
| Spawn check for entity initiation, handles termination if no entity, returns true if entity exists, false otherwise.
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override void | FinishInit () |
| Finishes initialization, sets termination flag, and calls base class FinishInit.
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void | ~SCR_ScenarioFrameworkSlotTask () |
| Removes current task from support entity if in scenario mode, otherwise despawns self.
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void | OnObjectDamage (EDamageState state) |
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void | OnInventoryParentChanged (InventoryStorageSlot oldSlot, InventoryStorageSlot newSlot) |
| Method changes inventory parent slot and sets dynamic despawn exclusion for an entity.
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void | OnCompartmentEntered (IEntity vehicle, BaseCompartmentManagerComponent mgr, IEntity occupant, int managerId, int slotID) |
| Excludes vehicle from dynamic despawning when entering a component.
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string | GetOverriddenObjectDisplayName () |
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void | SetOverriddenObjectDisplayName (string name) |
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string | GetSpawnedEntityDisplayName () |
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SCR_ScenarioFrameworkArea | GetAreaWB () |
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string | GetSpawnedObjectName () |
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ResourceName | GetObjectToSpawn () |
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ResourceName | GetSelectedObjectToSpawn () |
| First attempts to get get teh Fction Switched Object for the provided faciton key, then falls back to m_sObjectToSpawn.
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ResourceName | GetRandomlySpawnedObject () |
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void | SetRandomlySpawnedObject (ResourceName name) |
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override void | RestoreToDefault (bool includeChildren=false, bool reinitAfterRestoration=false, bool affectRandomization=true) |
| Restores default settings, clears random object, resets position, calls superclass method.
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override void | DynamicDespawn (SCR_ScenarioFrameworkLayerBase layer) |
| //! Dynamically despawns this layer.
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override bool | InitAlreadyHappened () |
| Initializes whether an init has already happened, but for slots it always returns false.
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bool | InitRepeatableSpawn () |
| Checks if object already exists, disables repetition and logs error.
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bool | InitEntitySpawnCheck () |
| Checks if entity is spawned, if not, waits for all children to spawn then checks again.
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bool | InitEntitySpawn () |
| Spawns entity if not existing or queries objects in range, checks initiation success.
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override bool | InitOtherThings () |
| Initializes selected object, repeatable spawn, and entity spawn.
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override void | FinishInit () |
| Finishes initialization, assigns unique ID, sets up damage manager, event handlers, inventory, and garbage system if applicable.
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override void | Init (SCR_ScenarioFrameworkArea area=null, SCR_ScenarioFrameworkEActivationType activation=SCR_ScenarioFrameworkEActivationType.SAME_AS_PARENT) |
| Initializes scenario framework slot.
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override void | AfterAllChildrenSpawned (SCR_ScenarioFrameworkLayerBase layer) |
| Initializes plugins, actions, and checks if parent layer has all children spawned after all children have spawned in scenario framework.
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override void | SpawnChildren (bool previouslyRandomized=false) |
| Slot cannot have children.
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ResourceName | GetRandomAsset (out ResourceName prefab) |
| Randomly selects an entity from a catalog based on provided parameters, handles error cases, and returns the prefab of the.
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IEntity | SpawnAsset () |
| Spawns random asset, sets position, ignores terrain orientation, requests navmesh rebuild, adds to spawned entities.
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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_SetTransform (IEntity owner, inout vector mat[4], IEntitySource src) |
| Sets preview entity's transform or teleports it if it's a BaseGameEntity.
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void | SpawnEntityPreview (IEntity owner, Resource resource) |
| Spawns preview entity for given resource at owner's position.
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override void | _WB_OnInit (IEntity owner, inout vector mat[4], IEntitySource src) |
| Initializes preview entity, deletes previous one, loads resource, and spawns entity preview if resource is valid.
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override bool | _WB_OnKeyChanged (IEntity owner, BaseContainer src, string key, BaseContainerList ownerContainers, IEntity parent) |
| Manages key changes for debug shapes, object spawning, and entity deletion in Workbench.
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void | SCR_ScenarioFrameworkSlotBase (IEntityComponentSource src, IEntity ent, IEntity parent) |
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void | ~SCR_ScenarioFrameworkSlotBase () |
| Deletes preview entity in workbench mode, returns if in edit mode, otherwise despawns scenario slot base.
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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 | GetDynamicDespawnExcluded () |
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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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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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void | DynamicDespawn (SCR_ScenarioFrameworkLayerBase layer) |
| Dynamically despawns this layer.
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void | DynamicReinit () |
| Reinitializes this layer.
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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 | FinishInit () |
| Initializes children, retrieves them, and spawns them.
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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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override void | _WB_OnCreate (IEntity owner, IEntitySource src) |
| Renames all entities in the owner's children hierarchy.
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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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ref SCR_ScenarioFrameworkWaypointSet | m_WaypointSet |
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bool | m_bSpawnAIOnWPPos |
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ResourceName | m_sWPToSpawn |
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bool | m_bBalanceOnPlayersCount |
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int | m_iMinUnitsInGroup |
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bool | m_bExcludeFromDynamicDespawnOnVehicleEntered |
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SCR_EAIGroupFormation | m_eAIGroupFormation |
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EAISkill | m_eAISkill |
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EAICombatType | m_eAICombatType |
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float | m_fPerceptionFactor |
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ResourceName | m_sGroupPrefab |
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ref array< AIWaypoint > | m_aWaypoints = {} |
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SCR_AIGroup | m_AIGroup |
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ref array< ResourceName > | m_aAIPrefabsForRemoval = {} |
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ref array< SCR_ScenarioFrameworkSlotWaypoint > | m_aSlotWaypoints = {} |
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int | m_iCurrentlySpawnedWaypoints |
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bool | m_bWaypointsInitialized |
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LocalizedString | m_sTaskTitle |
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LocalizedString | m_sTaskDescription |
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LocalizedString | m_sTaskExecutionBriefing |
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string | m_sTaskIntroVoiceline |
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ref array< ref SCR_ScenarioFrameworkActivationConditionBase > | m_aFinishConditions |
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SCR_EScenarioFrameworkLogicOperators | m_eFinishConditionLogic |
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ref array< ref SCR_ScenarioFrameworkActionBase > | m_aActionsOnFinished |
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ref array< ref SCR_ScenarioFrameworkActionBase > | m_aActionsOnCreated |
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ref array< ref SCR_ScenarioFrameworkActionBase > | m_aActionsOnFailed |
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ref array< ref SCR_ScenarioFrameworkActionBase > | m_aActionsOnProgress |
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ref array< ref SCR_ScenarioFrameworkActionBase > | m_aActionsOnUpdated |
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SCR_ScenarioFrameworkLayerTask | m_TaskLayer |
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bool | m_bTaskResolvedBeforeLoad |
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bool | m_bTempIsTerminated |
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ResourceName | m_sObjectToSpawn |
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ref array< ref SCR_ScenarioFrameworkFactionSwitchedObject > | m_aFactionSwitchedObjects |
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string | m_sID |
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bool | m_bUseExistingWorldAsset |
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string | m_sOverrideObjectDisplayName |
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bool | m_bCanBeGarbageCollected |
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bool | m_bRandomizePerFaction |
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EEntityCatalogType | m_eEntityCatalogType |
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ref array< EEditableEntityLabel > | m_aIncludedEditableEntityLabels |
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ref array< EEditableEntityLabel > | m_aExcludedEditableEntityLabels |
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bool | m_bIncludeOnlySelectedLabels |
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bool | m_bIgnoreOrientChildrenToTerrain |
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ref EntitySpawnParams | m_SpawnParams = new EntitySpawnParams() |
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vector | m_Size |
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ResourceName | m_sRandomlySpawnedObject |
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vector | m_vPosition |
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bool | m_bShowDebugShapesInWorkbench |
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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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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_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, 0xFF, 0x00, 0x12) |
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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 int | SPAWN_DELAY = 200 |
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void | OnAgentCompartmentEntered (AIAgent agent, IEntity targetEntity, BaseCompartmentManagerComponent manager, int mgrID, int slotID, bool move) |
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void | OnAgentCompartmentLeft (AIAgent agent, IEntity targetEntity, BaseCompartmentManagerComponent manager, int mgrID, int slotID, bool move) |
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void | InitGroupComponents () |
| Initializes AI group components, sets formation, and combat parameters for agents in the group.
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void | InitWaypoints () |
| Initializes waypoints by finding them in specified layers, adding them to list, and processing them after initialization.
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void | CheckWaypointsAfterInit (SCR_ScenarioFrameworkLayerBase layer) |
| Checks waypoints after init, adds/removes event handler for all waypoints spawned, increments spawned way.
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void | ProcessWaypoints (SCR_ScenarioFrameworkLayerBase layer) |
| Initializes waypoints for AI if scenario is initiated, otherwise waits for all children to spawn before setting waypoints.
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void | SetWaypointToAI (SCR_ScenarioFrameworkLayerBase layer) |
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AIWaypoint | CreateDefaultWaypoint () |
| Creates default waypoint for AI entity, spawns it in world space, adds it to list.
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bool | CreateAIGroup () |
| Creates an AI group, sets its faction, adds entity to group, and optionally sets entity's position.
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void | StoreTaskSubjectToParentTaskLayer () |
| Binds current task to parent task layer if available, else logs error.
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void | QueryObjectsInRange (float fRange=2.5) |
| Queries nearby objects within range for the owner entity.
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bool | GetEntity (notnull IEntity entity) |
| Checks if entity matches prefab data, if not, checks if it matches object to spawn, if not, returns true.
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void | InitSelectedObjectToSpawn () |
| If m_bRandomizePerFaction, then catalog system will ignore m_sObjectToSpawn if it has a catalog match. Otherwise it falls back to m_sObjectToSpawn.
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void | InitSelectedObjectToPreview () |
| If m_bRandomizePerFaction, then it will set m_sObjectToSpawn to empty because the the catalog system has not been initialised.
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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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IEntity | m_PreviewEntity |
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