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override void | StoreTaskSubjectToParentTaskLayer () |
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override void | FinishInitChildrenInsert () |
| For situations where some other logic is needed to be performed before or after this Insert.
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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) |
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LocalizedString | GetTaskExecutionBriefing () |
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string | GetTaskDescription (int iState=0) |
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SCR_ScenarioFrameworkLayerTask | GetParentTaskLayer () |
| Get the Layer Task which is parent of this Slot.
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override void | RestoreToDefault (bool includeChildren=false, bool reinitAfterRestoration=false) |
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override void | DynamicReinit () |
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override void | DynamicDespawn (SCR_ScenarioFrameworkLayerBase layer) |
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override bool | InitEntitySpawnCheck () |
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override void | FinishInit () |
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override void | Init (SCR_ScenarioFrameworkArea area=null, SCR_ScenarioFrameworkEActivationType activation=SCR_ScenarioFrameworkEActivationType.SAME_AS_PARENT) |
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void | ~SCR_ScenarioFrameworkSlotTask () |
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void | OnObjectDamage (EDamageState state) |
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void | OnInventoryParentChanged (InventoryStorageSlot oldSlot, InventoryStorageSlot newSlot) |
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void | OnCompartmentEntered (IEntity vehicle, BaseCompartmentManagerComponent mgr, IEntity occupant, int managerId, int slotID) |
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string | GetOverridenObjectDisplayName () |
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void | SetOverridenObjectDisplayName (string name) |
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string | GetSpawnedEntityDisplayName () |
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SCR_ScenarioFrameworkArea | GetAreaWB () |
| Get the Layer Task which is parent of this Slot.
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string | GetSpawnedObjectName () |
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ResourceName | GetObjectToSpawn () |
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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) |
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override void | DynamicDespawn (SCR_ScenarioFrameworkLayerBase layer) |
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override bool | InitAlreadyHappened () |
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bool | InitRepeatableSpawn () |
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bool | InitEntitySpawnCheck () |
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bool | InitEntitySpawn () |
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override 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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override void | FinishInit () |
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override void | Init (SCR_ScenarioFrameworkArea area=null, SCR_ScenarioFrameworkEActivationType activation=SCR_ScenarioFrameworkEActivationType.SAME_AS_PARENT) |
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override void | AfterAllChildrenSpawned (SCR_ScenarioFrameworkLayerBase layer) |
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ScriptInvoker | GetOnAllAreasInitiatedInvoker () |
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override void | SpawnChildren (bool previouslyRandomized=false) |
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ResourceName | GetRandomAsset (out ResourceName prefab) |
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IEntity | SpawnAsset () |
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override void | _WB_AfterWorldUpdate (IEntity owner, float timeSlice) |
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override void | _WB_SetTransform (IEntity owner, inout vector mat[4], IEntitySource src) |
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void | SpawnEntityPreview (IEntity owner, Resource resource) |
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override void | _WB_OnInit (IEntity owner, inout vector mat[4], IEntitySource src) |
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override bool | _WB_OnKeyChanged (IEntity owner, BaseContainer src, string key, BaseContainerList ownerContainers, IEntity parent) |
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void | SCR_ScenarioFrameworkSlotBase (IEntityComponentSource src, IEntity ent, IEntity parent) |
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void | ~SCR_ScenarioFrameworkSlotBase () |
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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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array< SCR_ScenarioFrameworkLayerBase > | GetRandomlySpawnedChildren () |
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int | GetPlayersCount (FactionKey factionName="") |
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int | GetMaxPlayersForGameMode (FactionKey factionName="") |
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SCR_ScenarioFrameworkArea | GetParentArea () |
| Get parent area the object is nested into.
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SCR_ScenarioFrameworkLayerTask | GetLayerTask () |
| Get layer task the object is nested into if there is some.
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SCR_ScenarioFrameworkSlotTask | GetSlotTask (array< SCR_ScenarioFrameworkLayerBase > aLayers) |
| Get SlotTask from array of LayerBases if there is any.
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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 () |
| Returns the random Slot.
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void | GetChildren (out array< SCR_ScenarioFrameworkLayerBase > children) |
| Goes through the hierarchy and returns all the child entities of LayerBase type.
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void | GetLogics (out array< SCR_ScenarioFrameworkLogic > logics) |
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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 () |
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void | CheckAllChildrenSpawned (SCR_ScenarioFrameworkLayerBase layer=null) |
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void | SpawnChildren (bool previouslyRandomized=false) |
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void | SpawnPreviouslyRandomizedChildren () |
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void | SpawnRandomOneChild (bool previouslyRandomized=false) |
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void | SpawnRandomMultipleChildren (bool previouslyRandomized=false) |
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void | InitChild (SCR_ScenarioFrameworkLayerBase child) |
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IEntity | GetSpawnedEntity () |
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void | RestoreToDefault (bool includeChildren=false, bool reinitAfterRestoration=false) |
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void | DynamicDespawn (SCR_ScenarioFrameworkLayerBase layer) |
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void | DynamicReinit () |
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bool | InitAlreadyHappened () |
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bool | InitParentLayer () |
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bool | InitNotTerminated () |
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bool | InitDynDespawnAndActivation (SCR_ScenarioFrameworkEActivationType activation) |
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bool | InitActivationConditions () |
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bool | InitArea (SCR_ScenarioFrameworkArea area) |
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void | 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 () |
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void | Init (SCR_ScenarioFrameworkArea area=null, SCR_ScenarioFrameworkEActivationType activation=SCR_ScenarioFrameworkEActivationType.SAME_AS_PARENT) |
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void | AfterAllChildrenSpawned (SCR_ScenarioFrameworkLayerBase layer) |
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override void | EOnFrame (IEntity owner, float timeSlice) |
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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) |
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void | RenameOwnerEntity (IEntity owner) |
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void | SCR_ScenarioFrameworkLayerBase (IEntityComponentSource src, IEntity ent, IEntity parent) |
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void | ~SCR_ScenarioFrameworkLayerBase () |
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