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

Public Member Functions

override bool Serialize ()
 Serializes scenario state.
 
override bool Deserialize ()
 Sets up daytime, weather, and game over type, then loads area states for scenario framework system.
 
void StoreAreaStates (notnull SCR_ScenarioFrameworkSystem scenarioFrameworkSystem, out notnull array< ref SCR_ScenarioFrameworkAreaStruct > outEntries)
 Stores states of all areas in scenario framework system into an array.
 
void LoadAreaStates (notnull SCR_ScenarioFrameworkSystem scenarioFrameworkSystem, notnull array< ref SCR_ScenarioFrameworkAreaStruct > loadedAreaStruct)
 Loads area states from loadedAreaStruct array into scenarioFrameworkSystem, handling nested areas.
 
void SCR_ScenarioFrameworkStruct ()
 Registers variables for scenario framework structure.
 
- 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 Member Functions

void LoadAreaStructs (notnull SCR_ScenarioFrameworkSystem scenarioFrameworkSystem, notnull SCR_ScenarioFrameworkArea area, notnull SCR_ScenarioFrameworkAreaStruct areaStruct)
 Loads area structures, adds tasks to spawn, sets delivery points, sets randomly spawned children, and loads repeated spawn area.
 
void LoadRepeatedSpawnAreaStructs (notnull SCR_ScenarioFrameworkArea area, notnull SCR_ScenarioFrameworkAreaStruct areaStruct)
 Loads repeated spawn settings from area struct to area.
 
void LoadNestedAreaStructs (notnull SCR_ScenarioFrameworkAreaStruct areaStruct)
 Loads nested area layer and logic structs for given area struct.
 
void LoadLayer (notnull array< ref SCR_ScenarioFrameworkLayerStruct > loadedLayerStruct)
 Loads layers from an array of structures, finds entities, casts them to layers, and loads their structures.
 
void LoadLayerStructs (notnull SCR_ScenarioFrameworkLayerBase layer, notnull SCR_ScenarioFrameworkLayerStruct layerStruct)
 Loads layer structures, sets activation type, termination status, layer task state, randomly spawned children, and nested layer.
 
void LoadRepeatedSpawnLayerStructs (notnull SCR_ScenarioFrameworkLayerBase layer, notnull SCR_ScenarioFrameworkLayerStruct layerStruct)
 Enables repeated spawn for a scenario layer based on provided layer struct.
 
void LoadLayerStructSlots (notnull SCR_ScenarioFrameworkLayerBase layer, notnull SCR_ScenarioFrameworkLayerStruct layerStruct)
 Loads layer slots with AI prefab removal and random spawned object settings from layer struct.
 
void LoadNestedLayerStructs (notnull SCR_ScenarioFrameworkLayerStruct layerStruct)
 Loads nested layer and logic structs from provided layer struct.
 
void LoadLogic (notnull array< ref SCR_ScenarioFrameworkLogicStruct > entries)
 Loads scenario logic entries, sets termination status, and updates counters for each logic entity in the scenario.
 
void ClearEmptyAreaStructs (notnull array< ref SCR_ScenarioFrameworkAreaStruct > areaStructsToClear)
 Removes empty area structs from array.
 

Protected Attributes

int m_iHours = -1
 
int m_iMinutes = -1
 
int m_iSeconds = -1
 
bool m_bMatchOver
 
string m_sWeatherState
 
EGameOverTypes m_eGameOverType = EGameOverTypes.COMBATPATROL_DRAW
 
ref array< ref SCR_ScenarioFrameworkAreaStructm_aAreasStructs = {}
 

Constructor & Destructor Documentation

◆ SCR_ScenarioFrameworkStruct()

void SCR_ScenarioFrameworkStruct.SCR_ScenarioFrameworkStruct ( )

Registers variables for scenario framework structure.

Member Function Documentation

◆ ClearEmptyAreaStructs()

void SCR_ScenarioFrameworkStruct.ClearEmptyAreaStructs ( notnull array< ref SCR_ScenarioFrameworkAreaStruct areaStructsToClear)
protected

Removes empty area structs from array.

Parameters
[in]areaStructsToClearClears empty area structs from areaStructsToClear array.

◆ Deserialize()

override bool SCR_ScenarioFrameworkStruct.Deserialize ( )

Sets up daytime, weather, and game over type, then loads area states for scenario framework system.

Returns
true if deserialization is successful, false otherwise.

Implements SCR_JsonApiStruct.

◆ LoadAreaStates()

void SCR_ScenarioFrameworkStruct.LoadAreaStates ( notnull SCR_ScenarioFrameworkSystem  scenarioFrameworkSystem,
notnull array< ref SCR_ScenarioFrameworkAreaStruct loadedAreaStruct 
)

Loads area states from loadedAreaStruct array into scenarioFrameworkSystem, handling nested areas.

Parameters
[in]scenarioFrameworkSystemRepresents the scenario framework system for managing areas in the game.
[in]loadedAreaStructArray of loaded area structures representing areas in the scenario.

◆ LoadAreaStructs()

void SCR_ScenarioFrameworkStruct.LoadAreaStructs ( notnull SCR_ScenarioFrameworkSystem  scenarioFrameworkSystem,
notnull SCR_ScenarioFrameworkArea  area,
notnull SCR_ScenarioFrameworkAreaStruct  areaStruct 
)
protected

Loads area structures, adds tasks to spawn, sets delivery points, sets randomly spawned children, and loads repeated spawn area.

Parameters
[in]scenarioFrameworkSystemRepresents scenario framework system for managing area tasks, layers, and spawning structures.
[in]areaLoads area structures, sets spawn tasks, delivery points, and randomly spawned children for an area.
[in]areaStructRepresents an area structure with spawning tasks, delivery points, and randomly spawned children for an area in the scenario framework

◆ LoadLayer()

void SCR_ScenarioFrameworkStruct.LoadLayer ( notnull array< ref SCR_ScenarioFrameworkLayerStruct loadedLayerStruct)
protected

Loads layers from an array of structures, finds entities, casts them to layers, and loads their structures.

Parameters
[in]loadedLayerStructLoads an array of layer structures, representing individual layers in the scenario.

◆ LoadLayerStructs()

void SCR_ScenarioFrameworkStruct.LoadLayerStructs ( notnull SCR_ScenarioFrameworkLayerBase  layer,
notnull SCR_ScenarioFrameworkLayerStruct  layerStruct 
)
protected

Loads layer structures, sets activation type, termination status, layer task state, randomly spawned children, and nested layer.

Parameters
[in]layerLoads layer structs, sets activation type, termination, spawn layer structs, layer task state, randomly spawned
[in]layerStructRepresents layer's configuration data for the scenario framework layer.

◆ LoadLayerStructSlots()

void SCR_ScenarioFrameworkStruct.LoadLayerStructSlots ( notnull SCR_ScenarioFrameworkLayerBase  layer,
notnull SCR_ScenarioFrameworkLayerStruct  layerStruct 
)
protected

Loads layer slots with AI prefab removal and random spawned object settings from layer struct.

Parameters
[in]layerLoads layer's slots with AI prefab removal and randomly spawned object data from layer struct.
[in]layerStructRepresents layer's struct configuration for AI prefab removal and randomly spawned objects.

◆ LoadLogic()

void SCR_ScenarioFrameworkStruct.LoadLogic ( notnull array< ref SCR_ScenarioFrameworkLogicStruct entries)
protected

Loads scenario logic entries, sets termination status, and updates counters for each logic entity in the scenario.

Parameters
[in]entriesThe entries represent an array of scenario logic structures, which contain information about scenario logic entities, their states, and counter values.

◆ LoadNestedAreaStructs()

void SCR_ScenarioFrameworkStruct.LoadNestedAreaStructs ( notnull SCR_ScenarioFrameworkAreaStruct  areaStruct)
protected

Loads nested area layer and logic structs for given area struct.

Parameters
[in]areaStructRepresents an area structure containing nested layer and logic structures in the scenario framework.

◆ LoadNestedLayerStructs()

void SCR_ScenarioFrameworkStruct.LoadNestedLayerStructs ( notnull SCR_ScenarioFrameworkLayerStruct  layerStruct)
protected

Loads nested layer and logic structs from provided layer struct.

Parameters
[in]layerStructLoads nested layer structures and logic structures from provided layerStruct object.

◆ LoadRepeatedSpawnAreaStructs()

void SCR_ScenarioFrameworkStruct.LoadRepeatedSpawnAreaStructs ( notnull SCR_ScenarioFrameworkArea  area,
notnull SCR_ScenarioFrameworkAreaStruct  areaStruct 
)
protected

Loads repeated spawn settings from area struct to area.

Parameters
[in]areaLoads repeated spawn settings from area struct into scenario area.
[in]areaStructRepresents spawn area structure with repeatable spawn settings for scenario framework area.

◆ LoadRepeatedSpawnLayerStructs()

void SCR_ScenarioFrameworkStruct.LoadRepeatedSpawnLayerStructs ( notnull SCR_ScenarioFrameworkLayerBase  layer,
notnull SCR_ScenarioFrameworkLayerStruct  layerStruct 
)
protected

Enables repeated spawn for a scenario layer based on provided layer struct.

Parameters
[in]layerEnables repeated spawning for the layer based on provided layer struct.
[in]layerStructRepresents spawning configuration for repeating layer in scenario.

◆ Serialize()

override bool SCR_ScenarioFrameworkStruct.Serialize ( )

Serializes scenario state.

Returns
true if serialization is successful.

Implements SCR_JsonApiStruct.

◆ StoreAreaStates()

void SCR_ScenarioFrameworkStruct.StoreAreaStates ( notnull SCR_ScenarioFrameworkSystem  scenarioFrameworkSystem,
out notnull array< ref SCR_ScenarioFrameworkAreaStruct outEntries 
)

Stores states of all areas in scenario framework system into an array.

Parameters
[in]scenarioFrameworkSystemRepresents the scenario's area system, containing area data for storing states.
[out]outEntriesArray of stored area states.

Member Data Documentation

◆ m_aAreasStructs

ref array<ref SCR_ScenarioFrameworkAreaStruct> SCR_ScenarioFrameworkStruct.m_aAreasStructs = {}
protected

◆ m_bMatchOver

bool SCR_ScenarioFrameworkStruct.m_bMatchOver
protected

◆ m_eGameOverType

EGameOverTypes SCR_ScenarioFrameworkStruct.m_eGameOverType = EGameOverTypes.COMBATPATROL_DRAW
protected

◆ m_iHours

int SCR_ScenarioFrameworkStruct.m_iHours = -1
protected

◆ m_iMinutes

int SCR_ScenarioFrameworkStruct.m_iMinutes = -1
protected

◆ m_iSeconds

int SCR_ScenarioFrameworkStruct.m_iSeconds = -1
protected

◆ m_sWeatherState

string SCR_ScenarioFrameworkStruct.m_sWeatherState
protected

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