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 ()
 Write world data into the struct.
 
override bool Deserialize ()
 Read data from the struct and apply them in the world.
 
void StoreAreaStates (notnull SCR_GameModeSFManager manager, out notnull array< ref SCR_ScenarioFrameworkAreaStruct > outEntries)
 
void LoadAreaStates (notnull SCR_GameModeSFManager manager, notnull array< ref SCR_ScenarioFrameworkAreaStruct > loadedAreaStruct)
 
void SCR_ScenarioFrameworkStruct ()
 
- 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_GameModeSFManager manager, notnull SCR_ScenarioFrameworkArea area, notnull SCR_ScenarioFrameworkAreaStruct areaStruct)
 
void LoadRepeatedSpawnAreaStructs (notnull SCR_ScenarioFrameworkArea area, notnull SCR_ScenarioFrameworkAreaStruct areaStruct)
 
void LoadNestedAreaStructs (notnull SCR_ScenarioFrameworkAreaStruct areaStruct)
 
void LoadLayer (notnull array< ref SCR_ScenarioFrameworkLayerStruct > loadedLayerStruct)
 
void LoadLayerStructs (notnull SCR_ScenarioFrameworkLayerBase layer, notnull SCR_ScenarioFrameworkLayerStruct layerStruct)
 
void LoadRepeatedSpawnLayerStructs (notnull SCR_ScenarioFrameworkLayerBase layer, notnull SCR_ScenarioFrameworkLayerStruct layerStruct)
 
void LoadLayerStructSlots (notnull SCR_ScenarioFrameworkLayerBase layer, notnull SCR_ScenarioFrameworkLayerStruct layerStruct)
 
void LoadNestedLayerStructs (notnull SCR_ScenarioFrameworkLayerStruct layerStruct)
 
void LoadLogic (notnull array< ref SCR_ScenarioFrameworkLogicStruct > entries)
 
void ClearEmptyAreaStructs (notnull array< ref SCR_ScenarioFrameworkAreaStruct > areaStructsToClear)
 

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 ( )

Member Function Documentation

◆ ClearEmptyAreaStructs()

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

◆ Deserialize()

override bool SCR_ScenarioFrameworkStruct.Deserialize ( )

Read data from the struct and apply them in the world.

Implements SCR_JsonApiStruct.

◆ LoadAreaStates()

void SCR_ScenarioFrameworkStruct.LoadAreaStates ( notnull SCR_GameModeSFManager  manager,
notnull array< ref SCR_ScenarioFrameworkAreaStruct loadedAreaStruct 
)
Parameters
[in]loadedAreaStruct

◆ LoadAreaStructs()

void SCR_ScenarioFrameworkStruct.LoadAreaStructs ( notnull SCR_GameModeSFManager  manager,
notnull SCR_ScenarioFrameworkArea  area,
notnull SCR_ScenarioFrameworkAreaStruct  areaStruct 
)
protected

◆ LoadLayer()

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

◆ LoadLayerStructs()

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

◆ LoadLayerStructSlots()

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

◆ LoadLogic()

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

◆ LoadNestedAreaStructs()

void SCR_ScenarioFrameworkStruct.LoadNestedAreaStructs ( notnull SCR_ScenarioFrameworkAreaStruct  areaStruct)
protected

◆ LoadNestedLayerStructs()

void SCR_ScenarioFrameworkStruct.LoadNestedLayerStructs ( notnull SCR_ScenarioFrameworkLayerStruct  layerStruct)
protected

◆ LoadRepeatedSpawnAreaStructs()

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

◆ LoadRepeatedSpawnLayerStructs()

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

◆ Serialize()

override bool SCR_ScenarioFrameworkStruct.Serialize ( )

Write world data into the struct.

Implements SCR_JsonApiStruct.

◆ StoreAreaStates()

void SCR_ScenarioFrameworkStruct.StoreAreaStates ( notnull SCR_GameModeSFManager  manager,
out notnull array< ref SCR_ScenarioFrameworkAreaStruct outEntries 
)
Parameters
[out]outEntries

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: