Arma Reforger Script API
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Public Member Functions | Static Public Attributes | Protected Member Functions | Protected Attributes | List of all members
SCR_ScenarioFrameworkTriggerEntity Interface Reference
Inheritance diagram for SCR_ScenarioFrameworkTriggerEntity:
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Public Member Functions

void SetActivationPresence (SCR_EScenarioFrameworkTriggerActivation EActivationPresence)
 Sets Activation Presence.
 
void SetSpecificClassName (notnull array< string > aClassName)
 Sets specific classnames to be searched in the trigger.
 
void SetPrefabFilters (notnull array< ref SCR_ScenarioFrameworkPrefabFilter > aPrefabFilter)
 Sets specific prefab filters to be searched in the trigger.
 
void SetSearchVehicleInventory (bool search)
 Sets if trigger should also search vehicle inventory when looking for prefabs/classnames inside.
 
void SetOnce (bool bOnce)
 Sets if trigger can be finished just once.
 
void SetNotificationEnabled (bool notificationEnabled)
 Sets if HUD notifications are enabled.
 
void SetTriggerConditionsStatus (bool status)
 Sets trigger conditions status.
 
void SetEnableAudio (bool enableAudio)
 Sets if audio features from this trigger are enabled.
 
void SetMinimumPlayersNeeded (float minimumPlayersNeededPercentage)
 Sets minimum player percentage needed to finish this trigger.
 
void SetPlayerActivationNotificationTitle (string sTitle)
 Sets HUD activation notification title.
 
void SetActivationCountdownTimer (float activationCountdownTimer)
 Sets activation coundown timer.
 
void SetCountdownAudio (string sAudioName)
 Sets which audio can be played from activating this trigger.
 
void SetCustomTriggerConditions (array< ref SCR_CustomTriggerConditions > triggerConditions)
 Sets custom trigger conditions.
 
void SetOwnerFaction (FactionKey sFaction)
 Sets faction that "owns" this trigger.
 
bool IsMaster ()
 Returns if this is executed in a server environment.
 
Faction GetOwnerFaction ()
 Returns trigger faction owner.
 
ResourceName GetCountdownHUD ()
 Returns the countdown HUD resource name.
 
float GetActivationCountdownTimer ()
 Returns activation countdown timer.
 
float GetActivationCountdownTimerTemp ()
 Returns activation countdown timer temporary value which is calculated by the trigger but changes over time.
 
float GetMinimumPlayersNeededPercentage ()
 Returns minimum players needed percentage.
 
string GetPlayerActivationNotificationTitle ()
 Returns player activation notification title.
 
bool GetNotificationEnabled ()
 Returns if HUD notifications are enabled.
 
bool GetTriggerConditionsStatus ()
 Returns trigger conditions status.
 
int GetCountInsideTrigger ()
 Returns number of all the entities that are inside this trigger.
 
int GetCountEntitiesInside ()
 Returns all entities that are inside this trigger.
 
int GetPlayersCountByFaction ()
 Returns number of players in game by the faction set for this trigger.
 
int GetSpecificClassCountInsideTrigger (string className, int targetCount=-1)
 Returns number of specific class that is inside of this trigger.
 
int GetSpecificPrefabCountInsideTrigger (BaseContainer prefabContainer, int targetCount=-1, bool includeInheritance=false)
 Returns number of specific prefab that is inside of this trigger.
 
int GetCharacterCountByFactionInsideTrigger (Faction faction, int targetCount=-1)
 Returns number of characters from the selected faction that are inside this trigger.
 
int GetPlayersCountByFactionInsideTrigger (Faction faction)
 Returns number of players from the selected faction that are inside this trigger.
 
void GetPlayersByFactionInsideTrigger (notnull out array< IEntity > aOut)
 Returns all the players by the faction set for this trigger.
 
void GetPlayersByFaction (notnull out array< IEntity > aOut)
 Returns all the players in the game.
 
override bool ScriptedEntityFilterForQuery (IEntity ent)
 Override this method in inherited class to define a new filter.
 
void FinishTrigger (IEntity ent)
 Finishes trigger.
 
void ActivationPresenceConditions ()
 Checks activation presesence conditions.
 
void OnDeactivateCalledLater (IEntity ent)
 
void HandleAudio ()
 
void PlayMusic (string sAudio)
 
void StopMusic (string sAudio)
 
void OnChange (IEntity ent)
 
ScriptInvoker GetOnChange ()
 
void SetInitSequenceDone (bool init)
 Sets Init sequence as done or not.
 
- Public Member Functions inherited from SCR_BaseTriggerEntity
ScriptInvoker GetOnActivate ()
 
ScriptInvoker GetOnDeactivate ()
 
bool ScriptedEntityFilterForQuery (IEntity ent)
 Override this method in inherited class to define a new filter. This base filter will not be used unless overridden!
 
- Public Member Functions inherited from BaseGameTriggerEntity
ScriptInvoker GetOnQueryFinished ()
 
proto external bool QueryEntityInside (notnull IEntity ent)
 
proto external void QueryEntitiesInside ()
 
proto external bool DefaultEntityFilterForQuery (IEntity ent)
 
proto external int GetEntitiesInside (out notnull array< IEntity > outEntities)
 Get the entities inside the triggers.
 
proto external void SetSphereRadius (float radius)
 
proto external float GetSphereRadius ()
 
proto external void SetUpdateRate (float updateRate)
 
proto external float GetUpdateRate ()
 
proto external void EnablePeriodicQueries (bool enable)
 
proto external bool IsPeriodicQueriesEnabled ()
 
proto external void AddFilterName (string name)
 Add a name to the filter.
 
proto external bool RemoveFilterName (string name)
 Remove a name from the filter.
 
proto external void AddClassType (TypeName classType)
 Add a class type to the filter.
 
proto external bool RemoveClassType (TypeName classType)
 Remove a class type from the filter.
 
proto external void AddPrefabFilter (PrefabFilter prefabFilter)
 Add a prefab filter to the filters.
 
proto external bool RemovePrefabFilter (PrefabFilter prefabFilter)
 Remove a prefab filter from the filters.
 
proto external EQueryEntitiesFlags GetTraceMask ()
 Get flag(s) from the traces done by the the trigger.
 
proto external void SetTraceMask (EQueryEntitiesFlags flags)
 Sets trace mask.
 
proto external void ClearTraceMask (EQueryEntitiesFlags flags)
 Clears trace mask.
 

Static Public Attributes

static ref ScriptInvokerBase< ScriptInvokerTriggerUpdated > s_OnTriggerUpdated = new ScriptInvokerBase<ScriptInvokerTriggerUpdated>()
 
static ref ScriptInvokerInt s_OnTriggerUpdatedPlayerNotPresent = new ScriptInvokerInt()
 

Protected Member Functions

void CustomTriggerConditions ()
 This method handles custom conditions.
 
void HandleNetworkComponentForPlayersInside (IEntity ent)
 Handles players inside the trigger or those who left it.
 
void ProcessPlayerNetworkComponent (IEntity entity, bool leftTrigger=false)
 Processes the entity and its Network component to replicate only for each player inside the trigger.
 
void HandleTimer ()
 Handles if timer should be ticking or not.
 
void UpdateTimer ()
 Updates the timer value and passes info to HUD.
 
override void OnActivate (IEntity ent)
 callback - activation - occurs when and entity which fulfills the filter definitions enters the Trigger
 
override void OnQueryFinished (bool bIsEmpty)
 callback - query finished - occurs when the current query finished being processd and has updated results
 
override void OnDeactivate (IEntity ent)
 callback - deactivation - occurs when and entity which was activated (OnActivate) leaves the Trigger
 
void RpcDo_PlayMusic (string sAudio)
 
void RpcDo_StopMusic (string sAudio)
 
override void EOnInit (IEntity owner)
 Initializes the trigger.
 
- Protected Member Functions inherited from SCR_BaseTriggerEntity
bool IsAlive (IEntity entity)
 
override void OnActivate (IEntity ent)
 callback - activation - occurs when and entity which fulfills the filter definitions enters the Trigger
 
override void OnDeactivate (IEntity ent)
 callback - deactivation - occurs when and entity which was activated (OnActivate) leaves the Trigger
 
- Protected Member Functions inherited from ScriptedGameTriggerEntity
void OnInit (IEntity owner)
 
void OnFrame (IEntity owner, float timeSlice)
 
void OnActivate (IEntity ent)
 callback - activation - occurs when and entity which fulfills the filter definitions enters the Trigger
 
void OnDeactivate (IEntity ent)
 callback - deactivation - occurs when and entity which was activated (OnActivate) leaves the Trigger
 
void OnQueryFinished (bool bIsEmpty)
 callback - query finished - occurs when the current query finished being processd and has updated results
 

Protected Attributes

FactionKey m_sOwnerFactionKey
 
SCR_EScenarioFrameworkTriggerActivation m_eActivationPresence
 
ref array< string > m_aSpecificEntityNames
 
ref array< string > m_aSpecificClassNames
 
ref array< ref SCR_ScenarioFrameworkPrefabFilterm_aPrefabFilter
 
ref array< ref SCR_CustomTriggerConditionsm_aCustomTriggerConditions
 
bool m_bSearchVehicleInventory
 
bool m_bOnce
 
float m_fMinimumPlayersNeededPercentage
 
float m_fActivationCountdownTimer
 
bool m_bNotificationEnabled
 
ResourceName m_sCountdownHUD
 
string m_sPlayerActivationNotificationTitle
 
bool m_bEnableAudio
 
string m_sCountdownAudio
 
ref set< BaseContainer > m_aPrefabContainerSet = new set<BaseContainer>()
 
ref ScriptInvoker m_OnChange
 
Faction m_OwnerFaction
 
float m_fTempWaitTime = m_fActivationCountdownTimer
 
bool m_bInitSequenceDone = false
 
bool m_bCountdownMusicPlaying
 
ref array< IEntity > m_aEntitiesInside = {}
 
ref array< IEntity > m_aPlayersInside = {}
 
MusicManager m_MusicManager
 
bool m_bTriggerConditionsStatus
 
bool m_bTimerActive
 
int m_iCountInsideTrigger
 
- Protected Attributes inherited from SCR_BaseTriggerEntity
ref ScriptInvoker m_OnActivate = new ScriptInvoker()
 
ref ScriptInvoker m_OnDeactivate = new ScriptInvoker()
 
- Protected Attributes inherited from BaseGameTriggerEntity
ref ScriptInvoker Event_OnQueryFinished = new ScriptInvoker()
 

Member Function Documentation

◆ ActivationPresenceConditions()

void SCR_ScenarioFrameworkTriggerEntity.ActivationPresenceConditions ( )

Checks activation presesence conditions.

◆ CustomTriggerConditions()

void SCR_ScenarioFrameworkTriggerEntity.CustomTriggerConditions ( )
protected

This method handles custom conditions.

◆ EOnInit()

override void SCR_ScenarioFrameworkTriggerEntity.EOnInit ( IEntity  owner)
protected

Initializes the trigger.

◆ FinishTrigger()

void SCR_ScenarioFrameworkTriggerEntity.FinishTrigger ( IEntity  ent)

Finishes trigger.

◆ GetActivationCountdownTimer()

float SCR_ScenarioFrameworkTriggerEntity.GetActivationCountdownTimer ( )

Returns activation countdown timer.

◆ GetActivationCountdownTimerTemp()

float SCR_ScenarioFrameworkTriggerEntity.GetActivationCountdownTimerTemp ( )

Returns activation countdown timer temporary value which is calculated by the trigger but changes over time.

◆ GetCharacterCountByFactionInsideTrigger()

int SCR_ScenarioFrameworkTriggerEntity.GetCharacterCountByFactionInsideTrigger ( Faction  faction,
int  targetCount = -1 
)

Returns number of characters from the selected faction that are inside this trigger.

◆ GetCountdownHUD()

ResourceName SCR_ScenarioFrameworkTriggerEntity.GetCountdownHUD ( )

Returns the countdown HUD resource name.

◆ GetCountEntitiesInside()

int SCR_ScenarioFrameworkTriggerEntity.GetCountEntitiesInside ( )

Returns all entities that are inside this trigger.

◆ GetCountInsideTrigger()

int SCR_ScenarioFrameworkTriggerEntity.GetCountInsideTrigger ( )

Returns number of all the entities that are inside this trigger.

◆ GetMinimumPlayersNeededPercentage()

float SCR_ScenarioFrameworkTriggerEntity.GetMinimumPlayersNeededPercentage ( )

Returns minimum players needed percentage.

◆ GetNotificationEnabled()

bool SCR_ScenarioFrameworkTriggerEntity.GetNotificationEnabled ( )

Returns if HUD notifications are enabled.

◆ GetOnChange()

ScriptInvoker SCR_ScenarioFrameworkTriggerEntity.GetOnChange ( )

◆ GetOwnerFaction()

Faction SCR_ScenarioFrameworkTriggerEntity.GetOwnerFaction ( )

Returns trigger faction owner.

◆ GetPlayerActivationNotificationTitle()

string SCR_ScenarioFrameworkTriggerEntity.GetPlayerActivationNotificationTitle ( )

Returns player activation notification title.

◆ GetPlayersByFaction()

void SCR_ScenarioFrameworkTriggerEntity.GetPlayersByFaction ( notnull out array< IEntity >  aOut)

Returns all the players in the game.

◆ GetPlayersByFactionInsideTrigger()

void SCR_ScenarioFrameworkTriggerEntity.GetPlayersByFactionInsideTrigger ( notnull out array< IEntity >  aOut)

Returns all the players by the faction set for this trigger.

◆ GetPlayersCountByFaction()

int SCR_ScenarioFrameworkTriggerEntity.GetPlayersCountByFaction ( )

Returns number of players in game by the faction set for this trigger.

◆ GetPlayersCountByFactionInsideTrigger()

int SCR_ScenarioFrameworkTriggerEntity.GetPlayersCountByFactionInsideTrigger ( Faction  faction)

Returns number of players from the selected faction that are inside this trigger.

◆ GetSpecificClassCountInsideTrigger()

int SCR_ScenarioFrameworkTriggerEntity.GetSpecificClassCountInsideTrigger ( string  className,
int  targetCount = -1 
)

Returns number of specific class that is inside of this trigger.

◆ GetSpecificPrefabCountInsideTrigger()

int SCR_ScenarioFrameworkTriggerEntity.GetSpecificPrefabCountInsideTrigger ( BaseContainer  prefabContainer,
int  targetCount = -1,
bool  includeInheritance = false 
)

Returns number of specific prefab that is inside of this trigger.

◆ GetTriggerConditionsStatus()

bool SCR_ScenarioFrameworkTriggerEntity.GetTriggerConditionsStatus ( )

Returns trigger conditions status.

◆ HandleAudio()

void SCR_ScenarioFrameworkTriggerEntity.HandleAudio ( )

◆ HandleNetworkComponentForPlayersInside()

void SCR_ScenarioFrameworkTriggerEntity.HandleNetworkComponentForPlayersInside ( IEntity  ent)
protected

Handles players inside the trigger or those who left it.

◆ HandleTimer()

void SCR_ScenarioFrameworkTriggerEntity.HandleTimer ( )
protected

Handles if timer should be ticking or not.

◆ IsMaster()

bool SCR_ScenarioFrameworkTriggerEntity.IsMaster ( )

Returns if this is executed in a server environment.

◆ OnActivate()

override void SCR_ScenarioFrameworkTriggerEntity.OnActivate ( IEntity  ent)
protected

callback - activation - occurs when and entity which fulfills the filter definitions enters the Trigger

Implements SCR_BaseTriggerEntity.

◆ OnChange()

void SCR_ScenarioFrameworkTriggerEntity.OnChange ( IEntity  ent)

◆ OnDeactivate()

override void SCR_ScenarioFrameworkTriggerEntity.OnDeactivate ( IEntity  ent)
protected

callback - deactivation - occurs when and entity which was activated (OnActivate) leaves the Trigger

Implements SCR_BaseTriggerEntity.

◆ OnDeactivateCalledLater()

void SCR_ScenarioFrameworkTriggerEntity.OnDeactivateCalledLater ( IEntity  ent)

◆ OnQueryFinished()

override void SCR_ScenarioFrameworkTriggerEntity.OnQueryFinished ( bool  bIsEmpty)
protected

callback - query finished - occurs when the current query finished being processd and has updated results

Implements BaseGameTriggerEntity.

◆ PlayMusic()

void SCR_ScenarioFrameworkTriggerEntity.PlayMusic ( string  sAudio)

◆ ProcessPlayerNetworkComponent()

void SCR_ScenarioFrameworkTriggerEntity.ProcessPlayerNetworkComponent ( IEntity  entity,
bool  leftTrigger = false 
)
protected

Processes the entity and its Network component to replicate only for each player inside the trigger.

◆ RpcDo_PlayMusic()

void SCR_ScenarioFrameworkTriggerEntity.RpcDo_PlayMusic ( string  sAudio)
protected

◆ RpcDo_StopMusic()

void SCR_ScenarioFrameworkTriggerEntity.RpcDo_StopMusic ( string  sAudio)
protected

◆ ScriptedEntityFilterForQuery()

override bool SCR_ScenarioFrameworkTriggerEntity.ScriptedEntityFilterForQuery ( IEntity  ent)

Override this method in inherited class to define a new filter.

Implements ScriptedGameTriggerEntity.

◆ SetActivationCountdownTimer()

void SCR_ScenarioFrameworkTriggerEntity.SetActivationCountdownTimer ( float  activationCountdownTimer)

Sets activation coundown timer.

◆ SetActivationPresence()

void SCR_ScenarioFrameworkTriggerEntity.SetActivationPresence ( SCR_EScenarioFrameworkTriggerActivation  EActivationPresence)

Sets Activation Presence.

◆ SetCountdownAudio()

void SCR_ScenarioFrameworkTriggerEntity.SetCountdownAudio ( string  sAudioName)

Sets which audio can be played from activating this trigger.

◆ SetCustomTriggerConditions()

void SCR_ScenarioFrameworkTriggerEntity.SetCustomTriggerConditions ( array< ref SCR_CustomTriggerConditions triggerConditions)

Sets custom trigger conditions.

◆ SetEnableAudio()

void SCR_ScenarioFrameworkTriggerEntity.SetEnableAudio ( bool  enableAudio)

Sets if audio features from this trigger are enabled.

◆ SetInitSequenceDone()

void SCR_ScenarioFrameworkTriggerEntity.SetInitSequenceDone ( bool  init)

Sets Init sequence as done or not.

◆ SetMinimumPlayersNeeded()

void SCR_ScenarioFrameworkTriggerEntity.SetMinimumPlayersNeeded ( float  minimumPlayersNeededPercentage)

Sets minimum player percentage needed to finish this trigger.

◆ SetNotificationEnabled()

void SCR_ScenarioFrameworkTriggerEntity.SetNotificationEnabled ( bool  notificationEnabled)

Sets if HUD notifications are enabled.

◆ SetOnce()

void SCR_ScenarioFrameworkTriggerEntity.SetOnce ( bool  bOnce)

Sets if trigger can be finished just once.

◆ SetOwnerFaction()

void SCR_ScenarioFrameworkTriggerEntity.SetOwnerFaction ( FactionKey  sFaction)

Sets faction that "owns" this trigger.

◆ SetPlayerActivationNotificationTitle()

void SCR_ScenarioFrameworkTriggerEntity.SetPlayerActivationNotificationTitle ( string  sTitle)

Sets HUD activation notification title.

◆ SetPrefabFilters()

void SCR_ScenarioFrameworkTriggerEntity.SetPrefabFilters ( notnull array< ref SCR_ScenarioFrameworkPrefabFilter aPrefabFilter)

Sets specific prefab filters to be searched in the trigger.

◆ SetSearchVehicleInventory()

void SCR_ScenarioFrameworkTriggerEntity.SetSearchVehicleInventory ( bool  search)

Sets if trigger should also search vehicle inventory when looking for prefabs/classnames inside.

◆ SetSpecificClassName()

void SCR_ScenarioFrameworkTriggerEntity.SetSpecificClassName ( notnull array< string >  aClassName)

Sets specific classnames to be searched in the trigger.

◆ SetTriggerConditionsStatus()

void SCR_ScenarioFrameworkTriggerEntity.SetTriggerConditionsStatus ( bool  status)

Sets trigger conditions status.

◆ StopMusic()

void SCR_ScenarioFrameworkTriggerEntity.StopMusic ( string  sAudio)

◆ UpdateTimer()

void SCR_ScenarioFrameworkTriggerEntity.UpdateTimer ( )
protected

Updates the timer value and passes info to HUD.

Member Data Documentation

◆ m_aCustomTriggerConditions

ref array<ref SCR_CustomTriggerConditions> SCR_ScenarioFrameworkTriggerEntity.m_aCustomTriggerConditions
protected

◆ m_aEntitiesInside

ref array<IEntity> SCR_ScenarioFrameworkTriggerEntity.m_aEntitiesInside = {}
protected

◆ m_aPlayersInside

ref array<IEntity> SCR_ScenarioFrameworkTriggerEntity.m_aPlayersInside = {}
protected

◆ m_aPrefabContainerSet

ref set<BaseContainer> SCR_ScenarioFrameworkTriggerEntity.m_aPrefabContainerSet = new set<BaseContainer>()
protected

◆ m_aPrefabFilter

ref array<ref SCR_ScenarioFrameworkPrefabFilter> SCR_ScenarioFrameworkTriggerEntity.m_aPrefabFilter
protected

◆ m_aSpecificClassNames

ref array<string> SCR_ScenarioFrameworkTriggerEntity.m_aSpecificClassNames
protected

◆ m_aSpecificEntityNames

ref array<string> SCR_ScenarioFrameworkTriggerEntity.m_aSpecificEntityNames
protected

◆ m_bCountdownMusicPlaying

bool SCR_ScenarioFrameworkTriggerEntity.m_bCountdownMusicPlaying
protected

◆ m_bEnableAudio

bool SCR_ScenarioFrameworkTriggerEntity.m_bEnableAudio
protected

◆ m_bInitSequenceDone

bool SCR_ScenarioFrameworkTriggerEntity.m_bInitSequenceDone = false
protected

◆ m_bNotificationEnabled

bool SCR_ScenarioFrameworkTriggerEntity.m_bNotificationEnabled
protected

◆ m_bOnce

bool SCR_ScenarioFrameworkTriggerEntity.m_bOnce
protected

◆ m_bSearchVehicleInventory

bool SCR_ScenarioFrameworkTriggerEntity.m_bSearchVehicleInventory
protected

◆ m_bTimerActive

bool SCR_ScenarioFrameworkTriggerEntity.m_bTimerActive
protected

◆ m_bTriggerConditionsStatus

bool SCR_ScenarioFrameworkTriggerEntity.m_bTriggerConditionsStatus
protected

◆ m_eActivationPresence

SCR_EScenarioFrameworkTriggerActivation SCR_ScenarioFrameworkTriggerEntity.m_eActivationPresence
protected

◆ m_fActivationCountdownTimer

float SCR_ScenarioFrameworkTriggerEntity.m_fActivationCountdownTimer
protected

◆ m_fMinimumPlayersNeededPercentage

float SCR_ScenarioFrameworkTriggerEntity.m_fMinimumPlayersNeededPercentage
protected

◆ m_fTempWaitTime

float SCR_ScenarioFrameworkTriggerEntity.m_fTempWaitTime = m_fActivationCountdownTimer
protected

◆ m_iCountInsideTrigger

int SCR_ScenarioFrameworkTriggerEntity.m_iCountInsideTrigger
protected

◆ m_MusicManager

MusicManager SCR_ScenarioFrameworkTriggerEntity.m_MusicManager
protected

◆ m_OnChange

ref ScriptInvoker SCR_ScenarioFrameworkTriggerEntity.m_OnChange
protected

◆ m_OwnerFaction

Faction SCR_ScenarioFrameworkTriggerEntity.m_OwnerFaction
protected

◆ m_sCountdownAudio

string SCR_ScenarioFrameworkTriggerEntity.m_sCountdownAudio
protected

◆ m_sCountdownHUD

ResourceName SCR_ScenarioFrameworkTriggerEntity.m_sCountdownHUD
protected

◆ m_sOwnerFactionKey

FactionKey SCR_ScenarioFrameworkTriggerEntity.m_sOwnerFactionKey
protected

◆ m_sPlayerActivationNotificationTitle

string SCR_ScenarioFrameworkTriggerEntity.m_sPlayerActivationNotificationTitle
protected

◆ s_OnTriggerUpdated

ref ScriptInvokerBase<ScriptInvokerTriggerUpdated> SCR_ScenarioFrameworkTriggerEntity.s_OnTriggerUpdated = new ScriptInvokerBase<ScriptInvokerTriggerUpdated>()
static

◆ s_OnTriggerUpdatedPlayerNotPresent

ref ScriptInvokerInt SCR_ScenarioFrameworkTriggerEntity.s_OnTriggerUpdatedPlayerNotPresent = new ScriptInvokerInt()
static

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