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

override SCR_ESpawnResult HandleRequest_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, out IEntity spawnedEntity)
 Handle request - validate resources, try to spawn, prepare and pass ownership to player.
 
override bool CanFinalize_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, IEntity entity)
 Called periodically to ask whether finalization can be finished.
 
override void OnFinalizeDone_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, IEntity entity)
 Request finalized (player spawned).
 
- Public Member Functions inherited from SCR_SpawnHandlerComponent
SCR_ESpawnResult CanHandleRequest_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data)
 Can a player be spawned with provided data?
 
SCR_ESpawnResult HandleRequest_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, out IEntity spawnedEntity)
 Handle request - validate resources, try to spawn, prepare and pass ownership to player.
 
void OnFinalizeBegin_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, IEntity entity)
 Called when the finalisation process begins.
 
bool CanFinalize_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, IEntity entity)
 Called periodically to ask whether finalization can be finished.
 
SCR_ESpawnResult FinalizeRequest_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, IEntity entity)
 Finalise request - validate resources, try to spawn, prepare and pass ownership to player.
 
void OnFinalizeDone_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, IEntity entity)
 Request finalized (player spawned).
 
bool CanRequestSpawn_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, out SCR_ESpawnResult result)
 Can a player spawn, based on the provided data?
 

Protected Member Functions

override void OnPostInit (IEntity owner)
 Initialises the handler by finding necessary dependencies.
 
override bool ValidateData_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data)
 Verifies provided data.
 
override bool CanRequestSpawn_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, out SCR_ESpawnResult result)
 Can a player spawn, based on the provided data?
 
override bool PrepareEntity_S (SCR_SpawnRequestComponent requestComponent, IEntity entity, SCR_SpawnData data)
 Prepare an entity on the server side prior to passing ownership.
 
override SCR_ESpawnResult SpawnEntity_S (SCR_SpawnRequestComponent requestComponent, notnull SCR_SpawnData data, out IEntity spawnedEntity)
 
- Protected Member Functions inherited from SCR_SpawnHandlerComponent
SCR_RespawnSystemComponent GetRespawnSystemComponent ()
 
override void OnPostInit (IEntity owner)
 Initialises the handler by finding necessary dependencies.
 
bool ValidateData_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data)
 Verifies provided data.
 
SCR_ESpawnResult SpawnEntity_S (SCR_SpawnRequestComponent requestComponent, notnull SCR_SpawnData data, out IEntity spawnedEntity)
 
bool ValidatePrefab_S (ResourceName resourceName)
 Verifies provided prefab.
 
bool PrepareEntity_S (SCR_SpawnRequestComponent requestComponent, IEntity entity, SCR_SpawnData data)
 Prepare an entity on the server side prior to passing ownership.
 
bool AssignEntity_S (SCR_SpawnRequestComponent requestComponent, IEntity entity, SCR_SpawnData data)
 Assign the entity ownership and set is as the controlled entity of provided player.
 
void HandleSpawnEntityFailure_S (SCR_SpawnRequestComponent requestComponent, IEntity entity, SCR_SpawnData data, SCR_ESpawnResult reason)
 In cases where an entity is spawned, it might be desirable to dispose of it if it e.g.
 
bool ShouldDeleteEntityOnSpawnFailure_S (SCR_SpawnRequestComponent requestComponent, IEntity entity, SCR_SpawnData data, SCR_ESpawnResult reason)
 Check whether spawned entity should be deleted if the spawn process failed.
 
void HandleEntityChange_S (SCR_SpawnRequestComponent requestComponent, IEntity previousEntity, IEntity newEntity, SCR_SpawnData data)
 Called after new entity is assigned to the player.
 

Protected Attributes

SCR_PlayerSpawnPointManagerComponent m_PlayerSpawnPointManager
 
- Protected Attributes inherited from SCR_SpawnHandlerComponent
bool m_bDestroyPreviousControlledEntity
 
bool m_bDeletePreviousControlledEntity
 

Member Function Documentation

◆ CanFinalize_S()

override bool SCR_SpawnPointSpawnHandlerComponent.CanFinalize_S ( SCR_SpawnRequestComponent  requestComponent,
SCR_SpawnData  data,
IEntity  entity 
)

Called periodically to ask whether finalization can be finished.

Parameters
[in]requestComponent
[in]data
[in]entity
Returns
True to finalize request, resulting in FinalizeRequest_S call, false to await further.

Implements SCR_SpawnHandlerComponent.

◆ CanRequestSpawn_S()

override bool SCR_SpawnPointSpawnHandlerComponent.CanRequestSpawn_S ( SCR_SpawnRequestComponent  requestComponent,
SCR_SpawnData  data,
out SCR_ESpawnResult  result 
)
protected

Can a player spawn, based on the provided data?

Handle game logic, ask game mode, respawn timers -> anything relevant for proper evaluation.

Parameters
[in]requestComponent
[in]data
[out]result
Returns
true if spawn is possible, false otherwise.

Implements SCR_SpawnHandlerComponent.

◆ HandleRequest_S()

override SCR_ESpawnResult SCR_SpawnPointSpawnHandlerComponent.HandleRequest_S ( SCR_SpawnRequestComponent  requestComponent,
SCR_SpawnData  data,
out IEntity  spawnedEntity 
)

Handle request - validate resources, try to spawn, prepare and pass ownership to player.

Parameters
[in]requestComponent
[in]data
[out]spawnedEntity
Returns

Implements SCR_SpawnHandlerComponent.

◆ OnFinalizeDone_S()

override void SCR_SpawnPointSpawnHandlerComponent.OnFinalizeDone_S ( SCR_SpawnRequestComponent  requestComponent,
SCR_SpawnData  data,
IEntity  entity 
)

Request finalized (player spawned).

Parameters
[in]requestComponent
[in]data
[in]entity

Implements SCR_SpawnHandlerComponent.

◆ OnPostInit()

override void SCR_SpawnPointSpawnHandlerComponent.OnPostInit ( IEntity  owner)
protected

Initialises the handler by finding necessary dependencies.

Parameters
[in]owner

Implements SCR_SpawnHandlerComponent.

◆ PrepareEntity_S()

override bool SCR_SpawnPointSpawnHandlerComponent.PrepareEntity_S ( SCR_SpawnRequestComponent  requestComponent,
IEntity  entity,
SCR_SpawnData  data 
)
protected

Prepare an entity on the server side prior to passing ownership.

For example in this case character can have items added, can be seated in vehicle, etc.

Parameters
[in]requestComponent
[in]entity
[in]data
Returns

Implements SCR_SpawnHandlerComponent.

◆ SpawnEntity_S()

override SCR_ESpawnResult SCR_SpawnPointSpawnHandlerComponent.SpawnEntity_S ( SCR_SpawnRequestComponent  requestComponent,
notnull SCR_SpawnData  data,
out IEntity  spawnedEntity 
)
protected
  1. Validate prefab on server
  2. Validate input data on server
  3. Spawn entity on server
  4. Prepare entity on server (e.g. seat in vehicle) On success next step is to Finalise.
    Parameters
    [in]requestComponent
    [in]data
    [out]spawnedEntity
    Returns

Implements SCR_SpawnHandlerComponent.

◆ ValidateData_S()

override bool SCR_SpawnPointSpawnHandlerComponent.ValidateData_S ( SCR_SpawnRequestComponent  requestComponent,
SCR_SpawnData  data 
)
protected

Verifies provided data.

Parameters
[in]requestComponent
[in]data
Returns

Implements SCR_SpawnHandlerComponent.

Member Data Documentation

◆ m_PlayerSpawnPointManager

SCR_PlayerSpawnPointManagerComponent SCR_SpawnPointSpawnHandlerComponent.m_PlayerSpawnPointManager
protected

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