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| override void | HandleInsertionOrder (inout array< BaseInventoryStorageComponentSerializerSlot > slots) |
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| proto external ESerializeResult | SerializeNative (notnull IEntity owner, notnull GenericComponent component, notnull BaseSerializationSaveContext context, ENativeSerializerMode mode=ENativeSerializerMode.NATIVE) |
| | Native serialization logic used by the game. Can be called by scripts before or after custom data or not all.
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| proto external bool | DeserializeNative (notnull IEntity owner, notnull GenericComponent component, notnull BaseSerializationLoadContext context, ENativeSerializerMode mode=ENativeSerializerMode.NATIVE) |
| | Native deserialization logic used by the game. Can be called by scripts before or after custom data or not all.
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| ESerializeResult | Serialize (notnull IEntity owner, notnull GenericComponent component, notnull BaseSerializationSaveContext context) |
| | Custom implementation for writing the component data into into the save context.
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| bool | Deserialize (notnull IEntity owner, notnull GenericComponent component, notnull BaseSerializationLoadContext context) |
| | Custom implementation for deserialzing the component data from the load context.
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| void | Setup () |
| | Do any inital configuration of the serializer once it is linked to the system.
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◆ GetTargetType()
| static override TypeName SCR_WeaponAttachmentsStorageComponentSerializer.GetTargetType |
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Delcare the type this serializer can handle so it can automatically find matching data instances. MUST be implemented!
Implements PersistenceSerializerBase.
◆ HandleInsertionOrder()
The documentation for this interface was generated from the following file:
- Game/Systems/Persistence/Serializers/Components/Weapon/SCR_WeaponAttachmentsStorageComponentSerializer.c