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Arma Reforger Script API
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Public Member Functions | |
| proto external void | StartPlaythrough (ResourceName missionResource, string optionalName=string.Empty, bool transition=true) |
| Remember info for save-point creation and kick off transition to mission load. | |
| proto external bool | IsSavingPossible () |
| True if saving is currently possible. | |
| proto external void | SetEnabledSaveTypes (ESaveGameType enabled) |
| Configures which save types are currently available. | |
| proto external ESaveGameType | GetEnabledSaveTypes () |
| Get the currently enabled save types. | |
| proto external void | SetSavingAllowed (bool allowed) |
| Allow or disallow saving. | |
| proto external bool | IsSavingAllowed () |
| True if saving is currently possible (incl. busy state) AND allowed. | |
| proto external int | GetCurrentPlaythroughNumber () |
| Get the number of the current playthrough. | |
| proto external bool | RequestSavePoint (ESaveGameType type, string displayName=string.Empty, ESaveGameRequestFlags flags=0, SaveGameOperationCb callback=null) |
| Request a new save point to be created. | |
| proto external bool | RequestSavePointOverwrite (notnull SaveGame save, ESaveGameRequestFlags flags=0, SaveGameOperationCb callback=null) |
| Request to overridde a save with new data. | |
| proto external bool | IsBusy () |
| Busy state is entered on e.g. save creation, migration, deletion. | |
| proto external bool | RetrieveSaveGameInfo (array< ResourceName > missionfilter=null, SaveGameOperationCb callback=null) |
| Attempts to retrieve save game info from storage source. | |
| proto external int | GetSaves (notnull out array< SaveGame > outSaveGames, ResourceName missionfilter=ResourceName.Empty) |
| Access data for known save game info (RetrieveSaveGameInfo has to complete first to load existing saves). | |
| proto external SaveGame | GetActiveSave () |
| Get save game currently being played. | |
| proto external void | ResetActiveSave () |
| Resets the active save to none. So e.g. quick load no longer uses it. | |
| proto external void | Load (notnull SaveGame saveGame, bool transition=true) |
| Continue the game from this save point. | |
| proto external void | Delete (notnull SaveGame saveGame, SaveGameOperationCb callback=null) |
| Delete the save point. | |
| proto external void | DeletePlaythrough (ResourceName mission, int playthrough, SaveGameOperationCb callback=null) |
| Delete all save points of the given playthrough. | |
| void | OnSaveCreated (SaveGame save) |
| Called when a new save point was created. | |
| void | OnSaveDeleted (SaveGame save) |
| Called when a new save point was created. | |
| void | OnBusyStateChanged (bool busy) |
| Called when busy state changes. | |
Static Public Member Functions | |
| static proto ResourceName | GetCurrentMissionResource () |
| Get the currently active mission name (Mission header or world file) | |
| proto external void SaveGameManager.Delete | ( | notnull SaveGame | saveGame, |
| SaveGameOperationCb | callback = null ) |
Delete the save point.
| proto external void SaveGameManager.DeletePlaythrough | ( | ResourceName | mission, |
| int | playthrough, | ||
| SaveGameOperationCb | callback = null ) |
Delete all save points of the given playthrough.
| proto external SaveGame SaveGameManager.GetActiveSave | ( | ) |
Get save game currently being played.
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static |
Get the currently active mission name (Mission header or world file)
| proto external int SaveGameManager.GetCurrentPlaythroughNumber | ( | ) |
Get the number of the current playthrough.
| proto external ESaveGameType SaveGameManager.GetEnabledSaveTypes | ( | ) |
Get the currently enabled save types.
| proto external int SaveGameManager.GetSaves | ( | notnull out array< SaveGame > | outSaveGames, |
| ResourceName | missionfilter = ResourceName.Empty ) |
Access data for known save game info (RetrieveSaveGameInfo has to complete first to load existing saves).
Returns count of save games matching missing filter.
| proto external bool SaveGameManager.IsBusy | ( | ) |
Busy state is entered on e.g. save creation, migration, deletion.
| proto external bool SaveGameManager.IsSavingAllowed | ( | ) |
True if saving is currently possible (incl. busy state) AND allowed.
| proto external bool SaveGameManager.IsSavingPossible | ( | ) |
True if saving is currently possible.
| proto external void SaveGameManager.Load | ( | notnull SaveGame | saveGame, |
| bool | transition = true ) |
Continue the game from this save point.
| void SaveGameManager.OnBusyStateChanged | ( | bool | busy | ) |
Called when busy state changes.
| void SaveGameManager.OnSaveCreated | ( | SaveGame | save | ) |
Called when a new save point was created.
| void SaveGameManager.OnSaveDeleted | ( | SaveGame | save | ) |
Called when a new save point was created.
| proto external bool SaveGameManager.RequestSavePoint | ( | ESaveGameType | type, |
| string | displayName = string.Empty, | ||
| ESaveGameRequestFlags | flags = 0, | ||
| SaveGameOperationCb | callback = null ) |
Request a new save point to be created.
It will be created as soon as saving is possible.
| [in] | type | What save game type should be created. Used mainly for UI logic |
| [in] | displayName | Name shown in UIs |
| [in] | flags | Options for blocking (save all immediately) and shutdown after save complte (callback will invoke prior to it) |
| [in] | callback | Async result handler that invokes after commit of save data completed |
| proto external bool SaveGameManager.RequestSavePointOverwrite | ( | notnull SaveGame | save, |
| ESaveGameRequestFlags | flags = 0, | ||
| SaveGameOperationCb | callback = null ) |
Request to overridde a save with new data.
It will keep i's old type, display name,playthrough and savepoint number. If the override fails the old save remains intact.
| [in] | save | Which save instance to overwrite |
| [in] | flags | s. RequestSavePoint |
| [in] | callback | s. RequestSavePoint |
| proto external void SaveGameManager.ResetActiveSave | ( | ) |
Resets the active save to none. So e.g. quick load no longer uses it.
| proto external bool SaveGameManager.RetrieveSaveGameInfo | ( | array< ResourceName > | missionfilter = null, |
| SaveGameOperationCb | callback = null ) |
Attempts to retrieve save game info from storage source.
Filter can be filled with mission resource names. If no filter is provided it loads all. Returns false if an operation is already in progress
| proto external void SaveGameManager.SetEnabledSaveTypes | ( | ESaveGameType | enabled | ) |
Configures which save types are currently available.
| proto external void SaveGameManager.SetSavingAllowed | ( | bool | allowed | ) |
Allow or disallow saving.
Can be used to avoid auto-save or manual save during cutscenes or other non-saveable events. If an auto-save was due it will execute as soon as it allowed again. Manual saves requested are ignored and will not be resumed later.
| proto external void SaveGameManager.StartPlaythrough | ( | ResourceName | missionResource, |
| string | optionalName = string.Empty, | ||
| bool | transition = true ) |
Remember info for save-point creation and kick off transition to mission load.