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Arma Reforger Script API
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Static Public Member Functions | |
| static EComponentDeserializeEvent | GetDeserializeEvent () |
Static Public Member Functions inherited from PersistenceSerializerBase | |
| static TypeName | GetTargetType () |
| Delcare the type this serializer can handle so it can automatically find matching data instances. MUST be implemented! | |
| static EDeserializeFailHandling | GetDeserializeFailHandling () |
| Optinally override this if a failure in deserialization logic requires the entity/scripted state to be deleted as it would not be useable at all. | |
Protected Member Functions | |
| 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. | |
| 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. | |
| ESerializeResult | Serialize (notnull IEntity owner, notnull GenericComponent component, notnull BaseSerializationSaveContext context) |
| Custom implementation for writing the component data into into the save context. | |
| bool | Deserialize (notnull IEntity owner, notnull GenericComponent component, notnull BaseSerializationLoadContext context) |
| Custom implementation for deserialzing the component data from the load context. | |
Protected Member Functions inherited from PersistenceSerializerBase | |
| void | Setup () |
| Do any inital configuration of the serializer once it is linked to the system. | |
Additional Inherited Members | |
Public Member Functions inherited from PersistenceSerializerBase | |
| proto external PersistenceSystem | GetSystem () |
| Get persistence system the serializer is linked to. | |
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Custom implementation for deserialzing the component data from the load context.
Implemented in AIControlComponentSerializer, AIFormationComponentSerializer, FactionAffiliationComponentSerializer, SCR_AdditionalGameModeSettingsComponentSerializer, SCR_AICombatComponentSerializer, SCR_AIGroupUtilityComponentSerializer, SCR_AmbientPatrolSpawnPointComponentSerializer, SCR_AmbientVehicleSpawnPointComponentSerializer, SCR_ArsenalComponentSerializer, SCR_ArsenalManagerComponentSerializer, SCR_BaseTriggerComponentSerializer, SCR_CallsignBaseComponentSerializer, SCR_CampaignBuildingCompositionComponentSerializer, SCR_CampaignBuildingProviderComponentSerializer, SCR_CampaignMilitaryBaseComponentSerializer, SCR_CampaignMobileAssemblyComponentSerializer, SCR_CharacterCameraHandlerComponentSerializer, SCR_CharacterQuickBarSerializer, SCR_EditableEntityComponentSerializer, SCR_EditorLinkComponentSerializer, SCR_EffectsModuleComponentSerializer, SCR_FastTravelComponentSerializer, SCR_FuelManagerComponentSerializer, SCR_GadgetManagerComponentSerializer, SCR_GameModeHealthSettingsSerializer, SCR_MineWeaponComponentSerializer, SCR_NightModeGameModeComponentSerializer, SCR_NotificationSenderComponentSerializer, SCR_PerceivedFactionManagerComponentSerializer, SCR_PlayerFactionAffiliationComponentSerializer, SCR_PlayerLoadoutComponentSerializer, SCR_PlayerSpawnPointManagerComponentSerializer, SCR_PlayerSupplyAllocationComponentSerializer, SCR_PlayerXPHandlerComponentSerializer, SCR_ResourceComponentSerializer, SCR_RespawnSystemComponentSerializer, SCR_RestrictedDeployableSpawnPointComponentSerializer, and SCR_TutorialGamemodeComponentSerializer.
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protected |
Native deserialization logic used by the game. Can be called by scripts before or after custom data or not all.
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protected |
Custom implementation for writing the component data into into the save context.
Implemented in AIControlComponentSerializer, AIFormationComponentSerializer, FactionAffiliationComponentSerializer, SCR_AdditionalGameModeSettingsComponentSerializer, SCR_AICombatComponentSerializer, SCR_AIGroupUtilityComponentSerializer, SCR_AmbientPatrolSpawnPointComponentSerializer, SCR_AmbientVehicleSpawnPointComponentSerializer, SCR_ArsenalComponentSerializer, SCR_ArsenalManagerComponentSerializer, SCR_BaseTriggerComponentSerializer, SCR_CallsignBaseComponentSerializer, SCR_CampaignBuildingCompositionComponentSerializer, SCR_CampaignBuildingProviderComponentSerializer, SCR_CampaignMilitaryBaseComponentSerializer, SCR_CampaignMobileAssemblyComponentSerializer, SCR_CharacterCameraHandlerComponentSerializer, SCR_CharacterQuickBarSerializer, SCR_EditableEntityComponentSerializer, SCR_EditorLinkComponentSerializer, SCR_EffectsModuleComponentSerializer, SCR_FastTravelComponentSerializer, SCR_FuelManagerComponentSerializer, SCR_GadgetManagerComponentSerializer, SCR_GameModeHealthSettingsSerializer, SCR_MineWeaponComponentSerializer, SCR_NightModeGameModeComponentSerializer, SCR_NotificationSenderComponentSerializer, SCR_PerceivedFactionManagerComponentSerializer, SCR_PlayerFactionAffiliationComponentSerializer, SCR_PlayerLoadoutComponentSerializer, SCR_PlayerSpawnPointManagerComponentSerializer, SCR_PlayerSupplyAllocationComponentSerializer, SCR_PlayerXPHandlerComponentSerializer, SCR_ResourceComponentSerializer, SCR_RespawnSystemComponentSerializer, SCR_RestrictedDeployableSpawnPointComponentSerializer, and SCR_TutorialGamemodeComponentSerializer.
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protected |
Native serialization logic used by the game. Can be called by scripts before or after custom data or not all.