Arma Reforger Script API
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ScriptedComponentSerializer Interface Reference
Inheritance diagram for ScriptedComponentSerializer:
PersistenceSerializerBase AICarMovementComponentSerializer AIControlComponentSerializer AIFormationComponentSerializer BaseCompartmentManagerComponentSerializer BaseInventoryStorageComponentSerializer BaseLightManagerComponentSerializer BaseMuzzleComponentSerializer BaseRadioComponentSerializer CarControllerComponentSerializer CharacterControllerComponentSerializer CompartmentAccessComponentSerializer DoorComponentSerializer FactionAffiliationComponentSerializer HelicopterControllerComponentSerializer HitZoneContainerComponentSerializer MagazineComponentSerializer PerceptionComponentSerializer SCR_AICombatComponentSerializer SCR_AIGroupUtilityComponentSerializer SCR_AdditionalGameModeSettingsComponentSerializer SCR_AmbientPatrolSpawnPointComponentSerializer SCR_AmbientVehicleSpawnPointComponentSerializer SCR_ArsenalComponentSerializer SCR_ArsenalManagerComponentSerializer SCR_BaseTriggerComponentSerializer SCR_CallsignBaseComponentSerializer SCR_CampaignBuildingCompositionComponentSerializer SCR_CampaignBuildingProviderComponentSerializer SCR_CampaignMilitaryBaseComponentSerializer SCR_CampaignMobileAssemblyComponentSerializer SCR_CharacterCameraHandlerComponentSerializer 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 SCR_TutorialGamemodeComponentSerializer SlotManagerComponentSerializer TurretControllerComponentSerializer WeaponComponentSerializer WeaponSlotComponentSerializer

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.
 

Member Function Documentation

◆ Deserialize()

bool ScriptedComponentSerializer.Deserialize ( notnull IEntity owner,
notnull GenericComponent component,
notnull BaseSerializationLoadContext context )
protected

Custom implementation for deserialzing the component data from the load context.

Returns
True for success. False for data/state errors which will abort the process and use configured fault handling

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.

◆ DeserializeNative()

proto external bool ScriptedComponentSerializer.DeserializeNative ( notnull IEntity owner,
notnull GenericComponent component,
notnull BaseSerializationLoadContext context,
ENativeSerializerMode mode = ENativeSerializerMode.NATIVE )
protected

Native deserialization logic used by the game. Can be called by scripts before or after custom data or not all.

◆ GetDeserializeEvent()

static EComponentDeserializeEvent ScriptedComponentSerializer.GetDeserializeEvent ( )
static

◆ Serialize()

ESerializeResult ScriptedComponentSerializer.Serialize ( notnull IEntity owner,
notnull GenericComponent component,
notnull BaseSerializationSaveContext context )
protected

Custom implementation for writing the component data into into the save context.

Returns
True for success. False for data/state errors which will abort the process and use configured fault handling

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.

◆ SerializeNative()

proto external ESerializeResult ScriptedComponentSerializer.SerializeNative ( notnull IEntity owner,
notnull GenericComponent component,
notnull BaseSerializationSaveContext context,
ENativeSerializerMode mode = ENativeSerializerMode.NATIVE )
protected

Native serialization logic used by the game. Can be called by scripts before or after custom data or not all.


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