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Arma Reforger Script API
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Static Public Member Functions | |
| static EEntityDeserializeEvent | 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 | |
| bool | DeserializeSpawnData (out ResourceName prefab, out EntitySpawnParams params, notnull BaseSerializationLoadContext context) |
| In case the spawn data needs to be read early from the context. Uusally called from spawn operations on the system. | |
| proto external ESerializeResult | SerializeSpawnDataNative (notnull IEntity entity, notnull BaseSerializationSaveContext context, SerializerDefaultSpawnData defaultData) |
| Native spawn data serialization logic that can be called explictly if script overrides SerializeSpawnData. | |
| proto external ESerializeResult | SerializeNative (notnull IEntity entity, 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 bool | DeserializeSpawnDataNative (out ResourceName prefab, notnull EntitySpawnParams params, notnull BaseSerializationLoadContext context) |
| Native spawn data deserilization logic. | |
| proto external bool | DeserializeNative (notnull IEntity entity, 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 | SerializeSpawnData (notnull IEntity entity, notnull BaseSerializationSaveContext context, SerializerDefaultSpawnData defaultData) |
| Custom entity spawn data serialization logic if needed. Must match the data that DeserializeSpawnData will attempt to read. | |
| ESerializeResult | Serialize (notnull IEntity entity, notnull BaseSerializationSaveContext context) |
| Custom implementation for writing the entity data into into the save context. | |
| bool | Deserialize (notnull IEntity entity, notnull BaseSerializationLoadContext context) |
| Custom implementation for deserialzing the entity 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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protected |
Custom implementation for deserialzing the entity data from the load context.
Implemented in MusicManagerSerializer, SCR_AIGroupSerializer, SCR_AIWaypointArtillerySupportSerializer, SCR_FactionManagerSerializer, SCR_GameModeCampaignSerializer, SCR_PlayerControllerSerializer, SCR_ScenarioFrameworkTriggerEntitySerializer, and TimeAndWeatherManagerEntitySerializer.
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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 |
In case the spawn data needs to be read early from the context. Uusally called from spawn operations on the system.
Implemented in BuildableEntitySerializer, and SCR_AIGroupSerializer.
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protected |
Native spawn data deserilization logic.
| prefab | Resource name to get filled out |
| params | Spawn params that NEED to be provided and will get changed by native data if neccessary. Usually the instance from DeserializeSpawnData should simply be passed through. |
| context | Deserialization data context to read the spawn parameters from. |
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static |
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protected |
Custom implementation for writing the entity data into into the save context.
Implemented in MusicManagerSerializer, SCR_AIGroupSerializer, SCR_AIWaypointArtillerySupportSerializer, SCR_FactionManagerSerializer, SCR_GameModeCampaignSerializer, SCR_PlayerControllerSerializer, SCR_ScenarioFrameworkTriggerEntitySerializer, and TimeAndWeatherManagerEntitySerializer.
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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.
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protected |
Custom entity spawn data serialization logic if needed. Must match the data that DeserializeSpawnData will attempt to read.
Implemented in SCR_AIGroupSerializer.
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protected |
Native spawn data serialization logic that can be called explictly if script overrides SerializeSpawnData.