Arma Reforger Explorer  1.1.0.42
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
SCR_BaseEditorEffect.c
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1 [BaseContainerProps(insertable: false)]
8 {
15  static void Activate(array<ref SCR_BaseEditorEffect> effects, SCR_BaseEditorComponent editorComponent, vector position = vector.Zero, set<SCR_EditableEntityComponent> entities = null)
16  {
17  if (!effects) return;
18 
19  SCR_EditorBaseEntity owner = SCR_EditorBaseEntity.Cast(editorComponent.GetOwner());
20  if (!owner) return;
21 
22  SCR_EditorManagerEntity manager = owner.GetManager();
23  if (!manager) return;
24 
25  //--- When attached to editor mode, ignore when the editor is opening or closing (ToDo: Parametrize?)
26  if (owner != manager && manager.IsInTransition()) return;
27 
28  foreach (SCR_BaseEditorEffect effect: effects)
29  {
30  if (effect.EOnActivate(editorComponent, position, entities))
31  {
32  editorComponent.OnEffectBase(effect);
33  editorComponent.GetOnEffect().Invoke(effect);
34  }
35  }
36  }
37  protected bool EOnActivate(SCR_BaseEditorComponent editorComponent, vector position = vector.Zero, set<SCR_EditableEntityComponent> entities = null);
38 };
SCR_BaseEditorComponent
Definition: SCR_BaseEditorComponent.c:119
SCR_EditorBaseEntity
Definition: SCR_EditorBaseEntity.c:14
position
vector position
Definition: SCR_DestructibleTreeV2.c:30
SCR_BaseEditorEffect
Definition: SCR_BaseEditorEffect.c:7
BaseContainerProps
SCR_AIGoalReaction_Follow BaseContainerProps
Handles insects that are supposed to be spawned around selected prefabs defined in prefab names array...
Definition: SCR_AIGoalReaction.c:468
SCR_EditorManagerEntity
Definition: SCR_EditorManagerEntity.c:26