10 [
Attribute(
desc:
"Array of attributes evaluated during saving. Can include global as well as entity attributes.")]
13 [
Attribute(
"1",
desc:
"Enable to save the list of playable factions and their attributes.")]
14 protected bool m_bSaveFactions;
16 [
Attribute(
"1",
desc:
"Enable to save scenario attributes like weather or time of day.")]
17 protected bool m_bSaveMissionAttributes;
19 [
Attribute(uiwidget: UIWidgets.Flags, enums: ParamEnumArray.FromEnum(
EEditableEntityFlag),
desc:
"When defined, only entities with *all* of these flags will be saved.\nLeave empty to save all interactive entities.")]
24 protected ref array<ref SCR_EditableFactionStruct> m_aFactions = {};
25 protected ref array<ref SCR_EditableEntityStruct> m_aEntities = {};
26 protected ref array<ref SCR_EditorAttributeStruct> m_aAttributes = {};
33 Print(
"--- SCR_EditorStruct ------------------------");
41 if (m_bSaveMissionAttributes)
44 Print(
"---------------------------------------------");
49 override bool Serialize()
57 if (m_bSaveMissionAttributes)
60 Print(
"SUCCESS: SCR_EditorStruct.SaveEditor()", LogLevel.VERBOSE);
66 override bool Deserialize()
74 if (m_bSaveMissionAttributes)
77 Print(
"SUCCESS: SCR_EditorStruct.LoadEditor()", LogLevel.VERBOSE);
83 override void ClearCache()
91 if (m_bSaveMissionAttributes)
92 m_aAttributes.Clear();
109 if (m_bSaveMissionAttributes)
110 RegV(
"m_aAttributes");