Arma Reforger Explorer
1.1.0.42
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
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Go to the source code of this file.
Data Structures | |
class | SCR_SpawnHandlerComponentClass |
Functions | |
protected SCR_RespawnSystemComponent | GetRespawnSystemComponent () |
protected override void | OnPostInit (IEntity owner) |
Editable Mine. More... | |
SCR_ESpawnResult | CanHandleRequest_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data) |
SCR_ESpawnResult | HandleRequest_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, out IEntity spawnedEntity) |
void | OnFinalizeBegin_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, IEntity entity) |
Called when the finalisation process begins. More... | |
bool | CanFinalize_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, IEntity entity) |
SCR_ESpawnResult | FinalizeRequest_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, IEntity entity) |
void | OnFinalizeDone_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, IEntity entity) |
protected bool | ValidateData_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data) |
bool | CanRequestSpawn_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, out SCR_ESpawnResult result) |
protected SCR_ESpawnResult | SpawnEntity_S (SCR_SpawnRequestComponent requestComponent, notnull SCR_SpawnData data, out IEntity spawnedEntity) |
protected bool | ValidatePrefab_S (ResourceName resourceName) |
protected bool | PrepareEntity_S (SCR_SpawnRequestComponent requestComponent, IEntity entity, SCR_SpawnData data) |
protected bool | AssignEntity_S (SCR_SpawnRequestComponent requestComponent, IEntity entity, SCR_SpawnData data) |
protected void | HandleSpawnEntityFailure_S (SCR_SpawnRequestComponent requestComponent, IEntity entity, SCR_SpawnData data, SCR_ESpawnResult reason) |
protected bool | ShouldDeleteEntityOnSpawnFailure_S (SCR_SpawnRequestComponent requestComponent, IEntity entity, SCR_SpawnData data, SCR_ESpawnResult reason) |
protected void | HandleEntityChange_S (SCR_SpawnRequestComponent requestComponent, IEntity previousEntity, IEntity newEntity, SCR_SpawnData data) |
Variables | |
SCR_SpawnHandlerComponentClass | m_RespawnSystemComponent |
protected bool | m_bDestroyPreviousControlledEntity |
protected bool | m_bDeletePreviousControlledEntity |
protected bool AssignEntity_S | ( | SCR_SpawnRequestComponent | requestComponent, |
IEntity | entity, | ||
SCR_SpawnData | data | ||
) |
Assign the entity ownership and set is as the controlled entity of provided player.
[in] | requestComponent | |
[in] | entity | |
[in] | data |
Definition at line 320 of file SCR_SpawnHandlerComponent.c.
bool CanFinalize_S | ( | SCR_SpawnRequestComponent | requestComponent, |
SCR_SpawnData | data, | ||
IEntity | entity | ||
) |
Called periodically to ask whether finalization can be finished.
[in] | requestComponent | |
[in] | data | |
[in] | entity |
Definition at line 133 of file SCR_SpawnHandlerComponent.c.
SCR_ESpawnResult CanHandleRequest_S | ( | SCR_SpawnRequestComponent | requestComponent, |
SCR_SpawnData | data | ||
) |
Can a player be spawned with provided data?
[in] | requestComponent | Instigator of this request |
[in] | data | Request/ask data |
Definition at line 46 of file SCR_SpawnHandlerComponent.c.
bool CanRequestSpawn_S | ( | SCR_SpawnRequestComponent | requestComponent, |
SCR_SpawnData | data, | ||
out SCR_ESpawnResult | result | ||
) |
Can a player spawn, based on the provided data?
Handle game logic, ask game mode, respawn timers -> anything relevant for proper evaluation.
[in] | requestComponent | |
[in] | data | |
[out] | result |
Definition at line 190 of file SCR_SpawnHandlerComponent.c.
SCR_ESpawnResult FinalizeRequest_S | ( | SCR_SpawnRequestComponent | requestComponent, |
SCR_SpawnData | data, | ||
IEntity | entity | ||
) |
Finalise request - validate resources, try to spawn, prepare and pass ownership to player.
[in] | requestComponent | |
[in] | data | |
[in] | entity |
Definition at line 144 of file SCR_SpawnHandlerComponent.c.
protected SCR_RespawnSystemComponent GetRespawnSystemComponent | ( | ) |
Definition at line 19 of file SCR_SpawnHandlerComponent.c.
protected void HandleEntityChange_S | ( | SCR_SpawnRequestComponent | requestComponent, |
IEntity | previousEntity, | ||
IEntity | newEntity, | ||
SCR_SpawnData | data | ||
) |
Called after new entity is assigned to the player.
[in] | requestComponent | |
[in] | previousEntity | Last controlled entity or null if none. |
[in] | newEntity | New controlled entity. |
[in] | data |
Definition at line 384 of file SCR_SpawnHandlerComponent.c.
SCR_ESpawnResult HandleRequest_S | ( | SCR_SpawnRequestComponent | requestComponent, |
SCR_SpawnData | data, | ||
out IEntity | spawnedEntity | ||
) |
Handle request - validate resources, try to spawn, prepare and pass ownership to player.
[in] | requestComponent | |
[in] | data | |
[out] | spawnedEntity |
Definition at line 82 of file SCR_SpawnHandlerComponent.c.
protected void HandleSpawnEntityFailure_S | ( | SCR_SpawnRequestComponent | requestComponent, |
IEntity | entity, | ||
SCR_SpawnData | data, | ||
SCR_ESpawnResult | reason | ||
) |
In cases where an entity is spawned, it might be desirable to dispose of it if it e.g. cannot be prepared, or assigned to the target player. Such cases can be handled by overriding this method. By default, the entity is deleted.
[in] | requestComponent | |
[in] | entity | The entity that should be spawned, but could not be given over (prepared, assigned, ..) |
[in] | data | |
[in] | reason |
Definition at line 352 of file SCR_SpawnHandlerComponent.c.
void OnFinalizeBegin_S | ( | SCR_SpawnRequestComponent | requestComponent, |
SCR_SpawnData | data, | ||
IEntity | entity | ||
) |
Called when the finalisation process begins.
Definition at line 121 of file SCR_SpawnHandlerComponent.c.
void OnFinalizeDone_S | ( | SCR_SpawnRequestComponent | requestComponent, |
SCR_SpawnData | data, | ||
IEntity | entity | ||
) |
Request finalized (player spawned).
[in] | requestComponent | |
[in] | data | |
[in] | entity |
Definition at line 104 of file SCR_PossessSpawnHandlerComponent.c.
protected bool PrepareEntity_S | ( | SCR_SpawnRequestComponent | requestComponent, |
IEntity | entity, | ||
SCR_SpawnData | data | ||
) |
Prepare an entity on the server side prior to passing ownership. For example in this case character can have items added, can be seated in vehicle, etc.
[in] | requestComponent | |
[in] | entity | |
[in] | data |
Definition at line 302 of file SCR_SpawnHandlerComponent.c.
protected bool ShouldDeleteEntityOnSpawnFailure_S | ( | SCR_SpawnRequestComponent | requestComponent, |
IEntity | entity, | ||
SCR_SpawnData | data, | ||
SCR_ESpawnResult | reason | ||
) |
Check whether spawned entity should be deleted if the spawn process failed.
[in] | requestComponent | |
[in] | entity | |
[in] | data | |
[in] | reason |
Definition at line 373 of file SCR_SpawnHandlerComponent.c.
protected SCR_ESpawnResult SpawnEntity_S | ( | SCR_SpawnRequestComponent | requestComponent, |
notnull SCR_SpawnData | data, | ||
out IEntity | spawnedEntity | ||
) |
[in] | requestComponent | |
[in] | data | |
[out] | spawnedEntity |
Definition at line 211 of file SCR_SpawnHandlerComponent.c.
protected bool ValidateData_S | ( | SCR_SpawnRequestComponent | requestComponent, |
SCR_SpawnData | data | ||
) |
Verifies provided data.
[in] | requestComponent | |
[in] | data |
Definition at line 174 of file SCR_SpawnHandlerComponent.c.
protected bool ValidatePrefab_S | ( | ResourceName | resourceName | ) |
Verifies provided prefab.
[in] | resourceName |
Definition at line 271 of file SCR_SpawnHandlerComponent.c.
protected bool m_bDeletePreviousControlledEntity |
Definition at line 28 of file SCR_SpawnHandlerComponent.c.
protected bool m_bDestroyPreviousControlledEntity |
Definition at line 25 of file SCR_SpawnHandlerComponent.c.
SCR_SpawnHandlerComponentClass m_RespawnSystemComponent |
SCR_SpawnRequestComponent <-> SCR_SpawnHandlerComponent
SCR_SpawnRequestComponent allows communication between client and the authority, SCR_SpawnHandlerComponent handles the requests on authority as desired.
The handler is the authority component of the respawn process which handles client (or authority-issued) request to respawn from a specific player controller and ensures that the spawning process is handled and streamlined. The process is further streamlined via the usage of a unified parent manager, the SCR_RespawnSystemComponent.