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EditablePrefabsComponent_PreviewEntity.c
Go to the documentation of this file.
1
#ifdef WORKBENCH
2
[
BaseContainerProps
(),
SCR_BaseContainerCustomTitleResourceName
(
"m_Component"
,
true
)]
3
class
EditablePrefabsComponent_PreviewEntity : EditablePrefabsComponent_Base
4
{
5
[
Attribute
(
"1"
,
desc
:
"When enabled, preview prefab can be used also in runtime, not only when spawning from prefab."
)]
6
protected
bool
m_bRuntime;
7
8
//------------------------------------------------------------------------------------------------
9
override
void
EOnCreate(EditablePrefabsConfig config, WorldEditorAPI api, ResourceName prefab,
string
targetPath, IEntitySource entitySource, IEntitySource instanceEntitySource, IEntityComponentSource componentSource, IEntityComponentSource componentCurrent)
10
{
11
SCR_PreviewEntityComponent.GeneratePreviewEntries(api, entitySource);
12
api.SetVariableValue(entitySource, {
ContainerIdPathEntry
(componentSource.GetClassName()) },
"m_bRuntime"
, m_bRuntime.ToString());
13
}
14
}
15
#endif
// WORKBENCH
ContainerIdPathEntry
void ContainerIdPathEntry(string propertyName, int index=-1)
Definition
worldEditor.c:30
BaseContainerProps
SCR_AIAnimation_Loitering BaseContainerProps
Commanding menu commanding element class.
Definition
SCR_AIAnimationWaypoint.c:14
SCR_BaseContainerCustomTitleResourceName
SCR_CampaignMilitaryBaseComponent SCR_MilitaryBaseComponent SCR_BaseContainerCustomTitleResourceName("m_sBaseName", true)
Definition
SCR_CampaignMilitaryBaseComponent.c:2910
desc
UI Textures DeployMenu Briefing conflict_HintBanner_1_UI desc
Definition
SCR_RespawnBriefingComponent.c:17
Attribute
SCR_FieldOfViewSettings Attribute
Definition
SendGoalMessage.c:170
scripts
WorkbenchGame
Editor
EditablePrefabsComponent
EditablePrefabsComponent_PreviewEntity.c
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1.17.0