7 [
Attribute(
desc:
"UI info overwrite to overwrite entity name. Will use EditableEntityUI if non is set")]
13 [
Attribute(defvalue:
"1",
params:
"1 inf",
desc:
"Prefab entity count. To be used with prefabs like groups, where spawned logic create additional entities")]
16 [
Attribute(
desc:
"Variants prefab data of entity. These are a diffrent variant of the default")]
86 if (rank == SCR_ECharacterRank.INVALID)
119 array<ResourceName> prefabs = {};
128 prefabs.Insert(
data.GetVariantPrefabData());
131 return prefabs.GetRandomElement();
146 variantData.Insert(
data);
149 return variantData.Count();
160 variantPrefabs.Clear();
164 variantPrefabs.Insert(
data.GetVariantPrefabData());
167 return variantPrefabs.Count();
180 if (
data.GetVariantType() == variantType)
205 super.InitData(entry);
213 array<ref SCR_EntityBudgetValue> budgets = {};
220 switch (budget.GetBudgetType())
SCR_AIAnimation_Loitering BaseContainerProps
Commanding menu commanding element class.
SCR_CampaignMilitaryBaseComponent SCR_MilitaryBaseComponent SCR_BaseContainerCustomTitleResourceName("m_sBaseName", true)
SCR_EEntitySpawnerSlotType
UI Textures DeployMenu Briefing conflict_HintBanner_1_UI desc
SCR_ValuableIntelArsenalRefundEffect SCR_WeightedListArsenalRefundEffect BaseContainerCustomCheckIntTitleField("m_bEnabled", "Valuable Intel - Add XP", "(Disabled) Valuable Intel - Add XP", 1)
void GetEntityAndChildrenBudgetCost(out notnull array< ref SCR_EntityBudgetValue > outBudgets)
Get Entity and its children budgets.
override LocalizedString GetName()
Get random variant or default prefab return Random variant or default prefab *ResourceName GetRandomDefaultOrVariantPrefab()
Set the enabled state of the entity in the spawner Changing this in runtime will allow disallow certain entities to spawn for factions param enable New Enabled state *void SetEnabled(bool enable)
Get list of all variant prefabs param[out] variantData List of variant prefabs return length of variant prefab array *int GetVariantPrefabList(notnull out array< ResourceName > variantPrefabs)
Check if entity can be spawned in slot of given size param slotSize Slot size to check return Returns true if entity can spawn in given slot size *bool CanSpawnInSlot(SCR_EEntitySpawnerSlotType slotSize)
SCR_EEntitySpawnerSlotType m_eSlotTypes
Get list of all variant data param[out] variantData List of variant data return length of variant data array *int GetVariantDataList(notnull out array< SCR_SpawnerVariantData > variantData)
override void InitData(notnull SCR_EntityCatalogEntry entry)
ref array< ref SCR_SpawnerVariantData > m_aVariantData
Get supply cost of spawning Entity return Supply cost *int GetSupplyCost()
Get the minimum required rank return Returns the minimum required rank *SCR_ECharacterRank GetMinimumRequiredRank()
Check if entity can be spawned by player with specific rank Will check if given rank is equal or greater then minimum required rank param rank Rank of player that request the spawn return Returns true if player has the required rank *bool HasRequiredRank(SCR_ECharacterRank rank)
Get Localized overwrite name Empty if no name is overwritten return Localized overwrite name *LocalizedString GetOverwriteName()
Get flags of valid slot sizes return Valid slot sizes flags *SCR_EEntitySpawnerSlotType GetValidSlotSizes()
Get specific variant data of type if it exists param Type of variant to find return Variant data(or null if not found) */SCR_SpawnerVariantData GetVariantDataOfType(ESpawnerVariantType variantType)
ResourceName m_sDefaultPrefab
SCR_ECharacterRank m_eMinimumRequiredRank
ResourceName GetVariantPrefabData()
ESpawnerVariantType m_eVehicleVariantType
ESpawnerVariantType GetVariantType()
ResourceName m_sVariantPrefab
static bool IsEmptyOrWhiteSpace(string input)
proto void Print(void var, LogLevel level=LogLevel.NORMAL)
Prints content of variable to console/log.
SCR_FieldOfViewSettings Attribute