Arma Reforger Explorer 1.7.0.54
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
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SCR_HintEditorComponent.c
Go to the documentation of this file.
1[ComponentEditorProps(category: "GameScripted/Editor", description: "Hints for editor interface. Works only with SCR_EditorBaseEntity!", icon: "WBData/ComponentEditorProps/componentEditor.png")]
3{
4 [Attribute()]
6
7 void Init(IEntity owner)
8 {
9 m_Hints.Init(owner);
10 }
11 void Exit(IEntity owner)
12 {
13 m_Hints.Exit(owner);
14 }
15};
17{
18 [Attribute("1", desc: "When enabled, hints in the editor won't fade out on their own, players have to close them manually.")]
19 protected bool m_bInfiniteHints;
20
21 override void EOnEditorActivate()
22 {
23 SCR_HintManagerComponent hintManager = SCR_HintManagerComponent.GetInstance();
24 if (!hintManager)
25 return;
26
28 hintManager.SetDurationOverride(-1);
29
31 if (prefabData)
32 prefabData.Init(GetOwner());
33 }
34 override void EOnEditorDeactivate()
35 {
36 SCR_HintManagerComponent hintManager = SCR_HintManagerComponent.GetInstance();
37 if (!hintManager)
38 return;
39
41 hintManager.SetDurationOverride(0);
42
44 if (prefabData)
45 prefabData.Exit(GetOwner());
46 }
47 override void EOnEditorClose()
48 {
49 SCR_HintManagerComponent.HideHint();
50 }
51};
enum EAIGroupCombatMode ComponentEditorProps(category:"GameScripted/AI", description:"Component for utility AI system for groups")
UI Textures DeployMenu Briefing conflict_HintBanner_1_UI desc
void SCR_BaseEditorComponent(IEntityComponentSource src, IEntity ent, IEntity parent)
EntityComponentPrefabData GetEditorComponentData()
ref SCR_HintConditionList m_Hints
proto external GenericEntity GetOwner()
Get owner entity.
SCR_FieldOfViewSettings Attribute