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ScriptedComponentSerializer Class Reference
Inheritance diagram for ScriptedComponentSerializer:
PersistenceSerializerBase PersistenceSerializerBase AICarMovementComponentSerializer AICarMovementComponentSerializer AIFormationComponentSerializer BaseCompartmentManagerComponentSerializer BaseCompartmentManagerComponentSerializer BaseInventoryStorageComponentSerializer BaseInventoryStorageComponentSerializer BaseLightManagerComponentSerializer BaseLightManagerComponentSerializer BaseMuzzleComponentSerializer BaseMuzzleComponentSerializer BaseRadioComponentSerializer BaseRadioComponentSerializer CarControllerComponentSerializer CarControllerComponentSerializer CharacterControllerComponentSerializer CharacterControllerComponentSerializer CompartmentAccessComponentSerializer CompartmentAccessComponentSerializer DoorComponentSerializer DoorComponentSerializer FactionAffiliationComponentSerializer HelicopterControllerComponentSerializer HelicopterControllerComponentSerializer HitZoneContainerComponentSerializer HitZoneContainerComponentSerializer MagazineComponentSerializer MagazineComponentSerializer PerceptionComponentSerializer PerceptionComponentSerializer SCR_AICombatComponentSerializer SCR_AIGroupUtilityComponentSerializer SCR_AdditionalGameModeSettingsComponentSerializer SCR_AmbientPatrolSpawnPointComponentSerializer SCR_AmbientVehicleSpawnPointComponentSerializer SCR_ArsenalComponentSerializer SCR_ArsenalManagerComponentSerializer SCR_BaseTriggerComponentSerializer SCR_CallsignBaseComponentSerializer SCR_CampaignBuildingCompositionComponentSerializer SCR_CampaignBuildingProviderComponentSerializer SCR_CampaignMilitaryBaseComponentSerializer SCR_CampaignMobileAssemblyComponentSerializer SCR_CharacterCameraHandlerComponentSerializer SCR_EditableEntityComponentSerializer SCR_EffectsModuleComponentSerializer SCR_FastTravelComponentSerializer SCR_GadgetManagerComponentSerializer SCR_GameModeHealthSettingsSerializer SCR_MineWeaponComponentSerializer SCR_NightModeGameModeComponentSerializer SCR_NotificationSenderComponentSerializer SCR_PerceivedFactionManagerComponentSerializer SCR_PlayerFactionAffiliationComponentSerializer SCR_PlayerLoadoutComponentSerializer SCR_PlayerSpawnPointManagerComponentSerializer SCR_PlayerSupplyAllocationComponentSerializer SCR_PlayerXPHandlerComponentSerializer SCR_RespawnSystemComponentSerializer SCR_RestrictedDeployableSpawnPointComponentSerializer SCR_TutorialGamemodeComponentSerializer SlotManagerComponentSerializer SlotManagerComponentSerializer TurretControllerComponentSerializer TurretControllerComponentSerializer WeaponComponentSerializer WeaponComponentSerializer WeaponSlotComponentSerializer WeaponSlotComponentSerializer

Protected Member Functions

ESerializeResult SerializeNative (notnull IEntity owner, notnull GenericComponent component, notnull SaveContext context, ESerializeMode mode=ESerializeMode.NATIVE)
 Native serialization logic used by the game. Can be called by scripts before or after custom data or not all.
bool DeserializeNative (notnull IEntity owner, notnull GenericComponent component, notnull LoadContext context, ESerializeMode mode=ESerializeMode.NATIVE)
 Native deserialization logic used by the game. Can be called by scripts before or after custom data or not all.
ESerializeResult Serialize (notnull IEntity owner, notnull GenericComponent component, notnull SaveContext context)
bool Deserialize (notnull IEntity owner, notnull GenericComponent component, notnull LoadContext context)
ESerializeResult SerializeNative (notnull IEntity owner, notnull GenericComponent component, notnull SaveContext context, ESerializeMode mode=ESerializeMode.NATIVE)
 Native serialization logic used by the game. Can be called by scripts before or after custom data or not all.
bool DeserializeNative (notnull IEntity owner, notnull GenericComponent component, notnull LoadContext context, ESerializeMode mode=ESerializeMode.NATIVE)
 Native deserialization logic used by the game. Can be called by scripts before or after custom data or not all.
ESerializeResult Serialize (notnull IEntity owner, notnull GenericComponent component, notnull SaveContext context)
bool Deserialize (notnull IEntity owner, notnull GenericComponent component, notnull LoadContext context)

Detailed Description

Definition at line 12 of file ScriptedComponentSerializer.c.

Member Function Documentation

◆ Deserialize() [1/2]

bool ScriptedComponentSerializer::Deserialize ( notnull IEntity owner,
notnull GenericComponent component,
notnull LoadContext context )
inlineprotected

Custom implementation for deserialzing the component data from the load context

Returns
True for success. False for data/state errors which will abort the process and use configured fault handling

Definition at line 39 of file ScriptedComponentSerializer.c.

◆ Deserialize() [2/2]

bool ScriptedComponentSerializer::Deserialize ( notnull IEntity owner,
notnull GenericComponent component,
notnull LoadContext context )
inlineprotected

Custom implementation for deserialzing the component data from the load context

Returns
True for success. False for data/state errors which will abort the process and use configured fault handling

Definition at line 39 of file ScriptedComponentSerializer.c.

◆ DeserializeNative() [1/2]

bool ScriptedComponentSerializer::DeserializeNative ( notnull IEntity owner,
notnull GenericComponent component,
notnull LoadContext context,
ESerializeMode mode = ESerializeMode.NATIVE )
protected

Native deserialization logic used by the game. Can be called by scripts before or after custom data or not all.

◆ DeserializeNative() [2/2]

bool ScriptedComponentSerializer::DeserializeNative ( notnull IEntity owner,
notnull GenericComponent component,
notnull LoadContext context,
ESerializeMode mode = ESerializeMode.NATIVE )
protected

Native deserialization logic used by the game. Can be called by scripts before or after custom data or not all.

◆ Serialize() [1/2]

ESerializeResult ScriptedComponentSerializer::Serialize ( notnull IEntity owner,
notnull GenericComponent component,
notnull SaveContext context )
inlineprotected

Custom implementation for writing the component data into into the save context.

Returns
True for success. False for data/state errors which will abort the process and use configured fault handling

Definition at line 34 of file ScriptedComponentSerializer.c.

◆ Serialize() [2/2]

ESerializeResult ScriptedComponentSerializer::Serialize ( notnull IEntity owner,
notnull GenericComponent component,
notnull SaveContext context )
inlineprotected

Custom implementation for writing the component data into into the save context.

Returns
True for success. False for data/state errors which will abort the process and use configured fault handling

Definition at line 34 of file ScriptedComponentSerializer.c.

◆ SerializeNative() [1/2]

ESerializeResult ScriptedComponentSerializer::SerializeNative ( notnull IEntity owner,
notnull GenericComponent component,
notnull SaveContext context,
ESerializeMode mode = ESerializeMode.NATIVE )
protected

Native serialization logic used by the game. Can be called by scripts before or after custom data or not all.

◆ SerializeNative() [2/2]

ESerializeResult ScriptedComponentSerializer::SerializeNative ( notnull IEntity owner,
notnull GenericComponent component,
notnull SaveContext context,
ESerializeMode mode = ESerializeMode.NATIVE )
protected

Native serialization logic used by the game. Can be called by scripts before or after custom data or not all.


The documentation for this class was generated from the following file: