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ScriptedEntitySerializer Class Reference
Inheritance diagram for ScriptedEntitySerializer:
PersistenceSerializerBase PersistenceSerializerBase DestructionManagerSerializer DestructionManagerSerializer GenericEntitySerializer GenericEntitySerializer MusicManagerSerializer SCR_AIGroupSerializer SCR_AIWaypointArtillerySupportSerializer SCR_GameModeSerializer SCR_PlayerControllerSerializer TimeAndWeatherManagerEntitySerializer

Protected Member Functions

bool DeserializeSpawnData (out ResourceName prefab, notnull out EntitySpawnParams params, notnull LoadContext context)
 In case the spawn data needs to be read early from the context. Uusally called from spawn operations on the system.
ESerializeResult SerializeSpawnDataNative (notnull IEntity entity, notnull SaveContext context, SerializerDefaultSpawnData defaultData)
 Native spawn data serialization logic that can be called explictly if script overrides SerializeSpawnData.
ESerializeResult SerializeNative (notnull IEntity entity, 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 DeserializeSpawnDataNative (out ResourceName prefab, notnull out EntitySpawnParams params, notnull LoadContext context)
bool DeserializeNative (notnull IEntity entity, 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 SerializeSpawnData (notnull IEntity entity, notnull SaveContext context, SerializerDefaultSpawnData defaultData)
 Custom entity spawn data serialization logic if needed. Must match the data that DeserializeSpawnData will attempt to read.
ESerializeResult Serialize (notnull IEntity entity, notnull SaveContext context)
bool Deserialize (notnull IEntity entity, notnull LoadContext context)
bool DeserializeSpawnData (out ResourceName prefab, notnull out EntitySpawnParams params, notnull LoadContext context)
 In case the spawn data needs to be read early from the context. Uusally called from spawn operations on the system.
ESerializeResult SerializeSpawnDataNative (notnull IEntity entity, notnull SaveContext context, SerializerDefaultSpawnData defaultData)
 Native spawn data serialization logic that can be called explictly if script overrides SerializeSpawnData.
ESerializeResult SerializeNative (notnull IEntity entity, 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 DeserializeSpawnDataNative (out ResourceName prefab, notnull out EntitySpawnParams params, notnull LoadContext context)
bool DeserializeNative (notnull IEntity entity, 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 SerializeSpawnData (notnull IEntity entity, notnull SaveContext context, SerializerDefaultSpawnData defaultData)
 Custom entity spawn data serialization logic if needed. Must match the data that DeserializeSpawnData will attempt to read.
ESerializeResult Serialize (notnull IEntity entity, notnull SaveContext context)
bool Deserialize (notnull IEntity entity, notnull LoadContext context)

Detailed Description

Definition at line 12 of file ScriptedEntitySerializer.c.

Member Function Documentation

◆ Deserialize() [1/2]

bool ScriptedEntitySerializer::Deserialize ( notnull IEntity entity,
notnull LoadContext context )
inlineprotected

Custom implementation for deserialzing the entity 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 52 of file ScriptedEntitySerializer.c.

◆ Deserialize() [2/2]

bool ScriptedEntitySerializer::Deserialize ( notnull IEntity entity,
notnull LoadContext context )
inlineprotected

Custom implementation for deserialzing the entity 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 52 of file ScriptedEntitySerializer.c.

◆ DeserializeNative() [1/2]

bool ScriptedEntitySerializer::DeserializeNative ( notnull IEntity entity,
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 ScriptedEntitySerializer::DeserializeNative ( notnull IEntity entity,
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.

◆ DeserializeSpawnData() [1/2]

bool ScriptedEntitySerializer::DeserializeSpawnData ( out ResourceName prefab,
notnull out EntitySpawnParams params,
notnull LoadContext context )
inlineprotected

In case the spawn data needs to be read early from the context. Uusally called from spawn operations on the system.

Definition at line 23 of file ScriptedEntitySerializer.c.

◆ DeserializeSpawnData() [2/2]

bool ScriptedEntitySerializer::DeserializeSpawnData ( out ResourceName prefab,
notnull out EntitySpawnParams params,
notnull LoadContext context )
inlineprotected

In case the spawn data needs to be read early from the context. Uusally called from spawn operations on the system.

Definition at line 23 of file ScriptedEntitySerializer.c.

◆ DeserializeSpawnDataNative() [1/2]

bool ScriptedEntitySerializer::DeserializeSpawnDataNative ( out ResourceName prefab,
notnull out EntitySpawnParams params,
notnull LoadContext context )
protected

Native spawn data deserilization logic

Parameters
prefabResource name to get filled out
paramsSpawn params that NEED to be provided and will get changed by native data if neccessary. Usually the instance from DeserializeSpawnData should simply be passed through.
contextDeserialization data context to read the spawn parameters from.

◆ DeserializeSpawnDataNative() [2/2]

bool ScriptedEntitySerializer::DeserializeSpawnDataNative ( out ResourceName prefab,
notnull out EntitySpawnParams params,
notnull LoadContext context )
protected

Native spawn data deserilization logic

Parameters
prefabResource name to get filled out
paramsSpawn params that NEED to be provided and will get changed by native data if neccessary. Usually the instance from DeserializeSpawnData should simply be passed through.
contextDeserialization data context to read the spawn parameters from.

◆ Serialize() [1/2]

ESerializeResult ScriptedEntitySerializer::Serialize ( notnull IEntity entity,
notnull SaveContext context )
inlineprotected

Custom implementation for writing the entity 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 47 of file ScriptedEntitySerializer.c.

◆ Serialize() [2/2]

ESerializeResult ScriptedEntitySerializer::Serialize ( notnull IEntity entity,
notnull SaveContext context )
inlineprotected

Custom implementation for writing the entity 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 47 of file ScriptedEntitySerializer.c.

◆ SerializeNative() [1/2]

ESerializeResult ScriptedEntitySerializer::SerializeNative ( notnull IEntity entity,
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 ScriptedEntitySerializer::SerializeNative ( notnull IEntity entity,
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.

◆ SerializeSpawnData() [1/2]

ESerializeResult ScriptedEntitySerializer::SerializeSpawnData ( notnull IEntity entity,
notnull SaveContext context,
SerializerDefaultSpawnData defaultData )
inlineprotected

Custom entity spawn data serialization logic if needed. Must match the data that DeserializeSpawnData will attempt to read.

Definition at line 42 of file ScriptedEntitySerializer.c.

◆ SerializeSpawnData() [2/2]

ESerializeResult ScriptedEntitySerializer::SerializeSpawnData ( notnull IEntity entity,
notnull SaveContext context,
SerializerDefaultSpawnData defaultData )
inlineprotected

Custom entity spawn data serialization logic if needed. Must match the data that DeserializeSpawnData will attempt to read.

Definition at line 42 of file ScriptedEntitySerializer.c.

◆ SerializeSpawnDataNative() [1/2]

ESerializeResult ScriptedEntitySerializer::SerializeSpawnDataNative ( notnull IEntity entity,
notnull SaveContext context,
SerializerDefaultSpawnData defaultData )
protected

Native spawn data serialization logic that can be called explictly if script overrides SerializeSpawnData.

◆ SerializeSpawnDataNative() [2/2]

ESerializeResult ScriptedEntitySerializer::SerializeSpawnDataNative ( notnull IEntity entity,
notnull SaveContext context,
SerializerDefaultSpawnData defaultData )
protected

Native spawn data serialization logic that can be called explictly if script overrides SerializeSpawnData.


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