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ScriptedStateSerializer Class Reference
Inheritance diagram for ScriptedStateSerializer:
PersistenceSerializerBase PersistenceSerializerBase DoorSystemStateSerializer DoorSystemStateSerializer GarbageSystemStateSerializer GarbageSystemStateSerializer SCR_PlayerReconnectDataSerializer

Protected Member Functions

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

Detailed Description

Definition at line 12 of file ScriptedStateSerializer.c.

Member Function Documentation

◆ Deserialize() [1/2]

bool ScriptedStateSerializer::Deserialize ( notnull Managed instance,
notnull LoadContext context )
inlineprotected

Custom implementation for deserialzing the script 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 41 of file ScriptedStateSerializer.c.

◆ Deserialize() [2/2]

bool ScriptedStateSerializer::Deserialize ( notnull Managed instance,
notnull LoadContext context )
inlineprotected

Custom implementation for deserialzing the script 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 41 of file ScriptedStateSerializer.c.

◆ DeserializeNative() [1/2]

bool ScriptedStateSerializer::DeserializeNative ( notnull Managed instance,
notnull LoadContext context,
ESerializeMode mode = ESerializeMode.BOTH )
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 ScriptedStateSerializer::DeserializeNative ( notnull Managed instance,
notnull LoadContext context,
ESerializeMode mode = ESerializeMode.BOTH )
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 ScriptedStateSerializer::Serialize ( notnull Managed instance,
notnull SaveContext context )
inlineprotected

Custom implementation for writing the script 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 36 of file ScriptedStateSerializer.c.

◆ Serialize() [2/2]

ESerializeResult ScriptedStateSerializer::Serialize ( notnull Managed instance,
notnull SaveContext context )
inlineprotected

Custom implementation for writing the script 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 36 of file ScriptedStateSerializer.c.

◆ SerializeNative() [1/2]

ESerializeResult ScriptedStateSerializer::SerializeNative ( notnull Managed instance,
notnull SaveContext context,
ESerializeMode mode = ESerializeMode.BOTH )
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 ScriptedStateSerializer::SerializeNative ( notnull Managed instance,
notnull SaveContext context,
ESerializeMode mode = ESerializeMode.BOTH )
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: