Arma Reforger Explorer 1.7.0.54
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
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Editor Components

Topics

 Attributes

Classes

class  SCR_BaseEditorComponent
class  SCR_CameraDataEditorComponent
class  SCR_CameraEditorComponent
class  SCR_CameraFiltersEditorComponent
class  SCR_CameraParticlesEditorComponent
class  SCR_CampaignBuildingCameraEditorComponent
class  SCR_CommandActionsEditorComponent
class  SCR_ContentBrowserEditorComponent
class  SCR_ContextActionsEditorComponent
class  SCR_DebugEditorComponent
class  SCR_DynamicSimulationEditorComponent
class  SCR_EntitiesManagerEditorComponent
class  SCR_FactionWarningManagerEditorComponent
class  SCR_HighlightedEditorComponent
class  SCR_InputLayoutEditorComponent
class  SCR_LayersEditorComponent
class  SCR_MapEditorComponent
class  SCR_MenuEditorComponent
class  SCR_MenuLayoutEditorComponent
class  SCR_MenuOverlaysEditorComponent
class  SCR_PingEditorComponent
class  SCR_PlacingEditorComponent
class  SCR_PlayerDelegateEditorComponent
class  SCR_PlayersManagerEditorComponent
class  SCR_PrefabsCacheEditorComponent
class  SCR_PreviewEntityEditorComponent
class  SCR_StatesEditorComponent
class  SCR_TransformingEditorComponent
class  SCR_WorldEntityDelegateEditorComponent

Enumerations

enum  EEditorMenuOverlayLayer {
  FRAME = 1 , LOGO_FRAME , LOGO , HELPER ,
  PLAYER , VIGNETTE
}
 Overlay layer. More...
enum  EEditorMenuOverlayRoot { ROOT , HIDE , CUSTOM }
 Overlay root. More...

Functions

SCR_AccessKeysEditorComponentClass SCR_BaseEditorComponentClass Attribute ("1", UIWidgets.Flags, "", enums:ParamEnumArray.FromEnum(EEditableEntityAccessKey))] private EEditableEntityAccessKey m_AccessKey
SCR_CameraLimitedEditorComponentClass SCR_CameraEditorComponentClass Attribute ("", UIWidgets.ResourceNamePicker, "Prefab of class SCR_ManualCamera", "et", category:"Camera")] private ResourceName m_LimitedCameraPrefab
SCR_CampaignBuildingPlacingObstructionEditorComponentClass SCR_BaseEditorComponentClass Attribute (defvalue:"20", desc:"Entity tilt greater then this value in angles will trigger a warning.")
SCR_PauseGameTimeEditorComponentClass SCR_BaseEditorComponentClass Attribute ("0", desc:"When enabled, the editor will be paused when opened.")] protected bool m_bPauseOnOpen

Variables

SCR_AttributesManagerEditorComponentClass SNAPSHOT_SIZE = 96
SCR_CampaignBuildingTransformingEditorComponentClass m_LastRejectedPivot

Detailed Description

Editor manager components

Enumeration Type Documentation

◆ EEditorMenuOverlayLayer

Overlay layer.

Enumerator
FRAME 
LOGO_FRAME 
LOGO 
HELPER 
PLAYER 
VIGNETTE 

Definition at line 5 of file EEditorMenuOverlayLayer.c.

◆ EEditorMenuOverlayRoot

Overlay root.

Enumerator
ROOT 
HIDE 
CUSTOM 

Definition at line 5 of file EEditorMenuOverlayRoot.c.

Function Documentation

◆ Attribute() [1/4]

SCR_CameraLimitedEditorComponentClass SCR_CameraEditorComponentClass Attribute ( "" ,
UIWidgets. ResourceNamePicker,
"Prefab of class SCR_ManualCamera" ,
"et" ,
category:"Camera"  )

Limited version of camera manager.

Contains two prefabs - one used only when all editor modes have also limited camera, and the other when there is at least one unlimited camera.

◆ Attribute() [2/4]

SCR_PauseGameTimeEditorComponentClass SCR_BaseEditorComponentClass Attribute ( "0" ,
desc:"When enabled,
the editor will be paused when opened."  )

◆ Attribute() [3/4]

SCR_AccessKeysEditorComponentClass SCR_BaseEditorComponentClass Attribute ( "1" ,
UIWidgets. Flags,
"" ,
enums:ParamEnumArray. FromEnumEEditableEntityAccessKey )

Manager of editor access keys.

Only entities with at least one matching key will be made available for the editor.

◆ Attribute() [4/4]

SCR_CampaignBuildingPlacingObstructionEditorComponentClass SCR_BaseEditorComponentClass Attribute ( defvalue:"20" ,
desc:"Entity tilt greater then this value in angles will trigger a warning."  )

Variable Documentation

◆ m_LastRejectedPivot

◆ SNAPSHOT_SIZE

Manager ofeditor attributes.

All available attributes (SCR_BaseEditorAttribute and inherited classes) are defined here, each attribute (added in the EditorMode prefab) must be an unique class inherited from SCR_BaseEditorAttribute!

To edit attributes, follow these steps:

  1. Call StartEditing() to create snapshots of all attributes and open them for editing
  2. Call ConfirmEditing() to confirm changes or CancelEditing() to do nothing