◆ ActivateAI()
| proto external void AIAgent.ActivateAI |
( |
| ) |
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◆ AllowMaxLOD()
| proto external void AIAgent.AllowMaxLOD |
( |
| ) |
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◆ ClearDangerEvents()
| proto external void AIAgent.ClearDangerEvents |
( |
int | howMany | ) |
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◆ CountTowardsAIWorldLimit()
| proto external bool AIAgent.CountTowardsAIWorldLimit |
( |
| ) |
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◆ DeactivateAI()
| proto external void AIAgent.DeactivateAI |
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| ) |
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◆ ExtractAIEvents()
| proto external void AIAgent.ExtractAIEvents |
( |
out notnull array< AIWaypoint > | aiEvents | ) |
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◆ GetActionManager()
| proto external ActionManager AIAgent.GetActionManager |
( |
| ) |
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◆ GetAimingComponent()
◆ GetCommunicationComponent()
◆ GetControlComponent()
◆ GetControlledEntity()
| proto external IEntity AIAgent.GetControlledEntity |
( |
| ) |
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◆ GetDangerEvent()
| proto AIDangerEvent AIAgent.GetDangerEvent |
( |
int | index, |
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out int | outCount ) |
Internally similar danger events can be aggregated. In that case the new danger event is not put into the queue, but instead counter of previous similar event is increased.
◆ GetDangerEventsCount()
| proto external int AIAgent.GetDangerEventsCount |
( |
| ) |
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◆ GetLOD()
| proto external int AIAgent.GetLOD |
( |
| ) |
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◆ GetMaxLOD()
| static proto int AIAgent.GetMaxLOD |
( |
| ) |
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static |
◆ GetMovementComponent()
◆ GetParentGroup()
| proto external AIGroup AIAgent.GetParentGroup |
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| ) |
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◆ GetPermanentLOD()
| proto external int AIAgent.GetPermanentLOD |
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| ) |
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◆ IsAIActivated()
| proto external bool AIAgent.IsAIActivated |
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| ) |
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◆ OnLODChanged()
| void AIAgent.OnLODChanged |
( |
int | oldLOD, |
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int | newLOD ) |
◆ PreventMaxLOD()
| proto external void AIAgent.PreventMaxLOD |
( |
float | preventTime = -1 | ) |
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◆ SetLOD()
| proto external void AIAgent.SetLOD |
( |
int | newLOD | ) |
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◆ SetPermanentLOD()
| proto external void AIAgent.SetPermanentLOD |
( |
int | lod | ) |
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The documentation for this interface was generated from the following file:
- Game/generated/AI/AIAgent.c