◆ EOnInit()
void PerceivableComponent.EOnInit |
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IEntity | owner | ) |
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◆ GetAimpoints()
proto external int PerceivableComponent.GetAimpoints |
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out notnull array< vector > | outPoints | ) |
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Fills the provided array with the list of all aimpoints as locations in model space Returns the number of output elements.
◆ GetAimpointsOfType()
proto external int PerceivableComponent.GetAimpointsOfType |
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out notnull array< ref AimPoint > | outPoints, |
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EAimPointType | type ) |
◆ GetAmbientLV()
proto external float PerceivableComponent.GetAmbientLV |
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Returns ambient light LV value (logarithmic). Can be used for diagnostics.
◆ GetCompartmentAccessComponent()
Compartment access component.
◆ GetEstimatedVisualSize()
proto external float PerceivableComponent.GetEstimatedVisualSize |
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Returns estimated size in meters. Currently it's calculated based on physics or visual bounding box.
◆ GetFactionAffiliationComponent()
◆ GetIlluminationFactor()
proto external float PerceivableComponent.GetIlluminationFactor |
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Represents ambient light, dynamic lights, own lights.
◆ GetPerceivedFaction()
proto external Faction PerceivableComponent.GetPerceivedFaction |
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Returns value set by SetPerceivedFactionOverride if it is not null.
Otherwise returns value from FactionAffilicationComponent. PerceptionComponent uses this method as well to resolve faction of target.
◆ GetPerceivedFactionOverride()
proto external Faction PerceivableComponent.GetPerceivedFactionOverride |
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◆ GetSoundPower()
proto external float PerceivableComponent.GetSoundPower |
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Returns our sound emission power.
◆ GetUnitType()
proto external EAIUnitType PerceivableComponent.GetUnitType |
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◆ GetVisualRecognitionFactor()
proto external float PerceivableComponent.GetVisualRecognitionFactor |
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Returns overall visual recognition factor.
◆ IsDisarmed()
proto external bool PerceivableComponent.IsDisarmed |
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Returns true when this perceivable is considered disarmed.
◆ IsInCompartment()
proto external bool PerceivableComponent.IsInCompartment |
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◆ SetDisarmed()
proto external void PerceivableComponent.SetDisarmed |
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bool | disarmed | ) |
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◆ SetPerceivedFactionOverride()
proto external void PerceivableComponent.SetPerceivedFactionOverride |
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Faction | faction | ) |
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Overrides faction value used by PerceptionComponents (see GetPerceivedFaction). Null value removes this override.
The documentation for this interface was generated from the following file:
- Game/generated/Perception/PerceivableComponent.c