◆ EOnInit()
void PerceivableComponent.EOnInit |
( |
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 |
( |
out notnull array< ref AimPoint > |
outPoints, |
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EAimPointType |
type |
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) |
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◆ 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.
◆ GetIlluminationFactor()
proto external float PerceivableComponent.GetIlluminationFactor |
( |
| ) |
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Represents ambient light, dynamic lights, own lights.
◆ 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 |
( |
bool |
disarmed | ) |
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The documentation for this interface was generated from the following file:
- Game/generated/Perception/PerceivableComponent.c