◆ EOnTaskSimulate()
| override ENodeResult SCR_AIChangeUnitState.EOnTaskSimulate |
( |
AIAgent | owner, |
|
|
float | dt ) |
◆ GetNodeMiddleText()
| override string SCR_AIChangeUnitState.GetNodeMiddleText |
( |
| ) |
|
◆ GetOnHoverDescription()
| static override string SCR_AIChangeUnitState.GetOnHoverDescription |
( |
| ) |
|
|
static |
◆ GetVariablesIn()
| override TStringArray SCR_AIChangeUnitState.GetVariablesIn |
( |
| ) |
|
◆ VisibleInPalette()
| static override bool SCR_AIChangeUnitState.VisibleInPalette |
( |
| ) |
|
|
staticprotected |
◆ m_stateAdd
| bool SCR_AIChangeUnitState.m_stateAdd |
|
protected |
◆ m_stateToChange
| EUnitState SCR_AIChangeUnitState.m_stateToChange |
|
protected |
◆ PORT_STATE
| const string SCR_AIChangeUnitState.PORT_STATE = "UnitState" |
|
static |
◆ s_aVarsIn
| ref TStringArray SCR_AIChangeUnitState.s_aVarsIn |
|
staticprotected |
Initial value:= {
}
static const string PORT_STATE
Definition SCR_AIChangeUnitState.c:3
The documentation for this interface was generated from the following file:
- Game/AI/ScriptedNodes/Soldier/SCR_AIChangeUnitState.c