◆ CanReturnRunning()
| static override bool SCR_AICharacterLeanOnAbort.CanReturnRunning |
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◆ EOnTaskSimulate()
| override ENodeResult SCR_AICharacterLeanOnAbort.EOnTaskSimulate |
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AIAgent | owner, |
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float | dt ) |
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Scripted nodes are suposed to return SUCCESS, FAIL or RUNNING state.
Implements AITaskScripted.
◆ GetOnHoverDescription()
| static override string SCR_AICharacterLeanOnAbort.GetOnHoverDescription |
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◆ OnAbort()
| override void SCR_AICharacterLeanOnAbort.OnAbort |
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AIAgent | owner, |
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Node | nodeCausingAbort ) |
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◆ OnEnter()
| override void SCR_AICharacterLeanOnAbort.OnEnter |
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AIAgent | owner | ) |
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◆ VisibleInPalette()
| static override bool SCR_AICharacterLeanOnAbort.VisibleInPalette |
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◆ m_bAbortDone
| bool SCR_AICharacterLeanOnAbort.m_bAbortDone |
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The documentation for this interface was generated from the following file:
- Game/AI/ScriptedNodes/Soldier/SCR_AICharacterLeanOnAbort.c