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override void | OnEnter (AIAgent owner) |
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override ENodeResult | EOnTaskSimulate (AIAgent owner, float dt) |
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override void | OnAbort (AIAgent owner, Node nodeCausingAbort) |
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◆ 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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◆ 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