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ScriptInvokerBase< SCR_AICombatMoveRequest_OnCompleted > | GetOnCompleted (bool createInvoker=true) |
| Called on successful completion of request.
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ScriptInvokerBase< SCR_AICombatMoveRequest_OnFailed > | GetOnFailed (bool createInvoker=true) |
| Called on failure of request.
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ref ScriptInvokerBase< SCR_AICombatMoveRequest_OnCompleted > | m_OnCompleted |
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ref ScriptInvokerBase< SCR_AICombatMoveRequest_OnFailed > | m_OnFailed |
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◆ GetOnCompleted()
ScriptInvokerBase< SCR_AICombatMoveRequest_OnCompleted > SCR_AICombatMoveRequestBase.GetOnCompleted |
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bool |
createInvoker = true | ) |
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Called on successful completion of request.
◆ GetOnFailed()
ScriptInvokerBase< SCR_AICombatMoveRequest_OnFailed > SCR_AICombatMoveRequestBase.GetOnFailed |
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bool |
createInvoker = true | ) |
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Called on failure of request.
◆ m_bAimAtTarget
bool SCR_AICombatMoveRequestBase.m_bAimAtTarget |
◆ m_bAimAtTargetEnd
bool SCR_AICombatMoveRequestBase.m_bAimAtTargetEnd |
◆ m_eFailReason
SCR_EAICombatMoveRequestFailReason SCR_AICombatMoveRequestBase.m_eFailReason = SCR_EAICombatMoveRequestFailReason.NONE |
◆ m_eReason
SCR_EAICombatMoveReason SCR_AICombatMoveRequestBase.m_eReason |
◆ m_eState
SCR_EAICombatMoveRequestState SCR_AICombatMoveRequestBase.m_eState = SCR_EAICombatMoveRequestState.IDLE |
◆ m_eType
SCR_EAICombatMoveRequestType SCR_AICombatMoveRequestBase.m_eType |
◆ m_eUnitType
SCR_EAICombatMoveUnitType SCR_AICombatMoveRequestBase.m_eUnitType |
◆ m_f_UserTimer_s
float SCR_AICombatMoveRequestBase.m_f_UserTimer_s |
◆ m_OnCompleted
ref ScriptInvokerBase<SCR_AICombatMoveRequest_OnCompleted> SCR_AICombatMoveRequestBase.m_OnCompleted |
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◆ m_OnFailed
ref ScriptInvokerBase<SCR_AICombatMoveRequest_OnFailed> SCR_AICombatMoveRequestBase.m_OnFailed |
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The documentation for this interface was generated from the following file:
- Game/AI/Movement/SCR_AICombatMoveRequest.c