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void | SCR_AICommsHandler (notnull IEntity entity, notnull AIAgent agent) |
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void | AddRequest (SCR_AITalkRequest request) |
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bool | CanBypass (SCR_AITalkRequest request=null) |
| Checks if we can optimize out transmitting this, which results in successful completion of request You should call this before creating a talk request and adding it to the queue request - optional, the request which we will check if we can bypass it.
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void | SetMuted (bool mute) |
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bool | GetMuted () |
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void | SetSuspended (bool suspended) |
| 'Suspended' means a sleeping state When switching to suspended state, current request, if exists, is put back into queue.
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bool | GetSuspended () |
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void | Update (float timeSlice) |
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void | Reset () |
| Fails and clears all requests, resets to initial state.
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void | EOnDiag (float timeSlice) |
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void | ~SCR_AICommsHandler () |
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◆ SCR_AICommsHandler()
void SCR_AICommsHandler.SCR_AICommsHandler |
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notnull IEntity |
entity, |
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notnull AIAgent |
agent |
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) |
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◆ ~SCR_AICommsHandler()
void SCR_AICommsHandler.~SCR_AICommsHandler |
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◆ AddRequest()
◆ CanBypass()
Checks if we can optimize out transmitting this, which results in successful completion of request You should call this before creating a talk request and adding it to the queue request - optional, the request which we will check if we can bypass it.
If it's not passed, oinly generic rules are checked.
◆ CanTransmit()
Checks if we can transmit with relation to channel state.
◆ ClearAndFailAllRequests()
void SCR_AICommsHandler.ClearAndFailAllRequests |
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protected |
Clears and fails all requests.
◆ CompleteRequest()
◆ EOnDiag()
void SCR_AICommsHandler.EOnDiag |
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float |
timeSlice | ) |
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◆ FailRequest()
◆ FindValidRequest()
◆ GetMuted()
bool SCR_AICommsHandler.GetMuted |
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◆ GetSuspended()
bool SCR_AICommsHandler.GetSuspended |
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◆ IsChannelFree()
bool SCR_AICommsHandler.IsChannelFree |
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Checks if channel is free for transmission.
Now it checks nearby characters.
◆ Reset()
void SCR_AICommsHandler.Reset |
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Fails and clears all requests, resets to initial state.
◆ SetMuted()
void SCR_AICommsHandler.SetMuted |
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bool |
mute | ) |
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◆ SetSuspended()
void SCR_AICommsHandler.SetSuspended |
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bool |
suspended | ) |
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'Suspended' means a sleeping state When switching to suspended state, current request, if exists, is put back into queue.
Requests are not served in suspended state.
◆ SwitchToState()
void SCR_AICommsHandler.SwitchToState |
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SCR_EAICommunicationState |
newState | ) |
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◆ TransmitRequest()
◆ TryTransmitAndSwitchState()
void SCR_AICommsHandler.TryTransmitAndSwitchState |
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Tries to transmit, if succeedes, switches to ACTIVE state, otherwise to WAITING state.
◆ Update()
void SCR_AICommsHandler.Update |
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float |
timeSlice | ) |
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◆ m_Agent
AIAgent SCR_AICommsHandler.m_Agent |
◆ m_aRequestQueue
◆ m_bMuted
bool SCR_AICommsHandler.m_bMuted |
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◆ m_bNeedUpdate
bool SCR_AICommsHandler.m_bNeedUpdate = false |
◆ m_CurrentRequest
◆ m_Entity
IEntity SCR_AICommsHandler.m_Entity |
◆ m_eState
SCR_EAICommunicationState SCR_AICommsHandler.m_eState |
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◆ m_FactionComp
◆ m_fActiveTimer_ms
float SCR_AICommsHandler.m_fActiveTimer_ms |
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◆ m_SignalsManagerComponent
◆ m_VoNComponent
◆ NEARBY_SPEAKER_CHECK_RANGE
const float SCR_AICommsHandler.NEARBY_SPEAKER_CHECK_RANGE = 10.0 |
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◆ SAMPLE_LENGTH_MS
const float SCR_AICommsHandler.SAMPLE_LENGTH_MS = 2000.0 |
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staticprotected |
The documentation for this interface was generated from the following file:
- Game/AI/Talk/SCR_AICommsHandler.c