◆ EOnTaskSimulate()
Scripted nodes are suposed to return SUCCESS, FAIL or RUNNING state.
Implements AITaskScripted.
◆ GetOnHoverDescription()
| static override string SCR_AIGetSplinePoint.GetOnHoverDescription |
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◆ GetVariablesIn()
| override TStringArray SCR_AIGetSplinePoint.GetVariablesIn |
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◆ GetVariablesOut()
| override TStringArray SCR_AIGetSplinePoint.GetVariablesOut |
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◆ OnInit()
| override void SCR_AIGetSplinePoint.OnInit |
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AIAgent | owner | ) |
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◆ VisibleInPalette()
| static override bool SCR_AIGetSplinePoint.VisibleInPalette |
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◆ PORT_ENTITY
| const string SCR_AIGetSplinePoint.PORT_ENTITY = "EntityWithSplineIn" |
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◆ PORT_POSITION
| const string SCR_AIGetSplinePoint.PORT_POSITION = "PositionOut" |
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◆ s_aVarsIn
| ref TStringArray SCR_AIGetSplinePoint.s_aVarsIn |
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Initial value:= {
}
static const string PORT_ENTITY
Definition SCR_AICheckEntityStance.c:3
◆ s_aVarsOut
| ref TStringArray SCR_AIGetSplinePoint.s_aVarsOut |
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staticprotected |
Initial value:= {
}
static const string PORT_POSITION
Definition SCR_AIGetAnimationScriptParameters.c:4
The documentation for this interface was generated from the following file:
- Game/AI/ScriptedNodes/Debug/SCR_AIGetSplinePoint.c