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| float | GetGroupCohesionCheckTimeInMs () |
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| override void | OnPostInit (IEntity owner) |
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| void | OnPlayerAddedToGroup (SCR_AIGroup aiGroup, int playerID) |
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| void | OnPlayerRemovedFromGroup (SCR_AIGroup aiGroup, int playerID) |
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| void | DrawDebug () |
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| void | CreateAgentDistanceGraph (out array< ref array< int > > playerGraph, array< int > players, int playerCount) |
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| void | FindGroupFromAgentDistanceGraph (out array< int > biggestGroup, const array< ref array< int > > playerGraph, int playerCount, int groupMinSize) |
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| bool | GetGroupOfPlayersInCohesion (out notnull array< int > playerGroup, out notnull array< int > players, out int groupMinSize) |
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| void | AwardXPToGroup (array< int > playerGroup, array< int > players, int groupMinSize) |
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| void | CheckGroupCohesion () |
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◆ AwardXPToGroup()
| void SCR_AIGroupCohesionComponent.AwardXPToGroup |
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array< int > | playerGroup, |
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array< int > | players, |
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int | groupMinSize ) |
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◆ CheckGroupCohesion()
| void SCR_AIGroupCohesionComponent.CheckGroupCohesion |
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| ) |
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◆ CreateAgentDistanceGraph()
| void SCR_AIGroupCohesionComponent.CreateAgentDistanceGraph |
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out array< ref array< int > > | playerGraph, |
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array< int > | players, |
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int | playerCount ) |
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◆ DrawDebug()
| void SCR_AIGroupCohesionComponent.DrawDebug |
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| ) |
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◆ FindGroupFromAgentDistanceGraph()
| void SCR_AIGroupCohesionComponent.FindGroupFromAgentDistanceGraph |
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out array< int > | biggestGroup, |
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const array< ref array< int > > | playerGraph, |
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int | playerCount, |
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int | groupMinSize ) |
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◆ GetGroupCohesionCheckTimeInMs()
| float SCR_AIGroupCohesionComponent.GetGroupCohesionCheckTimeInMs |
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◆ GetGroupOfPlayersInCohesion()
| bool SCR_AIGroupCohesionComponent.GetGroupOfPlayersInCohesion |
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out notnull array< int > | playerGroup, |
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out notnull array< int > | players, |
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out int | groupMinSize ) |
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◆ GetPlayersInCohesion()
| int SCR_AIGroupCohesionComponent.GetPlayersInCohesion |
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out notnull array< int > | playersInCohesion | ) |
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◆ OnPlayerAddedToGroup()
| void SCR_AIGroupCohesionComponent.OnPlayerAddedToGroup |
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SCR_AIGroup | aiGroup, |
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int | playerID ) |
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◆ OnPlayerRemovedFromGroup()
| void SCR_AIGroupCohesionComponent.OnPlayerRemovedFromGroup |
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SCR_AIGroup | aiGroup, |
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int | playerID ) |
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◆ OnPostInit()
| override void SCR_AIGroupCohesionComponent.OnPostInit |
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IEntity | owner | ) |
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◆ m_bDebugActive
| bool SCR_AIGroupCohesionComponent.m_bDebugActive |
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◆ m_fGroupCohesionCheck
| float SCR_AIGroupCohesionComponent.m_fGroupCohesionCheck |
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◆ m_fGroupCohesionRadius
| float SCR_AIGroupCohesionComponent.m_fGroupCohesionRadius |
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◆ m_fGroupCohesionXpIncreasePerPlayer
| float SCR_AIGroupCohesionComponent.m_fGroupCohesionXpIncreasePerPlayer |
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◆ m_Group
◆ m_iGroupCohesionLevel
| int SCR_AIGroupCohesionComponent.m_iGroupCohesionLevel = 0 |
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◆ m_iMaxGroupCohesionLevel
| int SCR_AIGroupCohesionComponent.m_iMaxGroupCohesionLevel |
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The documentation for this interface was generated from the following file:
- Game/AI/Components/SCR_AIGroupCohesionComponent.c