Arma Reforger Script API
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SCR_AIInfoComponent Interface Reference
Inheritance diagram for SCR_AIInfoComponent:
SCR_AIInfoBaseComponent

Public Member Functions

void OnVehicleEntered (IEntity vehicle, BaseCompartmentManagerComponent manager, int mgrID, int slotID, bool move)
 
void OnVehicleLeft (IEntity vehicle, BaseCompartmentManagerComponent manager, int mgrID, int slotID, bool move)
 
void InitBloodLevel ()
 
void ~SCR_AIInfoComponent ()
 
SCR_AICombatComponent GetCombatComponent ()
 
bool IsOwnerAgent (AIAgent agent)
 
bool HasRole (EUnitRole role)
 
EUnitRole GetRoles ()
 Use only for debugging!
 
void AddUnitState (EUnitState state)
 
void RemoveUnitState (EUnitState state)
 
bool HasUnitState (EUnitState state)
 
EUnitState GetUnitStates ()
 Use only for debugging!
 
void SetAIState (EUnitAIState state)
 
EUnitAIState GetAIState ()
 
int GetMagazineCountByWellType (TypeName magazinyWellType)
 
void InitThreatSystem (SCR_AIThreatSystem threatSystem)
 
EAIThreatState GetThreatState ()
 
SCR_AIThreatSystem GetThreatSystem ()
 
void SetStance (ECharacterStance stance)
 
ECharacterStance GetStance ()
 
void SetMovementType (EMovementType mode)
 
EMovementType GetMovementType ()
 
void OnLifeStateChanged (ECharacterLifeState previousLifeState, ECharacterLifeState newLifeState)
 
float GetBleedTimeToUnconscious ()
 
void DebugPrintToWidget (TextWidget w)
 
string GetBehaviorEditorDebugName ()
 

Public Attributes

PerceptionComponent m_Perception
 
ref ScriptInvokerBase< SCR_AIOnCompartmentEntered > m_OnCompartmentEntered = new ScriptInvokerBase<SCR_AIOnCompartmentEntered>()
 
ref ScriptInvokerBase< SCR_AIOnCompartmentLeft > m_OnCompartmentLeft = new ScriptInvokerBase<SCR_AIOnCompartmentLeft>()
 
ref ScriptInvokerBase< SCR_AIOnAgentLifeStateChanged > m_OnAgentLifeStateChanged = new ScriptInvokerBase<SCR_AIOnAgentLifeStateChanged>()
 

Protected Member Functions

override void OnPostInit (IEntity owner)
 
override void EOnInit (IEntity owner)
 
override void OnDelete (IEntity owner)
 
void EvaluateWoundedState ()
 Returns true when state has changed and we must invoke an event.
 
void OnDamageEffectAdded (notnull SCR_DamageEffect dmgEffect)
 
void OnDamageEffectRemoved (notnull SCR_DamageEffect dmgEffect)
 

Protected Attributes

EUnitState m_iUnitStates
 
EUnitAIState m_iAIStates
 
SCR_InventoryStorageManagerComponent m_inventoryManagerComponent
 
BaseWeaponManagerComponent m_weaponManagerComponent
 
SCR_CompartmentAccessComponent m_CompartmentAccessComponent
 
SCR_AIThreatSystem m_ThreatSystem
 
SCR_CharacterDamageManagerComponent m_DamageManager
 
SCR_AICombatComponent m_CombatComponent
 
SCR_CharacterControllerComponent m_CharacterController
 
SCR_CharacterBloodHitZone m_BloodHitZone
 
float m_fUnconsciousBloodLevel
 

Constructor & Destructor Documentation

◆ ~SCR_AIInfoComponent()

void SCR_AIInfoComponent.~SCR_AIInfoComponent ( )

Member Function Documentation

◆ AddUnitState()

void SCR_AIInfoComponent.AddUnitState ( EUnitState state)
Parameters
[in]state

◆ DebugPrintToWidget()

void SCR_AIInfoComponent.DebugPrintToWidget ( TextWidget w)
Parameters
[in]w

◆ EOnInit()

override void SCR_AIInfoComponent.EOnInit ( IEntity owner)
protected

◆ EvaluateWoundedState()

void SCR_AIInfoComponent.EvaluateWoundedState ( )
protected

Returns true when state has changed and we must invoke an event.

◆ GetAIState()

EUnitAIState SCR_AIInfoComponent.GetAIState ( )
Returns

◆ GetBehaviorEditorDebugName()

string SCR_AIInfoComponent.GetBehaviorEditorDebugName ( )
Returns

◆ GetBleedTimeToUnconscious()

float SCR_AIInfoComponent.GetBleedTimeToUnconscious ( )
Returns
the time in seconds after which the agent loses consciousness due to bleeding or -1 if not bleeding

◆ GetCombatComponent()

SCR_AICombatComponent SCR_AIInfoComponent.GetCombatComponent ( )

◆ GetMagazineCountByWellType()

int SCR_AIInfoComponent.GetMagazineCountByWellType ( TypeName magazinyWellType)
Parameters
[in]magazinyWellType
Returns

◆ GetMovementType()

EMovementType SCR_AIInfoComponent.GetMovementType ( )

◆ GetRoles()

EUnitRole SCR_AIInfoComponent.GetRoles ( )

Use only for debugging!

Returns

◆ GetStance()

ECharacterStance SCR_AIInfoComponent.GetStance ( )

◆ GetThreatState()

EAIThreatState SCR_AIInfoComponent.GetThreatState ( )
Returns

◆ GetThreatSystem()

SCR_AIThreatSystem SCR_AIInfoComponent.GetThreatSystem ( )
Returns

◆ GetUnitStates()

EUnitState SCR_AIInfoComponent.GetUnitStates ( )

Use only for debugging!

Returns

◆ HasRole()

bool SCR_AIInfoComponent.HasRole ( EUnitRole role)
Parameters
[in]role
Returns

◆ HasUnitState()

bool SCR_AIInfoComponent.HasUnitState ( EUnitState state)
Parameters
[in]state
Returns

◆ InitBloodLevel()

void SCR_AIInfoComponent.InitBloodLevel ( )

◆ InitThreatSystem()

void SCR_AIInfoComponent.InitThreatSystem ( SCR_AIThreatSystem threatSystem)
Parameters
[in]threatSystem

◆ IsOwnerAgent()

bool SCR_AIInfoComponent.IsOwnerAgent ( AIAgent agent)
Parameters
[in]agent
Returns

◆ OnDamageEffectAdded()

void SCR_AIInfoComponent.OnDamageEffectAdded ( notnull SCR_DamageEffect dmgEffect)
protected

◆ OnDamageEffectRemoved()

void SCR_AIInfoComponent.OnDamageEffectRemoved ( notnull SCR_DamageEffect dmgEffect)
protected

◆ OnDelete()

override void SCR_AIInfoComponent.OnDelete ( IEntity owner)
protected

◆ OnLifeStateChanged()

void SCR_AIInfoComponent.OnLifeStateChanged ( ECharacterLifeState previousLifeState,
ECharacterLifeState newLifeState )
Parameters
[in]conscious

◆ OnPostInit()

override void SCR_AIInfoComponent.OnPostInit ( IEntity owner)
protected

◆ OnVehicleEntered()

void SCR_AIInfoComponent.OnVehicleEntered ( IEntity vehicle,
BaseCompartmentManagerComponent manager,
int mgrID,
int slotID,
bool move )
Parameters
[in]vehicle
[in]manager
[in]mgrID
[in]slotID

◆ OnVehicleLeft()

void SCR_AIInfoComponent.OnVehicleLeft ( IEntity vehicle,
BaseCompartmentManagerComponent manager,
int mgrID,
int slotID,
bool move )
Parameters
[in]vehicle
[in]manager
[in]mgrID
[in]slotID

◆ RemoveUnitState()

void SCR_AIInfoComponent.RemoveUnitState ( EUnitState state)
Parameters
[in]state

◆ SetAIState()

void SCR_AIInfoComponent.SetAIState ( EUnitAIState state)
Parameters
[in]state

◆ SetMovementType()

void SCR_AIInfoComponent.SetMovementType ( EMovementType mode)

◆ SetStance()

void SCR_AIInfoComponent.SetStance ( ECharacterStance stance)

Member Data Documentation

◆ m_BloodHitZone

SCR_CharacterBloodHitZone SCR_AIInfoComponent.m_BloodHitZone
protected

◆ m_CharacterController

SCR_CharacterControllerComponent SCR_AIInfoComponent.m_CharacterController
protected

◆ m_CombatComponent

SCR_AICombatComponent SCR_AIInfoComponent.m_CombatComponent
protected

◆ m_CompartmentAccessComponent

SCR_CompartmentAccessComponent SCR_AIInfoComponent.m_CompartmentAccessComponent
protected

◆ m_DamageManager

SCR_CharacterDamageManagerComponent SCR_AIInfoComponent.m_DamageManager
protected

◆ m_fUnconsciousBloodLevel

float SCR_AIInfoComponent.m_fUnconsciousBloodLevel
protected

◆ m_iAIStates

EUnitAIState SCR_AIInfoComponent.m_iAIStates
protected

◆ m_inventoryManagerComponent

SCR_InventoryStorageManagerComponent SCR_AIInfoComponent.m_inventoryManagerComponent
protected

◆ m_iUnitStates

EUnitState SCR_AIInfoComponent.m_iUnitStates
protected

◆ m_OnAgentLifeStateChanged

ref ScriptInvokerBase<SCR_AIOnAgentLifeStateChanged> SCR_AIInfoComponent.m_OnAgentLifeStateChanged = new ScriptInvokerBase<SCR_AIOnAgentLifeStateChanged>()

◆ m_OnCompartmentEntered

ref ScriptInvokerBase<SCR_AIOnCompartmentEntered> SCR_AIInfoComponent.m_OnCompartmentEntered = new ScriptInvokerBase<SCR_AIOnCompartmentEntered>()

◆ m_OnCompartmentLeft

ref ScriptInvokerBase<SCR_AIOnCompartmentLeft> SCR_AIInfoComponent.m_OnCompartmentLeft = new ScriptInvokerBase<SCR_AIOnCompartmentLeft>()

◆ m_Perception

PerceptionComponent SCR_AIInfoComponent.m_Perception

◆ m_ThreatSystem

SCR_AIThreatSystem SCR_AIInfoComponent.m_ThreatSystem
protected

◆ m_weaponManagerComponent

BaseWeaponManagerComponent SCR_AIInfoComponent.m_weaponManagerComponent
protected

The documentation for this interface was generated from the following file: