◆ ~SCR_AIInfoComponent()
| void SCR_AIInfoComponent.~SCR_AIInfoComponent |
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| ) |
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◆ AddUnitState()
| void SCR_AIInfoComponent.AddUnitState |
( |
EUnitState | state | ) |
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◆ DebugPrintToWidget()
| void SCR_AIInfoComponent.DebugPrintToWidget |
( |
TextWidget | w | ) |
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◆ EOnInit()
| override void SCR_AIInfoComponent.EOnInit |
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IEntity | owner | ) |
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protected |
◆ EvaluateWoundedState()
| void SCR_AIInfoComponent.EvaluateWoundedState |
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protected |
Returns true when state has changed and we must invoke an event.
◆ GetAIState()
| EUnitAIState SCR_AIInfoComponent.GetAIState |
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◆ GetBehaviorEditorDebugName()
| string SCR_AIInfoComponent.GetBehaviorEditorDebugName |
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◆ GetBleedTimeToUnconscious()
| float SCR_AIInfoComponent.GetBleedTimeToUnconscious |
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- Returns
- the time in seconds after which the agent loses consciousness due to bleeding or -1 if not bleeding
◆ GetCombatComponent()
◆ GetMagazineCountByWellType()
| int SCR_AIInfoComponent.GetMagazineCountByWellType |
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TypeName | magazinyWellType | ) |
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◆ GetMovementType()
◆ GetRoles()
| EUnitRole SCR_AIInfoComponent.GetRoles |
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Use only for debugging!
- Returns
◆ GetStance()
◆ GetThreatState()
| EAIThreatState SCR_AIInfoComponent.GetThreatState |
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◆ GetThreatSystem()
◆ GetUnitStates()
| EUnitState SCR_AIInfoComponent.GetUnitStates |
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| ) |
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Use only for debugging!
- Returns
◆ HasRole()
| bool SCR_AIInfoComponent.HasRole |
( |
EUnitRole | role | ) |
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◆ HasUnitState()
| bool SCR_AIInfoComponent.HasUnitState |
( |
EUnitState | state | ) |
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◆ InitBloodLevel()
| void SCR_AIInfoComponent.InitBloodLevel |
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| ) |
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◆ InitThreatSystem()
◆ IsOwnerAgent()
| bool SCR_AIInfoComponent.IsOwnerAgent |
( |
AIAgent | agent | ) |
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◆ OnDamageEffectAdded()
| void SCR_AIInfoComponent.OnDamageEffectAdded |
( |
notnull SCR_DamageEffect | dmgEffect | ) |
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◆ OnDamageEffectRemoved()
| void SCR_AIInfoComponent.OnDamageEffectRemoved |
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notnull SCR_DamageEffect | dmgEffect | ) |
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◆ OnDelete()
| override void SCR_AIInfoComponent.OnDelete |
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IEntity | owner | ) |
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◆ OnLifeStateChanged()
◆ OnPostInit()
| override void SCR_AIInfoComponent.OnPostInit |
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IEntity | owner | ) |
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protected |
◆ OnVehicleEntered()
- Parameters
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| [in] | vehicle | |
| [in] | manager | |
| [in] | mgrID | |
| [in] | slotID | |
◆ OnVehicleLeft()
- Parameters
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| [in] | vehicle | |
| [in] | manager | |
| [in] | mgrID | |
| [in] | slotID | |
◆ RemoveUnitState()
| void SCR_AIInfoComponent.RemoveUnitState |
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EUnitState | state | ) |
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◆ SetAIState()
| void SCR_AIInfoComponent.SetAIState |
( |
EUnitAIState | state | ) |
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◆ SetMovementType()
◆ SetStance()
◆ m_BloodHitZone
◆ m_CharacterController
◆ m_CombatComponent
◆ m_CompartmentAccessComponent
◆ m_DamageManager
◆ m_fUnconsciousBloodLevel
| float SCR_AIInfoComponent.m_fUnconsciousBloodLevel |
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protected |
◆ m_iAIStates
| EUnitAIState SCR_AIInfoComponent.m_iAIStates |
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protected |
◆ m_inventoryManagerComponent
◆ m_iUnitStates
| EUnitState SCR_AIInfoComponent.m_iUnitStates |
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◆ 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
◆ m_ThreatSystem
◆ m_weaponManagerComponent
The documentation for this interface was generated from the following file:
- Game/AI/Components/SCR_AIInfoComponent.c