Arma Reforger Script API
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Public Member Functions | Public Attributes | Protected Member Functions | Protected Attributes | List of all members
SCR_AIInfoComponent Interface Reference
Inheritance diagram for SCR_AIInfoComponent:
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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 SetStance (ECharacterStance stance)
 
ECharacterStance GetStance ()
 
void SetMovementType (EMovementType mode)
 
EMovementType GetMovementType ()
 
void SetWeaponRaised (bool raised)
 
bool GetWeaponRaised ()
 
void InitThreatSystem (SCR_AIThreatSystem threatSystem)
 
EAIThreatState GetThreatState ()
 
SCR_AIThreatSystem GetThreatSystem ()
 
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
 
ECharacterStance m_eStance
 
EMovementType m_eMovementType
 
bool m_bWeaponRaised
 
int m_iAttackCount
 
int m_unitID
 

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 ( )
Returns

◆ GetRoles()

EUnitRole SCR_AIInfoComponent.GetRoles ( )

Use only for debugging!

Returns

◆ GetStance()

ECharacterStance SCR_AIInfoComponent.GetStance ( )
Returns

◆ GetThreatState()

EAIThreatState SCR_AIInfoComponent.GetThreatState ( )
Returns

◆ GetThreatSystem()

SCR_AIThreatSystem SCR_AIInfoComponent.GetThreatSystem ( )
Returns

◆ GetUnitStates()

EUnitState SCR_AIInfoComponent.GetUnitStates ( )

Use only for debugging!

Returns

◆ GetWeaponRaised()

bool SCR_AIInfoComponent.GetWeaponRaised ( )
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)
Parameters
[in]mode

◆ SetStance()

void SCR_AIInfoComponent.SetStance ( ECharacterStance  stance)
Parameters
[in]stance

◆ SetWeaponRaised()

void SCR_AIInfoComponent.SetWeaponRaised ( bool  raised)
Parameters
[in]raised

Member Data Documentation

◆ m_BloodHitZone

SCR_CharacterBloodHitZone SCR_AIInfoComponent.m_BloodHitZone
protected

◆ m_bWeaponRaised

bool SCR_AIInfoComponent.m_bWeaponRaised
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_eMovementType

EMovementType SCR_AIInfoComponent.m_eMovementType
protected

◆ m_eStance

ECharacterStance SCR_AIInfoComponent.m_eStance
protected

◆ m_fUnconsciousBloodLevel

float SCR_AIInfoComponent.m_fUnconsciousBloodLevel
protected

◆ m_iAIStates

EUnitAIState SCR_AIInfoComponent.m_iAIStates
protected

◆ m_iAttackCount

int SCR_AIInfoComponent.m_iAttackCount
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_unitID

int SCR_AIInfoComponent.m_unitID
protected

◆ m_weaponManagerComponent

BaseWeaponManagerComponent SCR_AIInfoComponent.m_weaponManagerComponent
protected

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