◆ ~SCR_AIInfoComponent()
void SCR_AIInfoComponent.~SCR_AIInfoComponent |
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◆ AddUnitState()
void SCR_AIInfoComponent.AddUnitState |
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EUnitState |
state | ) |
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◆ DebugPrintToWidget()
void SCR_AIInfoComponent.DebugPrintToWidget |
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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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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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Use only for debugging!
- Returns
◆ GetWeaponRaised()
bool SCR_AIInfoComponent.GetWeaponRaised |
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◆ HasRole()
bool SCR_AIInfoComponent.HasRole |
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EUnitRole |
role | ) |
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◆ HasUnitState()
bool SCR_AIInfoComponent.HasUnitState |
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EUnitState |
state | ) |
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◆ InitBloodLevel()
void SCR_AIInfoComponent.InitBloodLevel |
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◆ InitThreatSystem()
◆ IsOwnerAgent()
bool SCR_AIInfoComponent.IsOwnerAgent |
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AIAgent |
agent | ) |
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◆ OnDamageEffectAdded()
void SCR_AIInfoComponent.OnDamageEffectAdded |
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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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◆ 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 |
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EUnitAIState |
state | ) |
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◆ SetMovementType()
◆ SetStance()
◆ SetWeaponRaised()
void SCR_AIInfoComponent.SetWeaponRaised |
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bool |
raised | ) |
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◆ m_BloodHitZone
◆ m_bWeaponRaised
bool SCR_AIInfoComponent.m_bWeaponRaised |
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protected |
◆ m_CharacterController
◆ m_CombatComponent
◆ m_CompartmentAccessComponent
◆ m_DamageManager
◆ m_eMovementType
◆ m_eStance
◆ m_fUnconsciousBloodLevel
float SCR_AIInfoComponent.m_fUnconsciousBloodLevel |
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◆ m_iAIStates
EUnitAIState SCR_AIInfoComponent.m_iAIStates |
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◆ m_iAttackCount
int SCR_AIInfoComponent.m_iAttackCount |
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◆ 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_unitID
int SCR_AIInfoComponent.m_unitID |
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protected |
◆ m_weaponManagerComponent
The documentation for this interface was generated from the following file:
- Game/AI/Components/SCR_AIInfoComponent.c