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static const string | NODE_NAME = "SCR_AILeaveStaticVehicles" |
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◆ CancelOrders()
void SCR_AILeaveStaticVehicles.CancelOrders |
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◆ CanReturnRunning()
static override bool SCR_AILeaveStaticVehicles.CanReturnRunning |
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◆ EOnTaskSimulate()
override ENodeResult SCR_AILeaveStaticVehicles.EOnTaskSimulate |
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AIAgent | owner, |
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float | dt ) |
◆ Finished_State()
ENodeResult SCR_AILeaveStaticVehicles.Finished_State |
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◆ GetOnHoverDescription()
static override string SCR_AILeaveStaticVehicles.GetOnHoverDescription |
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◆ OnAbort()
override void SCR_AILeaveStaticVehicles.OnAbort |
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AIAgent | owner, |
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Node | nodeCausingAbort ) |
◆ OnAgentLifeStateChanged()
◆ OnEnter()
override void SCR_AILeaveStaticVehicles.OnEnter |
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AIAgent | owner | ) |
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◆ SendingMessages_State()
ENodeResult SCR_AILeaveStaticVehicles.SendingMessages_State |
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◆ Testing_State()
ENodeResult SCR_AILeaveStaticVehicles.Testing_State |
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bool | isScheduled | ) |
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◆ VisibleInPalette()
static override bool SCR_AILeaveStaticVehicles.VisibleInPalette |
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◆ Waiting_State()
ENodeResult SCR_AILeaveStaticVehicles.Waiting_State |
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◆ m_aAgents
ref array<AIAgent> SCR_AILeaveStaticVehicles.m_aAgents = {} |
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◆ m_aInformedAgents
ref array<AIAgent> SCR_AILeaveStaticVehicles.m_aInformedAgents = {} |
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◆ m_aUsedVehicles
◆ m_aVehiclesToLeave
◆ m_fNextUpdate_ms
float SCR_AILeaveStaticVehicles.m_fNextUpdate_ms |
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◆ m_fUpdateInterval_ms
float SCR_AILeaveStaticVehicles.m_fUpdateInterval_ms |
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◆ m_Group
◆ m_iStateOfExecution
int SCR_AILeaveStaticVehicles.m_iStateOfExecution |
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◆ m_Utility
◆ NODE_NAME
const string SCR_AILeaveStaticVehicles.NODE_NAME = "SCR_AILeaveStaticVehicles" |
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◆ STATE_FINISHED
int SCR_AILeaveStaticVehicles.STATE_FINISHED = 3 |
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◆ STATE_SENDING_SIGNALS
int SCR_AILeaveStaticVehicles.STATE_SENDING_SIGNALS = 1 |
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◆ STATE_TESTING_STATE
int SCR_AILeaveStaticVehicles.STATE_TESTING_STATE = 0 |
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◆ STATE_WAITING
int SCR_AILeaveStaticVehicles.STATE_WAITING = 2 |
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The documentation for this interface was generated from the following file:
- Game/AI/ScriptedNodes/Vehicles/SCR_AILeaveStaticVehicles.c