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