◆ GetOnActionEnd()
| SCR_AIActionUserInvoker SCR_AISmartActionComponent.GetOnActionEnd |
( |
bool | createNew = true | ) |
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◆ GetOnActionFailed()
| SCR_AIActionUserInvoker SCR_AISmartActionComponent.GetOnActionFailed |
( |
bool | createNew = true | ) |
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◆ OnActionEnd()
| override void SCR_AISmartActionComponent.OnActionEnd |
( |
IEntity | owner | ) |
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◆ OnActionFailed()
| override void SCR_AISmartActionComponent.OnActionFailed |
( |
IEntity | owner | ) |
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◆ OnDamageStateChanged()
| void SCR_AISmartActionComponent.OnDamageStateChanged |
( |
EDamageState | state | ) |
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◆ OnDelete()
| override void SCR_AISmartActionComponent.OnDelete |
( |
IEntity | owner | ) |
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◆ ReleaseAction()
| void SCR_AISmartActionComponent.ReleaseAction |
( |
| ) |
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◆ ReserveAction()
| void SCR_AISmartActionComponent.ReserveAction |
( |
AIAgent | owner | ) |
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◆ Event_EOnActionEnd
| ref SCR_AIActionUserInvoker SCR_AISmartActionComponent.Event_EOnActionEnd |
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protected |
◆ Event_EOnActionFailed
| ref SCR_AIActionUserInvoker SCR_AISmartActionComponent.Event_EOnActionFailed |
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protected |
◆ m_pDamageManager
The documentation for this interface was generated from the following file:
- Game/AI/Components/SCR_AISmartActionComponent.c