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