◆ EvaluateAnimationState()
void SCR_ScenarioFrameworkAIActionOnAnimationWaypointStarted.EvaluateAnimationState |
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bool | startingAnimation | ) |
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◆ GetSubActions()
◆ Init()
override void SCR_ScenarioFrameworkAIActionOnAnimationWaypointStarted.Init |
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SCR_AIGroup | targetAIGroup, |
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IEntity | entity ) |
◆ OnActivate()
override void SCR_ScenarioFrameworkAIActionOnAnimationWaypointStarted.OnActivate |
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◆ OnAnimationStarted()
void SCR_ScenarioFrameworkAIActionOnAnimationWaypointStarted.OnAnimationStarted |
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AIAgent | agent, |
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bool | startingAnimation, |
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int | animationIndex ) |
◆ OnWaypointSpawned()
◆ PerformActions()
void SCR_ScenarioFrameworkAIActionOnAnimationWaypointStarted.PerformActions |
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◆ m_aActionsOnWaypointCompleted
◆ m_AISlotEntity
IEntity SCR_ScenarioFrameworkAIActionOnAnimationWaypointStarted.m_AISlotEntity |
◆ m_bRemoveOnCompleted
bool SCR_ScenarioFrameworkAIActionOnAnimationWaypointStarted.m_bRemoveOnCompleted |
◆ m_eEvaluationState
SCR_EAnimationStateToCheck SCR_ScenarioFrameworkAIActionOnAnimationWaypointStarted.m_eEvaluationState |
◆ m_Getter
◆ m_iAnimationIndex
int SCR_ScenarioFrameworkAIActionOnAnimationWaypointStarted.m_iAnimationIndex |
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protected |
◆ m_Waypoint
The documentation for this interface was generated from the following file:
- Game/ScenarioFramework/Actions/AIActions/SCR_ScenarioFrameworkAIActionOnAnimationWaypointStarted.c