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| bool | CanActivateTriggerVariant (IEntity object, out SCR_ScenarioFrameworkTriggerEntity trigger) |
| | Activates trigger if not exceeded max number of activations, removes event handlers if max reached.
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| override void | OnActivate (IEntity object) |
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| void | Init (IEntity entity) |
| | Initializes entity, sets OnActivate and OnDeactivate event handlers for SCR_BaseTriggerEntity.
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| bool | CanActivate () |
| | Checks if action can be activated, handles maximum activation limit, increments activation count if possible.
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| bool | ValidateInputEntity (IEntity object, SCR_ScenarioFrameworkGet getter, out IEntity entity) |
| | Validates input entity for ScenarioFramework Action, checks if it's from layer or getter, returns true if valid.
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| array< ref SCR_ScenarioFrameworkActionBase > | GetSubActions () |
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| void | RestoreToDefault () |
| | Restores default settings for action and resets number of activations.
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| void | SpawnObjects (notnull array< string > aObjectsNames, SCR_ScenarioFrameworkEActivationType eActivationType) |
| | Spawns objects from an array, checks for existence, activation type, and initializes them with specified activation type.
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| proto external string | GetStoreName () |
| | Retrieve the store name, usually just a GUID.
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◆ CanActivateTriggerVariant()
Activates trigger if not exceeded max number of activations, removes event handlers if max reached.
- Parameters
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| [in] | object | Checks if trigger can be activated, increments activation count if possible, removes event handlers if max activations reached |
| [out] | trigger | Trigger entity in scenario framework, used for activating/deactivating events. |
- Returns
- true if trigger can be activated, false otherwise.
◆ OnActivate()
| override void SCR_ScenarioFrameworkActionChangeTriggerActivationPresence.OnActivate |
( |
IEntity | object | ) |
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◆ m_eActivationPresence
| SCR_EScenarioFrameworkTriggerActivation SCR_ScenarioFrameworkActionChangeTriggerActivationPresence.m_eActivationPresence |
◆ m_Getter
The documentation for this interface was generated from the following file:
- Game/ScenarioFramework/Actions/SCR_ScenarioFrameworkActionChangeTriggerActivationPresence.c