|
| override void | OnActivate (IEntity object) |
| |
| void | SetupInvoker (IEntity object) |
| |
| void | OnDamage (BaseDamageContext damageContext) |
| |
| override array< ref SCR_ScenarioFrameworkActionBase > | GetSubActions () |
| |
| bool | EvaluateConditions (BaseDamageContext damageContext) |
| |
| bool | EvaluateConditionsAND (BaseDamageContext damageContext) |
| |
| bool | EvaluateConditionsOR (BaseDamageContext damageContext) |
| |
| bool | EvaluateConditionsNAND (BaseDamageContext damageContext) |
| |
| bool | EvaluateConditionsXOR (BaseDamageContext damageContext) |
| |
| void | Init (IEntity entity) |
| | Initializes entity, sets OnActivate and OnDeactivate event handlers for SCR_BaseTriggerEntity.
|
| |
| bool | CanActivate () |
| | Checks if action can be activated, handles maximum activation limit, increments activation count if possible.
|
| |
| 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.
|
| |
| void | RestoreToDefault () |
| | Restores default settings for action and resets number of activations.
|
| |
| 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.
|
| |
| proto external string | GetStoreName () |
| | Retrieve the store name, usually just a GUID.
|
| |
◆ EvaluateConditions()
| bool SCR_ScenarioFrameworkActionOnDamage.EvaluateConditions |
( |
BaseDamageContext | damageContext | ) |
|
◆ EvaluateConditionsAND()
| bool SCR_ScenarioFrameworkActionOnDamage.EvaluateConditionsAND |
( |
BaseDamageContext | damageContext | ) |
|
◆ EvaluateConditionsNAND()
| bool SCR_ScenarioFrameworkActionOnDamage.EvaluateConditionsNAND |
( |
BaseDamageContext | damageContext | ) |
|
◆ EvaluateConditionsOR()
| bool SCR_ScenarioFrameworkActionOnDamage.EvaluateConditionsOR |
( |
BaseDamageContext | damageContext | ) |
|
◆ EvaluateConditionsXOR()
| bool SCR_ScenarioFrameworkActionOnDamage.EvaluateConditionsXOR |
( |
BaseDamageContext | damageContext | ) |
|
◆ GetSubActions()
◆ OnActivate()
| override void SCR_ScenarioFrameworkActionOnDamage.OnActivate |
( |
IEntity | object | ) |
|
◆ OnDamage()
◆ SetupInvoker()
| void SCR_ScenarioFrameworkActionOnDamage.SetupInvoker |
( |
IEntity | object | ) |
|
◆ m_aActions
◆ m_aDamageContextConditions
◆ m_eActivationConditionLogic
| SCR_EScenarioFrameworkLogicOperators SCR_ScenarioFrameworkActionOnDamage.m_eActivationConditionLogic |
◆ m_Getter
The documentation for this interface was generated from the following file:
- Game/ScenarioFramework/Actions/DamageActions/SCR_ScenarioFrameworkActionOnDamage.c