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void | OnInvoked (IEntity user, ScriptedUserAction action, EUserActionEvent e) |
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override void | OnActivate (IEntity object) |
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override array< ref SCR_ScenarioFrameworkActionBase > | GetSubActions () |
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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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void | OnActivate (IEntity object) |
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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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◆ GetSubActions()
◆ OnActivate()
override void SCR_ScenarioFrameworkActionOnUserActionEvent.OnActivate |
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IEntity |
object | ) |
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◆ OnInvoked()
◆ m_aActions
◆ m_aUserEntities
ref array<IEntity> SCR_ScenarioFrameworkActionOnUserActionEvent.m_aUserEntities |
◆ m_eUserActionEvent
EUserActionEvent SCR_ScenarioFrameworkActionOnUserActionEvent.m_eUserActionEvent |
◆ m_Getter
◆ m_GetterUser
◆ m_iActionID
int SCR_ScenarioFrameworkActionOnUserActionEvent.m_iActionID |
The documentation for this interface was generated from the following file:
- Game/ScenarioFramework/Actions/SCR_ScenarioFrameworkActionOnUserActionEvent.c