◆ _WB_OnCreate()
override void SCR_ScenarioFrameworkLogic._WB_OnCreate |
( |
IEntitySource | src | ) |
|
Rename entity with default name on creation in World Editor.
- Parameters
-
[in] | src | Source entity representing the object being created in the world editor. |
◆ GetIsTerminated()
bool SCR_ScenarioFrameworkLogic.GetIsTerminated |
( |
| ) |
|
- Returns
- whether the object is terminated or not.
◆ Init()
void SCR_ScenarioFrameworkLogic.Init |
( |
| ) |
|
Initializes scenario framework logic and inputs.
◆ OnActivate()
void SCR_ScenarioFrameworkLogic.OnActivate |
( |
IEntity | entity | ) |
|
- Parameters
-
[in] | entity | which activates this action |
◆ OnInput()
void SCR_ScenarioFrameworkLogic.OnInput |
( |
bool | pSignal = true, |
|
|
IEntity | entity = null ) |
◆ RestoreToDefault()
void SCR_ScenarioFrameworkLogic.RestoreToDefault |
( |
| ) |
|
◆ SetIsTerminated()
void SCR_ScenarioFrameworkLogic.SetIsTerminated |
( |
bool | state | ) |
|
◆ m_aActions
◆ m_aInputs
◆ m_bDebug
bool SCR_ScenarioFrameworkLogic.m_bDebug |
◆ m_bIsTerminated
bool SCR_ScenarioFrameworkLogic.m_bIsTerminated |
The documentation for this interface was generated from the following file:
- Game/ScenarioFramework/Components/SCR_ScenarioFrameworkLogic.c