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override void | OnInput (bool pSignal=true, IEntity entity=null) |
| Controls input activation count.
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void | Init () |
| Initializes scenario framework logic and inputs.
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void | SetIsTerminated (bool state) |
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bool | GetIsTerminated () |
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void | OnInput (bool pSignal=true, IEntity entity=null) |
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void | OnActivate (IEntity entity) |
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void | RestoreToDefault () |
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override void | _WB_OnCreate (IEntitySource src) |
| Rename entity with default name on creation in World Editor.
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◆ OnInput()
override void SCR_ScenarioFrameworkLogicOR.OnInput |
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bool |
pSignal = true , |
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IEntity |
entity = null |
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) |
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Controls input activation count.
- Parameters
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[in] | pSignal | pSignal is a boolean parameter indicating whether an input signal is received or not. If true, it increments activation count; |
[in] | entity | Input entity represents an optional parameter in the method, which can be an instance of any entity in the game world. It is |
Implements SCR_ScenarioFrameworkLogic.
◆ m_iActivations
int SCR_ScenarioFrameworkLogicOR.m_iActivations = 0 |
The documentation for this interface was generated from the following file:
- Game/ScenarioFramework/Components/SCR_ScenarioFrameworkLogic.c