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void | Initialize (IEntity owner, InventoryStorageSlot slot, IEntity item, bool removeOp) |
| Called upon task initialization owner is Entity with attached InventoryStorageManagerComponent (when adding to tasks queue)
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void | Start (InventoryStorageSlot slot, IEntity item, bool removeOp) |
| Called before first Update, when task is start executing.
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void | Update (float dt, InventoryStorageSlot slot, IEntity item, bool removeOp) |
| Called on update.
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bool | IsComplete (InventoryStorageSlot slot, IEntity item, bool removeOp) |
| Task should return true when done, otherwise it won't be released by manager.
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void | OnTaskCompleted () |
| Called only when I have completed.
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◆ Initialize()
void ScriptedInventoryTask.Initialize |
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IEntity | owner, |
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InventoryStorageSlot | slot, |
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IEntity | item, |
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bool | removeOp ) |
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◆ IsComplete()
Task should return true when done, otherwise it won't be released by manager.
◆ OnTaskCompleted()
void ScriptedInventoryTask.OnTaskCompleted |
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Called only when I have completed.
◆ SetSlotOperation()
proto external void ScriptedInventoryTask.SetSlotOperation |
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InventoryStorageSlot | slot, |
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IEntity | item, |
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bool | removeOp ) |
◆ Start()
Called before first Update, when task is start executing.
◆ Update()
void ScriptedInventoryTask.Update |
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float | dt, |
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InventoryStorageSlot | slot, |
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IEntity | item, |
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bool | removeOp ) |
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The documentation for this interface was generated from the following file:
- Game/generated/InventorySystem/InventoryTask/ScriptedInventoryTask.c