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