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SCR_AIUpdateExecutedAction.c
Go to the documentation of this file.
1
// BT node for printing debug messsages
2
class
SCR_AIUpdateExecutedAction
:
AITaskScripted
3
{
4
private
SCR_AIBaseUtilityComponent m_Utility;
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protected
static
override
bool
VisibleInPalette
() {
return
true
;}
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8
protected
override
ENodeResult
EOnTaskSimulate
(AIAgent owner,
float
dt)
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{
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if
(!m_Utility)
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return
ENodeResult
.FAIL;
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m_Utility.SetExecutedAction(m_Utility.GetCurrentAction());
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return
ENodeResult
.SUCCESS;
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}
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override
void
OnEnter
(AIAgent owner)
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{
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m_Utility = SCR_AIBaseUtilityComponent.Cast(owner.FindComponent(SCR_AIBaseUtilityComponent));
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}
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protected
static
override
string
GetOnHoverDescription
()
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{
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return
"Update which activity is now being executed, so BT will always receive correct params"
;
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}
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};
AITaskScripted
Definition
AITaskScripted.c:13
SCR_AIUpdateExecutedAction
Definition
SCR_AIUpdateExecutedAction.c:3
SCR_AIUpdateExecutedAction::OnEnter
override void OnEnter(AIAgent owner)
Definition
SCR_AIUpdateExecutedAction.c:17
SCR_AIUpdateExecutedAction::EOnTaskSimulate
override ENodeResult EOnTaskSimulate(AIAgent owner, float dt)
Definition
SCR_AIUpdateExecutedAction.c:8
SCR_AIUpdateExecutedAction::GetOnHoverDescription
static override string GetOnHoverDescription()
Definition
SCR_AIUpdateExecutedAction.c:22
SCR_AIUpdateExecutedAction::VisibleInPalette
static override bool VisibleInPalette()
Definition
SCR_AIUpdateExecutedAction.c:6
ENodeResult
ENodeResult
Definition
ENodeResult.c:13
scripts
Game
AI
ScriptedNodes
SCR_AIUpdateExecutedAction.c
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