6 float m_fCompletionRadius;
8 [
Attribute(defvalue:
"{2A81753527971941}Prefabs/AI/Waypoints/AIWaypoint_Defend_CP.et",
desc:
"In Default, it will use specific prefab for each class, but here you can change it if you know what you are doing")]
9 ResourceName m_sWaypointPrefab;
11 [
Attribute(defvalue: EAIWaypointCompletionType.All.ToString(), UIWidgets.ComboBox,
"AI Waypoint Completion Type",
"", ParamEnumArray.FromEnum(EAIWaypointCompletionType))]
12 EAIWaypointCompletionType m_eAIWaypointCompletionType;
14 [
Attribute(
"0", UIWidgets.SpinBox,
"Waypoint priority level",
"0 2000 1000")]
15 float m_fPriorityLevel;
17 [
Attribute(
"-1", UIWidgets.EditBox,
"Minimal time to hold the waypoint before it completes")]
20 [
Attribute(
"1", UIWidgets.Object,
"Fast init - units will be spawned on their defensive locations")]
26 override void SetFastInit(
bool enabled)
28 m_bFastInit = enabled;
32 override bool GetFastInit()
38 override void SetWaypointHoldingTime(
float time)
40 m_fHoldingTime = time;
44 override float GetWaypointHoldingTime()
46 return m_fHoldingTime;
50 override void SetWaypointCompletionRadius(
float radius)
52 m_fCompletionRadius = radius;
56 override float GetWaypointCompletionRadius()
58 return m_fCompletionRadius;
62 override void SetWaypointCompletionType(EAIWaypointCompletionType
type)
64 m_eAIWaypointCompletionType =
type;
68 override EAIWaypointCompletionType GetWaypointCompletionType()
70 return m_eAIWaypointCompletionType;
74 override void SetWaypointPriorityLevel(
float priority)
80 override float GetWaypointPriorityLevel()
86 override void SetWaypointPrefab(ResourceName prefab)
88 m_sWaypointPrefab = prefab;
92 override ResourceName GetWaypointPrefab()
94 return m_sWaypointPrefab;