6 float m_fCompletionRadius;
8 [
Attribute(defvalue:
"{A88F0B6CF25BD1DE}Prefabs/AI/Waypoints/AIWaypoint_Scout.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(
"1000", UIWidgets.EditBox,
"Minimal time to hold the waypoint before it completes")]
21 override void SetWaypointHoldingTime(
float time)
23 m_fHoldingTime = time;
27 override float GetWaypointHoldingTime()
29 return m_fHoldingTime;
33 override void SetWaypointCompletionRadius(
float radius)
35 m_fCompletionRadius = radius;
39 override float GetWaypointCompletionRadius()
41 return m_fCompletionRadius;
45 override void SetWaypointCompletionType(EAIWaypointCompletionType
type)
47 m_eAIWaypointCompletionType =
type;
51 override EAIWaypointCompletionType GetWaypointCompletionType()
53 return m_eAIWaypointCompletionType;
57 override void SetWaypointPriorityLevel(
float priority)
63 override float GetWaypointPriorityLevel()
69 override void SetWaypointPrefab(ResourceName prefab)
71 m_sWaypointPrefab = prefab;
75 override ResourceName GetWaypointPrefab()
77 return m_sWaypointPrefab;