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SCR_AIAnimateBehavior.c
Go to the documentation of this file.
1
class
SCR_AIAnimateBehavior
:
SCR_AIBehaviorBase
2
{
3
ref SCR_BTParam<IEntity> m_RootEntity =
new
SCR_BTParam<IEntity>(
SCR_AIActionTask
.ENTITY_PORT);
4
ref SCR_BTParamRef<SCR_AIAnimationScript> m_AgentScript =
new
SCR_BTParamRef<SCR_AIAnimationScript>(
SCR_AIActionTask
.AGENT_SCRIPT_PORT);
5
ref SCR_BTParamRef<ScriptInvokerBase<SCR_AIOnAnimationBehaviorAction>> m_RelatedInvoker =
new
SCR_BTParamRef<ScriptInvokerBase<SCR_AIOnAnimationBehaviorAction>>(
SCR_AIActionTask
.RELATED_INVOKER_PORT);
6
7
protected
int
m_iAnimationIndex
;
8
protected
SCR_AIAnimateActivity
m_animateActivity
;
9
10
//-----------------------------------------------------------------------------------------------------
11
void
SCR_AIAnimateBehavior
(SCR_AIUtilityComponent utility,
SCR_AIActivityBase
groupActivity,
IEntity
rootEntity,
float
priority = PRIORITY_BEHAVIOR_ANIMATE,
float
priorityLevel =
PRIORITY_LEVEL_NORMAL
,
SCR_AIAnimationScript
scriptForAgent = null, ScriptInvokerBase<SCR_AIOnAnimationBehaviorAction> relatedInvoker = null)
12
{
13
m_sBehaviorTree
=
"AI/BehaviorTrees/Chimera/Soldier/Behavior_Animate.bt"
;
14
m_RootEntity.Init(
this
, rootEntity);
15
m_AgentScript.Init(
this
, scriptForAgent);
16
m_RelatedInvoker.Init(
this
, relatedInvoker);
17
SetPriority(priority);
18
m_fPriorityLevel
.m_Value = priorityLevel;
19
}
20
21
//---------------------------------------------------------------------------------------------------------------------------------
22
override
int
GetCause
()
23
{
24
return
SCR_EAIBehaviorCause
.SAFE;
25
}
26
27
//-----------------------------------------------------------------------------------------------------
28
override
void
OnActionSelected
()
29
{
30
super.OnActionSelected();
31
m_animateActivity
=
SCR_AIAnimateActivity
.Cast(GetRelatedGroupActivity());
32
if
(!
m_animateActivity
)
33
{
34
PrintFormat
(
"Behavior %1 does not have proper related activity %2!"
,
this
, GetRelatedGroupActivity());
35
Fail
();
36
}
37
m_animateActivity
.AddAgentToAnimatedAgents(
m_Utility
.GetOwner());
38
}
39
40
//-----------------------------------------------------------------------------------------------------
41
override
void
OnActionFailed
()
42
{
43
super.OnActionFailed();
44
if
(
m_animateActivity
)
45
m_animateActivity
.RemoveAgentFromAnimatedAgents(
m_Utility
.GetOwner(),
false
);
46
}
47
48
//-----------------------------------------------------------------------------------------------------
49
override
void
OnActionCompleted
()
50
{
51
super.OnActionCompleted();
52
if
(
m_animateActivity
)
53
m_animateActivity
.RemoveAgentFromAnimatedAgents(
m_Utility
.GetOwner(),
true
);
54
}
55
};
56
57
class
SCR_AIGetAnimateBehaviorParameters
:
SCR_AIGetActionParameters
58
{
59
static
ref
TStringArray
s_aVarsOut = (
new
SCR_AIAnimateBehavior
(null, null, null)).
GetPortNames
();
60
override
TStringArray
GetVariablesOut
() {
return
s_aVarsOut; }
61
62
static
override
bool
VisibleInPalette
() {
return
true
; }
63
};
m_fPriorityLevel
ref SCR_BTParam< float > m_fPriorityLevel
Definition
SCR_AIAction.c:87
PRIORITY_LEVEL_NORMAL
enum EAIActionFailReason PRIORITY_LEVEL_NORMAL
GetPortNames
TStringArray GetPortNames()
Definition
SCR_AIAction.c:238
m_sBehaviorTree
ResourceName m_sBehaviorTree
Definition
SCR_AIAction.c:89
Fail
void Fail(bool doNotCompleteWaypoint)
Definition
SCR_AIActivity.c:75
SCR_AIActivityBase
void SCR_AIActivityBase(SCR_AIGroupUtilityComponent utility, AIWaypoint relatedWaypoint)
Definition
SCR_AIActivity.c:44
m_Utility
enum SCR_EAIActivityCause m_Utility
SCR_AIBehaviorBase
void SCR_AIBehaviorBase(SCR_AIUtilityComponent utility, SCR_AIActivityBase groupActivity)
Definition
SCR_AIBehavior.c:23
SCR_EAIBehaviorCause
SCR_EAIBehaviorCause
Definition
SCR_AIBehavior.c:2
GetVariablesOut
override TStringArray GetVariablesOut()
Definition
SCR_AIFindFirePositionBehavior.c:133
IEntity
Definition
IEntity.c:13
SCR_AIActionTask
Definition
SCR_AIBehaviorTask.c:2
SCR_AIAnimateActivity
Definition
SCR_AIAnimateActivity.c:2
SCR_AIAnimateBehavior
Definition
SCR_AIAnimateBehavior.c:2
SCR_AIAnimateBehavior::SCR_AIAnimateBehavior
void SCR_AIAnimateBehavior(SCR_AIUtilityComponent utility, SCR_AIActivityBase groupActivity, IEntity rootEntity, float priority=PRIORITY_BEHAVIOR_ANIMATE, float priorityLevel=PRIORITY_LEVEL_NORMAL, SCR_AIAnimationScript scriptForAgent=null, ScriptInvokerBase< SCR_AIOnAnimationBehaviorAction > relatedInvoker=null)
Definition
SCR_AIAnimateBehavior.c:11
SCR_AIAnimateBehavior::OnActionFailed
override void OnActionFailed()
Definition
SCR_AIAnimateBehavior.c:41
SCR_AIAnimateBehavior::m_animateActivity
SCR_AIAnimateActivity m_animateActivity
Definition
SCR_AIAnimateBehavior.c:8
SCR_AIAnimateBehavior::m_iAnimationIndex
int m_iAnimationIndex
Definition
SCR_AIAnimateBehavior.c:7
SCR_AIAnimateBehavior::OnActionSelected
override void OnActionSelected()
Definition
SCR_AIAnimateBehavior.c:28
SCR_AIAnimateBehavior::GetCause
override int GetCause()
Definition
SCR_AIAnimateBehavior.c:22
SCR_AIAnimateBehavior::OnActionCompleted
override void OnActionCompleted()
Definition
SCR_AIAnimateBehavior.c:49
SCR_AIAnimationScript
Definition
SCR_AIAnimationWaypoint.c:55
SCR_AIGetActionParameters
Definition
SCR_AIGetActionParameters.c:23
SCR_AIGetActionParameters::VisibleInPalette
static override bool VisibleInPalette()
Definition
SCR_AIGetActionParameters.c:38
SCR_AIGetAnimateBehaviorParameters
Definition
SCR_AIAnimateBehavior.c:58
PrintFormat
proto void PrintFormat(string fmt, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL, LogLevel level=LogLevel.NORMAL)
TStringArray
array< string > TStringArray
Definition
Types.c:385
scripts
Game
AI
Behavior
SCR_AIAnimateBehavior.c
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