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SCR_AICharacterLeanOnAbort.c
Go to the documentation of this file.
1
class
SCR_AICharacterLeanOnAbort
:
AITaskScripted
2
{
3
protected
bool
m_bAbortDone
;
4
5
//-----------------------------------------------------------------------------------------------------------------------------------------
6
protected
static
override
bool
VisibleInPalette
()
7
{
8
return
true
;
9
}
10
11
//-----------------------------------------------------------------------------------------------------------------------------------------
12
protected
static
override
bool
CanReturnRunning
()
13
{
14
return
true
;
15
}
16
17
//-----------------------------------------------------------------------------------------------------------------------------------------
18
protected
override
void
OnEnter
(AIAgent owner)
19
{
20
m_bAbortDone
=
false
;
21
}
22
23
//-----------------------------------------------------------------------------------------------------------------------------------------
24
protected
override
ENodeResult
EOnTaskSimulate
(AIAgent owner,
float
dt)
25
{
26
return
ENodeResult
.RUNNING;
27
}
28
29
//-----------------------------------------------------------------------------------------------------------------------------------------
30
protected
override
void
OnAbort
(AIAgent owner,
Node
nodeCausingAbort)
31
{
32
if
(
m_bAbortDone
)
33
return
;
34
IEntity
ent = owner.GetControlledEntity();
35
if
(!ent)
36
{
37
NodeError
(
this
, owner,
"Abort called on AIAgent without entity. Invalid usage."
);
38
};
39
CharacterControllerComponent cc = CharacterControllerComponent.Cast(ent.
FindComponent
(CharacterControllerComponent));
40
if
(cc && cc.IsLeaning())
41
{
42
cc.SetWantedLeaning(0);
43
};
44
m_bAbortDone
=
true
;
45
}
46
47
//-----------------------------------------------------------------------------------------------------------------------------------------
48
override
static
string
GetOnHoverDescription
()
49
{
50
return
"Clears leaning state of owner entity OnAbort"
;
51
}
52
};
NodeError
ENodeResult NodeError(Node node, AIAgent owner, string msg)
Error call to be used in scripted BT nodes.
Definition
NodeError.c:3
AITaskScripted
Definition
AITaskScripted.c:13
IEntity
Definition
IEntity.c:13
IEntity::FindComponent
proto external Managed FindComponent(typename typeName)
Node
Definition
Node.c:13
SCR_AICharacterLeanOnAbort
Definition
SCR_AICharacterLeanOnAbort.c:2
SCR_AICharacterLeanOnAbort::OnAbort
override void OnAbort(AIAgent owner, Node nodeCausingAbort)
Definition
SCR_AICharacterLeanOnAbort.c:30
SCR_AICharacterLeanOnAbort::EOnTaskSimulate
override ENodeResult EOnTaskSimulate(AIAgent owner, float dt)
Definition
SCR_AICharacterLeanOnAbort.c:24
SCR_AICharacterLeanOnAbort::VisibleInPalette
static override bool VisibleInPalette()
Definition
SCR_AICharacterLeanOnAbort.c:6
SCR_AICharacterLeanOnAbort::OnEnter
override void OnEnter(AIAgent owner)
Definition
SCR_AICharacterLeanOnAbort.c:18
SCR_AICharacterLeanOnAbort::GetOnHoverDescription
static override string GetOnHoverDescription()
Definition
SCR_AICharacterLeanOnAbort.c:48
SCR_AICharacterLeanOnAbort::m_bAbortDone
bool m_bAbortDone
Definition
SCR_AICharacterLeanOnAbort.c:3
SCR_AICharacterLeanOnAbort::CanReturnRunning
static override bool CanReturnRunning()
Definition
SCR_AICharacterLeanOnAbort.c:12
ENodeResult
ENodeResult
Definition
ENodeResult.c:13
scripts
Game
AI
ScriptedNodes
Soldier
SCR_AICharacterLeanOnAbort.c
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