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SCR_AICharacterSettingsComponent.c
Go to the documentation of this file.
1
//---------------------------------------------------------------------------------------------------
2
[
ComponentEditorProps
(
category
:
"GameScripted/AI"
, description:
"Component for character AI settings"
)]
3
class
SCR_AICharacterSettingsComponentClass
:
SCR_AISettingsBaseComponentClass
4
{
5
6
}
7
8
class
SCR_AICharacterSettingsComponent : SCR_AISettingsBaseComponent
9
{
10
[
Attribute
(
""
,
UIWidgets
.Auto,
desc
:
"These settings will be added as SCR_EAISettingOrigin.DEFAULT"
)]
11
protected
ref array<ref SCR_AICharacterSetting>
m_aDefaultSettings
;
12
13
//---------------------------------------------------------------------------------------------------
19
bool
AddCharacterSetting
(notnull
SCR_AICharacterSetting
setting,
bool
createCopy,
bool
removeSameTypeAndOrigin =
false
)
20
{
21
return
AddSetting
(setting, createCopy, removeSameTypeAndOrigin);
22
}
23
24
//---------------------------------------------------------------------------------------------------
26
override
protected
bool
AddSetting
(notnull SCR_AISettingBase setting,
bool
createCopy,
bool
removeSameTypeAndOrigin =
false
)
27
{
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return
super.AddSetting(setting, createCopy, removeSameTypeAndOrigin);
29
}
30
31
//---------------------------------------------------------------------------------------------------
33
static
SCR_AICharacterSettingsComponent FindOnControlledEntity(notnull
IEntity
entity)
34
{
35
AIControlComponent controlComp = AIControlComponent.Cast(entity.FindComponent(AIControlComponent));
36
if
(!controlComp)
37
return
null;
38
39
AIAgent agent = controlComp.GetAIAgent();
40
if
(!agent)
41
return
null;
42
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return
SCR_AICharacterSettingsComponent.Cast(agent.FindComponent(SCR_AICharacterSettingsComponent));
44
}
45
46
//---------------------------------------------------------------------------------------------------
47
override
void
OnPostInit
(
IEntity
owner)
48
{
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super.OnPostInit(owner);
50
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// Add default settings
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foreach
(
auto
s :
m_aDefaultSettings
)
53
{
54
s.Internal_ConstructedAtProperty(
SCR_EAISettingOrigin
.DEFAULT, SCR_EAISettingFlags.SETTINGS_COMPONENT);
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AddSetting
(s,
false
,
false
);
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}
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}
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}
AddSetting
bool AddSetting(notnull SCR_AISettingBase setting, bool createCopy, bool removeSameTypeAndOrigin=false)
It's overridden as protected. This way SCR_AICharacterSettingsComponent accepts only character settin...
Definition
SCR_AICharacterSettingsComponent.c:26
AddCharacterSetting
bool AddCharacterSetting(notnull SCR_AICharacterSetting setting, bool createCopy, bool removeSameTypeAndOrigin=false)
Definition
SCR_AICharacterSettingsComponent.c:19
m_aDefaultSettings
ref array< ref SCR_AISettingBase > m_aDefaultSettings
Definition
SCR_AIGroupSettingsComponent.c:24
ComponentEditorProps
enum EAIGroupCombatMode ComponentEditorProps(category:"GameScripted/AI", description:"Component for utility AI system for groups")
Definition
SCR_AIGroupUtilityComponent.c:12
SCR_EAISettingOrigin
SCR_EAISettingOrigin
Definition
SCR_AISetting.c:4
desc
UI Textures DeployMenu Briefing conflict_HintBanner_1_UI desc
Definition
SCR_RespawnBriefingComponent.c:17
category
params category
Definition
SCR_VehicleDamageManagerComponent.c:302
IEntity
enum EVehicleType IEntity
IEntity
Definition
IEntity.c:13
SCR_AICharacterSetting
Definition
SCR_AICharacterSetting.c:5
SCR_AICharacterSettingsComponentClass
Definition
SCR_AICharacterSettingsComponent.c:4
SCR_AISettingsBaseComponentClass
Definition
SCR_AISettingsBaseComponent.c:4
UIWidgets
Definition
attributes.c:40
Attribute
SCR_FieldOfViewSettings Attribute
Definition
SendGoalMessage.c:170
OnPostInit
@ OnPostInit
Definition
SndComponentCallbacks.c:15
scripts
Game
AI
Components
SCR_AICharacterSettingsComponent.c
Generated by
1.17.0