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SCR_AIIsValidAction.c
Go to the documentation of this file.
1
class
SCR_AIIsValidAction
:
DecoratorScripted
2
{
3
private
SCR_AIBaseUtilityComponent m_Utility;
4
protected
override
bool
TestFunction
(AIAgent owner)
5
{
6
if
(!m_Utility)
7
{
8
m_Utility = SCR_AIBaseUtilityComponent.Cast(owner.FindComponent(SCR_AIBaseUtilityComponent));
9
if
(!m_Utility)
10
return
false
;
11
}
12
13
SCR_AIActionBase executedAction = SCR_AIActionBase.Cast(m_Utility.GetExecutedAction());
14
15
if
(!executedAction)
16
return
false
;
17
18
// There seems to be a bug that RunBT node keeps running previous tree if we provide an empty string
19
if
(executedAction.m_sBehaviorTree ==
string
.Empty)
20
return
false
;
21
22
EAIActionState
state = executedAction.GetActionState();
23
return
state !=
EAIActionState
.COMPLETED && state !=
EAIActionState
.FAILED;
24
}
25
26
protected
static
override
bool
VisibleInPalette
()
27
{
28
return
true
;
29
}
30
31
protected
static
override
string
GetOnHoverDescription
()
32
{
33
return
"Test if current action is still valid, or it was already completed or failed"
;
34
}
35
};
DecoratorScripted
Definition
DecoratorScripted.c:13
SCR_AIIsValidAction
Definition
SCR_AIIsValidAction.c:2
SCR_AIIsValidAction::TestFunction
override bool TestFunction(AIAgent owner)
Definition
SCR_AIIsValidAction.c:4
SCR_AIIsValidAction::VisibleInPalette
static override bool VisibleInPalette()
Definition
SCR_AIIsValidAction.c:26
SCR_AIIsValidAction::GetOnHoverDescription
static override string GetOnHoverDescription()
Definition
SCR_AIIsValidAction.c:31
EAIActionState
EAIActionState
Definition
EAIActionState.c:13
scripts
Game
AI
ScriptedNodes
SCR_AIIsValidAction.c
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1.17.0