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SCR_AISetWeaponRaised.c
Go to the documentation of this file.
1
class
SCR_AISetWeaponRaised
:
SCR_AICharacterStats
2
{
3
[
Attribute
(
"true"
,
UIWidgets
.CheckBox,
"Raise weapon"
,)]
4
private
bool
m_bWeaponRaised;
5
6
static
const
string
RAISED_PORT =
"Raised"
;
7
8
private
SCR_CharacterControllerComponent
m_CharacterController;
9
10
//------------------------------------------------------------------------------------------------
11
override
ENodeResult
EOnTaskSimulate(AIAgent owner,
float
dt)
12
{
13
if
(!
m_AIInfo
|| !m_CharacterController)
14
return
ENodeResult
.FAIL;
15
16
int
raiseWeapon;
17
if
(!
GetVariableIn
(RAISED_PORT,raiseWeapon))
18
raiseWeapon = m_bWeaponRaised;
19
20
m_CharacterController.SetWeaponRaised(raiseWeapon);
21
22
return
ENodeResult
.SUCCESS;
23
}
24
25
//------------------------------------------------------------------------------------------------
26
static
override
bool
VisibleInPalette
() {
return
true
;}
27
28
//------------------------------------------------------------------------------------------------
29
protected
static
ref
TStringArray
s_aVarsIn
= {
30
RAISED_PORT
31
};
32
override
array<string>
GetVariablesIn
()
33
{
34
return
s_aVarsIn
;
35
}
36
37
//------------------------------------------------------------------------------------------------
38
override
string
GetNodeMiddleText
()
39
{
40
string
s;
41
s = s +
string
.Format(
"m_bWeaponRaised: %1\n"
, m_bWeaponRaised);
42
return
s;
43
}
44
45
//------------------------------------------------------------------------------------------------
46
override
void
OnInit
(AIAgent owner)
47
{
48
super.OnInit(owner);
49
50
if
(owner.GetControlledEntity())
51
{
52
m_CharacterController =
SCR_CharacterControllerComponent
.Cast(owner.GetControlledEntity().FindComponent(
SCR_CharacterControllerComponent
));
53
if
(!m_CharacterController)
54
NodeError
(
this
, owner,
"Can't find SCR_CharacterControllerComponent."
);
55
}
56
}
57
};
NodeError
ENodeResult NodeError(Node node, AIAgent owner, string msg)
Error call to be used in scripted BT nodes.
Definition
NodeError.c:3
Node::GetVariableIn
proto bool GetVariableIn(string name, out void val)
Node::VisibleInPalette
bool VisibleInPalette()
SCR_AICharacterStats
Definition
SCR_AICharacterStats.c:2
SCR_AICharacterStats::m_AIInfo
SCR_AIInfoComponent m_AIInfo
Definition
SCR_AICharacterStats.c:3
SCR_AISetWeaponRaised
Definition
SCR_AISetWeaponRaised.c:2
SCR_AISetWeaponRaised::OnInit
override void OnInit(AIAgent owner)
Definition
SCR_AISetWeaponRaised.c:46
SCR_AISetWeaponRaised::GetVariablesIn
override array< string > GetVariablesIn()
Definition
SCR_AISetWeaponRaised.c:32
SCR_AISetWeaponRaised::GetNodeMiddleText
override string GetNodeMiddleText()
Definition
SCR_AISetWeaponRaised.c:38
SCR_AISetWeaponRaised::s_aVarsIn
static ref TStringArray s_aVarsIn
Definition
SCR_AISetWeaponRaised.c:29
SCR_CharacterControllerComponent
Definition
SCR_CharacterControllerComponent.c:36
UIWidgets
Definition
attributes.c:40
ENodeResult
ENodeResult
Definition
ENodeResult.c:13
Attribute
SCR_FieldOfViewSettings Attribute
Definition
SendGoalMessage.c:170
TStringArray
array< string > TStringArray
Definition
Types.c:385
scripts
Game
AI
ScriptedNodes
Soldier
SCR_AISetWeaponRaised.c
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