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ScriptedInventoryTask.c
Go to the documentation of this file.
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/*
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===========================================
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Do not modify, this script is generated
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===========================================
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*/
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class
ScriptedInventoryTask
:
BaseInventoryTask
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{
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proto external
void
SetSlotOperation(
InventoryStorageSlot
slot,
IEntity
item,
bool
removeOp);
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// callbacks
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event
protected
void
Initialize
(
IEntity
owner,
InventoryStorageSlot
slot,
IEntity
item,
bool
removeOp);
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event
protected
void
Start
(
InventoryStorageSlot
slot,
IEntity
item,
bool
removeOp);
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event
protected
void
Update
(
float
dt,
InventoryStorageSlot
slot,
IEntity
item,
bool
removeOp);
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event
protected
bool
IsComplete
(
InventoryStorageSlot
slot,
IEntity
item,
bool
removeOp) {
return
true
; };
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event
protected
void
OnTaskCompleted
();
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}
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BaseInventoryTask
Definition
BaseInventoryTask.c:13
IEntity
Definition
IEntity.c:13
InventoryStorageSlot
Definition
InventoryStorageSlot.c:13
ScriptedInventoryTask
Definition
ScriptedInventoryTask.c:13
ScriptedInventoryTask::Start
void Start(InventoryStorageSlot slot, IEntity item, bool removeOp)
Called before first Update, when task is start executing.
ScriptedInventoryTask::OnTaskCompleted
void OnTaskCompleted()
Called only when I have completed.
ScriptedInventoryTask::IsComplete
bool IsComplete(InventoryStorageSlot slot, IEntity item, bool removeOp)
Task should return true when done, otherwise it won't be released by manager.
Definition
ScriptedInventoryTask.c:25
ScriptedInventoryTask::Initialize
void Initialize(IEntity owner, InventoryStorageSlot slot, IEntity item, bool removeOp)
Called upon task initialization owner is Entity with attached InventoryStorageManagerComponent (when ...
ScriptedInventoryTask::Update
void Update(float dt, InventoryStorageSlot slot, IEntity item, bool removeOp)
Called on update.
scripts
Game
generated
InventorySystem
InventoryTask
ScriptedInventoryTask.c
Generated by
1.17.0