Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

Tyrion.AI_AnimateGoal

Extends
AI_CharacterGoal
Modifiers
editinlinenew

Core.Object
|   
+-- Core.RefCount
   |   
   +-- Engine.Tyrion_GoalBase
      |   
      +-- Tyrion.AI_Goal
         |   
         +-- Tyrion.AI_CharacterGoal
            |   
            +-- Tyrion.AI_AnimateGoal

Variables Summary
InternalParameters
Actortarget
Parameters
NameanimName
boolbFreezeMovement
boolbNeedsToTurn
Rotatorfacing
intnumIterations
NametargetName
Inherited Variables from Tyrion.AI_Goal
achievingAction, activationSentinel, bDeleted, bGoalAchieved, bGoalConsidered, bGoalFailed, bInactive, bPermanent, bRemoveGoalOfSameType, bTerminateIfStolen, bTryOnlyOnce, bWakeUpPoster, deactivationSentinel, goalName, ignoreCounter, matchedN, notificationRecipients, parentAction, Priority, resource

Functions Summary
function construct (AI_Resource r, int pri, Name _animName, int _numIterations, Actor _target, Rotator _facing, bool _bNeedsToTurn, bool _bFreezeMovement ))
Inherited Functions from Tyrion.AI_CharacterGoal
findResource, getResourceClass
Inherited Functions from Tyrion.AI_Goal
activate, addNotificationRecipient, beingAchieved, changePriority, cleanup, construct, deactivate, findGoalByName, findGoalInCharacterByName, findGoalInSquadByName, findGoalInTurretByName, findGoalInVehicleByName, getResource, handleGoalFailure, handleGoalSuccess, hasCompleted, init, markGoalAsAchieved, markGoalAsFailed, myAddRef, notifyCompletion, onSensorMessage, postGoal, priorityFn, setUpDeactivationSentinel, unPostGoal, wasAchieved, wasConsidered, wasNotAchieved


Variables Detail

InternalParameters

target Source code

var(InternalParameters) editconst Actor target;

Parameters

animName Source code

var(Parameters) Name animName;
Name of the animation to play

bFreezeMovement Source code

var(Parameters) bool bFreezeMovement;
If true the target will not move while playing the animation

bNeedsToTurn Source code

var(Parameters) bool bNeedsToTurn;
If true the targetName and facing values will be used

facing Source code

var(Parameters) Rotator facing;
Where the AI turns to before animating if targetName is none

numIterations Source code

var(Parameters) int numIterations;
The number of times the animation should loop, 0 means forever

targetName Source code

var(Parameters) Name targetName;
The pawn to turn towards before animating


Functions Detail

construct Source code

overloaded function construct ( AI_Resource r, int pri, Name _animName, int _numIterations, Actor _target, Rotator _facing, bool _bNeedsToTurn, bool _bFreezeMovement ) )


Defaultproperties

defaultproperties
{
	numIterations = 1
	bInactive = false
	bPermanent = false
	bNeedsToTurn = true
	bFreezeMovement = false
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Creation time: st 23.5.2018 00:10:26.507 - Created with UnCodeX