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GameFramework.GameAICommand

Extends
AICommandBase
Modifiers
within GameAIController abstract native

Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.AICommandBase
   |   
   +-- GameFramework.GameAICommand

Direct Known Subclasses:

GameAICmd_Hover_MoveToGoal, GameAICmd_Hover_MoveToGoal_Mesh

Constants Summary
Inherited Contants from Core.Object
AspectRatio16x9, AspectRatio4x3, AspectRatio5x4, DegToRad, DegToUnrRot, INDEX_NONE, InvAspectRatio16x9, InvAspectRatio4x3, InvAspectRatio5x4, MaxInt, Pi, RadToDeg, RadToUnrRot, UnrRotToDeg, UnrRotToRad

Variables Summary
boolbAborted
boolbAllowNewSameClassInstance
boolbIgnoreNotifies
boolbIgnoreStepAside
boolbPendingPop
boolbReplaceActiveSameClassInstance
GameAICommand
GameAICommandChildCommand
NameChildStatus
GameAIControllerGameAIOwner
NameStatus
Inherited Variables from Core.Object
Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject

Enumerations Summary
Inherited Enumerations from Core.Object
AlphaBlendType, EAspectRatioAxisConstraint, EAutomatedRunResult, EAxis, EDebugBreakType, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup

Structures Summary
Inherited Structures from Core.Object
Array_Mirror, BitArray_Mirror, BoneAtom, Box, BoxSphereBounds, Color, Cylinder, double, FColorVertexBuffer_Mirror, Guid, IndirectArray_Mirror, InlinePointerArray_Mirror, InterpCurveFloat, InterpCurveLinearColor, InterpCurvePointFloat, InterpCurvePointLinearColor, InterpCurvePointQuat, InterpCurvePointTwoVectors, InterpCurvePointVector, InterpCurvePointVector2D, InterpCurveQuat, InterpCurveTwoVectors, InterpCurveVector, InterpCurveVector2D, IntPoint, LinearColor, Map_Mirror, Matrix, MultiMap_Mirror, OctreeElementId, Plane, pointer, Quat, qword, RawDistribution, RenderCommandFence, RenderCommandFence_Mirror, Rotator, Set_Mirror, SHVector, SHVectorRGB, SparseArray_Mirror, TAlphaBlend, ThreadSafeCounter, TPOV, TwoVectors, UntypedBulkData_Mirror, Vector, Vector2D, Vector4

Functions Summary
functionbool AllowStateTransitionTo (Name StateName))
functionbool AllowTransitionTo (class AttemptCommand ))
function BeginState (Name PreviousStateName ))
DEBUGSTATE
function ContinuedState ()))
DEBUGSTATE
event DrawDebug (HUD H, Name Category)
function EndState (Name NextStateName ))
DEBUGSTATE
function GetDebugOverheadText (PlayerController PC, out array<string> OutText)
eventString GetDebugVerboseText ()
eventString GetDumpString ()))
functionbool InitCommand (GameAIController AI ))
functionbool InitCommandUserActor (GameAIController AI, Actor UserActor ))
event InternalPaused (GameAICommand NewCommand ))
event InternalPopped ()))
event InternalPrePushed (GameAIController AI))
event InternalPushed ()))
event InternalResumed (Name OldCommandName ))
event InternalTick (float DeltaTime ))
function Paused (GameAICommand NewCommand))
function PausedState ()))
DEBUGSTATE
function Popped ()))
function PoppedState ()))
DEBUGSTATE
function PostPopped ()
function PrePushed (GameAIController AI)
function Pushed ()))
function PushedState ()))
DEBUGSTATE
function Resumed (Name OldCommandName ))
functionbool ShouldIgnoreNotifies () con)
function Tick (float DeltaTime ))
Inherited Functions from Engine.AICommandBase
GetUtility
Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, Asc, Asin, Atan, Atan2, BeginState, ByteToFloat, Caps, Chr, Clamp, ClampLength, ClampRotAxis, ClampRotAxisFromBase, ClampRotAxisFromRange, ClassIsChildOf, ClockwiseFrom, ColorToLinearColor, ContinuedState, Cos, Cross, DebugBreak, Disable, Dot, DumpStateStack, DynamicLoadObject, Enable, EndState, EvalInterpCurveFloat, EvalInterpCurveVector, EvalInterpCurveVector2D, Exp, FCeil, FClamp, FCubicInterp, FFloor, FindDeltaAngle, FindObject, FInterpConstantTo, FInterpEaseIn, FInterpEaseInOut, FInterpEaseOut, FInterpTo, float, FloatToByte, FMax, FMin, FPctByRange, FRand, GetAngularDegreesFromRadians, GetAngularDistance, GetAngularFromDotDist, GetAxes, GetBuildChangelistNumber, GetDotDistance, GetEngineVersion, GetEnum, GetFuncName, GetHeadingAngle, GetMappedRangeValue, GetPackageName, GetPerObjectConfigSections, GetRangePctByValue, GetRangeValueByPct, GetRightMost, GetRotatorAxis, GetScriptTrace, GetStateName, GetSystemTime, GetUnAxes, GotoState, InCylinder, InStr, InverseTransformNormal, InverseTransformVector, IsA, IsChildState, IsInState, IsPendingKill, IsUTracing, IsZero, JoinArray, Left, Len, Lerp, LerpColor, Localize, Locs, Loge, LogInternal, MakeColor, MakeLinearColor, MakeRotationMatrix, MakeRotationTranslationMatrix, MakeRotator, MatrixGetAxis, MatrixGetOrigin, MatrixGetRotator, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NormalizeRotAxis, NoZDot, OrthoRotation, ParseLocalizedPropertyPath, ParseStringIntoArray, PathName, PausedState, PointDistToLine, PointDistToPlane, PointDistToSegment, PointProjectToPlane, PoppedState, PopState, ProjectOnTo, PushedState, PushState, QuatDot, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatSlerp, QuatToRotator, Rand, RDiff, Repl, Right, RInterpTo, RLerp, RotRand, Round, RSize, RSmerp, RTransform, SaveConfig, SClampRotAxis, ScriptTrace, SetUTracing, Sin, Split, SplitString, Sqrt, Square, StaticSaveConfig, Tan, TimeStamp, ToHex, TransformNormal, TransformVector, TransformVectorByRotation, UnwindHeading, vect2d, VInterpTo, VLerp, VRand, VRandCone, VRandCone2, VSize, VSize2D, VSizeSq, VSizeSq2D, VSmerp, WarnInternal, ^, ^^, |, ||, ~, ~=

States Summary
DEBUGSTATE Source code
state DEBUGSTATE
/** * =========== * DEBUG STATES * =========== */
BeginState, ContinuedState, EndState, PausedState, PoppedState, PushedState
DelayFailure Source code
state DelayFailure extends DEBUGSTATE
/** * Command has failed but delay pop to avoid infinite recursion */
DelaySuccess Source code
state DelaySuccess extends DEBUGSTATE


Variables Detail

bAborted Source code

var transient private bool bAborted;
Command has been aborted and should be popped next frame

bAllowNewSameClassInstance Source code

var bool bAllowNewSameClassInstance;
if this is FALSE and we're trying to push a new instance of a given class, but the top of the stack is already an instance of that class ignore the attempted push

bIgnoreNotifies Source code

var bool bIgnoreNotifies;

bIgnoreStepAside Source code

var bool bIgnoreStepAside;

bPendingPop Source code

var transient private bool bPendingPop;
this command is about to be popped, and shouldn't have resumed called on it when children are popped

bReplaceActiveSameClassInstance Source code

var bool bReplaceActiveSameClassInstance;
if this is TRUE, when we try to push a new instance of a command who has the same class as the command on the top of the stack, pop the one on the stack, and push the new one

GameAICommand

ChildCommand Source code

var(GameAICommand) const transient editinline GameAICommand ChildCommand;
Current child node executing on top of this command

ChildStatus Source code

var(GameAICommand) const transient Name ChildStatus;
Exiting status of the last child command to execute

GameAIOwner Source code

var(GameAICommand) transient GameAIController GameAIOwner;
Extra reference to the AI this command is being used by

Status Source code

var(GameAICommand) transient Name Status;
Exiting status of this command


Functions Detail

AllowStateTransitionTo Source code

function bool AllowStateTransitionTo ( Name StateName) )

AllowTransitionTo Source code

function bool AllowTransitionTo ( class<GameAICommand> AttemptCommand ) )

BeginState DEBUGSTATE Source code

function BeginState ( Name PreviousStateName ) )

ContinuedState DEBUGSTATE Source code

function ContinuedState ( ) )

DrawDebug Source code

event DrawDebug ( HUD H, Name Category )

EndState DEBUGSTATE Source code

function EndState ( Name NextStateName ) )

GetDebugOverheadText Source code

function GetDebugOverheadText ( PlayerController PC, out array<string> OutText )
Used to get text from the AICmds

GetDebugVerboseText Source code

event String GetDebugVerboseText ( )

GetDumpString Source code

event String GetDumpString ( ) )

InitCommand Source code

static function bool InitCommand ( GameAIController AI ) )
Simple constructor that pushes a new instance of the command for the AI

InitCommandUserActor Source code

static function bool InitCommandUserActor ( GameAIController AI, Actor UserActor ) )
Simple constructor that takes one extra userdata param

InternalPaused Source code

final event InternalPaused ( GameAICommand NewCommand ) )
Called when another command is pushed on top of this one

InternalPopped Source code

event InternalPopped ( ) )
Called when command popped to perform any necessary cleanup, independent of the individual command implementations - @see Popped() instead

InternalPrePushed Source code

final event InternalPrePushed ( GameAIController AI) )
called to set up internal pointers to the owning AI, before Pushed is called

InternalPushed Source code

final event InternalPushed ( ) )
Called when command pushed to perform any necessary work, independent of the individual command implementations - @see Pushed() instead

InternalResumed Source code

final event InternalResumed ( Name OldCommandName ) )
Called when the command that was on top of this one in the stack is popped

InternalTick Source code

final event InternalTick ( float DeltaTime ) )

Paused Source code

function Paused ( GameAICommand NewCommand) )

PausedState DEBUGSTATE Source code

function PausedState ( ) )

Popped Source code

function Popped ( ) )
Notification when this command has popped

PoppedState DEBUGSTATE Source code

function PoppedState ( ) )

PostPopped Source code

function PostPopped ( )
called just before popped.. useful for cleaning up things before the popped chain gets called

PrePushed Source code

function PrePushed ( GameAIController AI )
called to set up internal pointers to the owning AI, before Pushed is called

Pushed Source code

function Pushed ( ) )
Notification called when this command has pushed

PushedState DEBUGSTATE Source code

function PushedState ( ) )

Resumed Source code

function Resumed ( Name OldCommandName ) )

ShouldIgnoreNotifies Source code

final native const function bool ShouldIgnoreNotifies ( ) con )

Tick Source code

function Tick ( float DeltaTime ) )
== OVERRIDABLE INTERFACE ==


Defaultproperties

defaultproperties
{
	bAllowNewSameClassInstance=FALSE
	bReplaceActiveSameClassInstance=FALSE
}

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Creation time: ti 22-3-2011 19:56:49.084 - Created with UnCodeX