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Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
Core.Object | +-- Engine.AICommandBase | +-- GameFramework.GameAICommand
GameAICmd_Hover_MoveToGoal, GameAICmd_Hover_MoveToGoal_Mesh
Constants Summary |
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Inherited Contants from Core.Object |
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AspectRatio16x9, AspectRatio4x3, AspectRatio5x4, DegToRad, DegToUnrRot, INDEX_NONE, InvAspectRatio16x9, InvAspectRatio4x3, InvAspectRatio5x4, MaxInt, Pi, RadToDeg, RadToUnrRot, UnrRotToDeg, UnrRotToRad |
Variables Summary | |
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bool | bAborted |
bool | bAllowNewSameClassInstance |
bool | bIgnoreNotifies |
bool | bIgnoreStepAside |
bool | bPendingPop |
bool | bReplaceActiveSameClassInstance |
GameAICommand | |
GameAICommand | ChildCommand |
Name | ChildStatus |
GameAIController | GameAIOwner |
Name | Status |
Inherited Variables from Core.Object |
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Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject |
Enumerations Summary |
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Inherited Enumerations from Core.Object |
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AlphaBlendType, EAspectRatioAxisConstraint, EAutomatedRunResult, EAxis, EDebugBreakType, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup |
Structures Summary |
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Functions Summary | ||
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![]() | bool | AllowStateTransitionTo (Name StateName)) |
![]() | bool | AllowTransitionTo (class |
![]() | BeginState (Name PreviousStateName )) DEBUGSTATE | |
![]() | ContinuedState ())) DEBUGSTATE | |
![]() | DrawDebug (HUD H, Name Category) | |
![]() | EndState (Name NextStateName )) DEBUGSTATE | |
![]() | GetDebugOverheadText (PlayerController PC, out array<string> OutText) | |
![]() | String | GetDebugVerboseText () |
![]() | String | GetDumpString ())) |
![]() | bool | InitCommand (GameAIController AI )) |
![]() | bool | InitCommandUserActor (GameAIController AI, Actor UserActor )) |
![]() | InternalPaused (GameAICommand NewCommand )) | |
![]() | InternalPopped ())) | |
![]() | InternalPrePushed (GameAIController AI)) | |
![]() | InternalPushed ())) | |
![]() | InternalResumed (Name OldCommandName )) | |
![]() | InternalTick (float DeltaTime )) | |
![]() | Paused (GameAICommand NewCommand)) | |
![]() | PausedState ())) DEBUGSTATE | |
![]() | Popped ())) | |
![]() | PoppedState ())) DEBUGSTATE | |
![]() | PostPopped () | |
![]() | PrePushed (GameAIController AI) | |
![]() | Pushed ())) | |
![]() | PushedState ())) DEBUGSTATE | |
![]() | Resumed (Name OldCommandName )) | |
![]() | bool | ShouldIgnoreNotifies () con) |
![]() | Tick (float DeltaTime )) |
Inherited Functions from Engine.AICommandBase |
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GetUtility |
States Summary |
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DEBUGSTATE Source code |
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state DEBUGSTATE /** * =========== * DEBUG STATES * =========== */ |
BeginState, ContinuedState, EndState, PausedState, PoppedState, PushedState |
DelayFailure Source code |
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state DelayFailure extends DEBUGSTATE/** * Command has failed but delay pop to avoid infinite recursion */ |
DelaySuccess Source code |
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state DelaySuccess extends DEBUGSTATE |
Variables Detail |
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Command has been aborted and should be popped next frame
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
this command is about to be popped, and shouldn't have resumed called on it when children are popped
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
Current child node executing on top of this command
Exiting status of the last child command to execute
Extra reference to the AI this command is being used by
Exiting status of this command
Functions Detail |
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Used to get text from the AICmds
Simple constructor that pushes a new instance of the command for the AI
Simple constructor that takes one extra userdata param
Called when another command is pushed on top of this one
Called when command popped to perform any necessary cleanup, independent of the individual command implementations - @see Popped() instead
called to set up internal pointers to the owning AI, before Pushed is called
Called when command pushed to perform any necessary work, independent of the individual command implementations - @see Pushed() instead
Called when the command that was on top of this one in the stack is popped
Notification when this command has popped
called just before popped.. useful for cleaning up things before the popped chain gets called
called to set up internal pointers to the owning AI, before Pushed is called
Notification called when this command has pushed
== OVERRIDABLE INTERFACE ==
Defaultproperties |
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defaultproperties { bAllowNewSameClassInstance=FALSE bReplaceActiveSameClassInstance=FALSE } |
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