UE3:GameAICommand (UDK)
Object >> GameAICommand |
- Package:
- GameFramework
- Within class:
- GameAIController
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Properties
bAborted
Type: bool
Modifiers: transient, private
Command has been aborted and should be popped next frame
bAllowNewSameClassInstance
Type: bool
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
Type: bool
bPendingPop
Type: bool
Modifiers: transient, private
this command is about to be popped, and shouldn't have resumed called on it when children are popped
bReplaceActiveSameClassInstance
Type: bool
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 NOTE: This trumps bAllowNewClassInstance (e.g. if this is true and bAllowNewClassInstance is false the active instance will still be replaced)
ChildCommand
Type: GameAICommand
Modifiers: const, transient
Current child node executing on top of this command
ChildStatus
Type: name
Modifiers: const, transient
Exiting status of the last child command to execute
GameAIOwner
Type: GameAIController
Modifiers: transient
Extra reference to the AI this command is being used by
Status
Type: name
Modifiers: transient
Exiting status of this command
Functions
Static functions
InitCommand
Simple constructor that pushes a new instance of the command for the AI
InitCommandUserActor
Simple constructor that takes one extra userdata param *
Native functions
ShouldIgnoreNotifies
Events
DrawDebug
GetDumpString
InternalPaused
Called when another command is pushed on top of this one
InternalPopped
Called when command popped to perform any necessary cleanup, independent of the individual command implementations -
See: Popped() instead
InternalPrePushed
called to set up internal pointers to the owning AI, before Pushed is called
InternalPushed
Called when command pushed to perform any necessary work, independent of the individual command implementations -
See: Pushed() instead
InternalResumed
Called when the command that was on top of this one in the stack is popped
InternalTick
Other instance functions
AllowStateTransitionTo
AllowTransitionTo
GetDebugOverheadText
Used to get text from the AICmds *
Paused
Popped
Notification when this command has popped
PostPopped
called just before popped.. useful for cleaning up things before the popped chain gets called
PrePushed
called to set up internal pointers to the owning AI, before Pushed is called
Pushed
Notification called when this command has pushed
Resumed
Tick
OVERRIDABLE INTERFACE
States
DEBUGSTATE
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DEBUG STATES
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DEBUGSTATE.BeginState
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
DEBUGSTATE.ContinuedState
Overrides: Object.ContinuedState (global)
Called on the state that is no longer paused because of a PopState().
DEBUGSTATE.EndState
Overrides: Object.EndState (global)
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
DEBUGSTATE.PausedState
Overrides: Object.PausedState (global)
Called on the state that is being paused because of a PushState().
DEBUGSTATE.PoppedState
Overrides: Object.PoppedState (global)
Called immediately in the current state that is being popped off of the state stack, before the new state is activated.
DEBUGSTATE.PushedState
Overrides: Object.PushedState (global)
Called immediately in the new state that was pushed onto the state stack, before any state code is executed.
DelayFailure
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DEBUG STATES
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Extends: DEBUGSTATE
DelaySuccess
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DEBUG STATES
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Extends: DEBUGSTATE