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# 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
Actor | target
Parameters
Name | animName
bool | bFreezeMovement
bool | bNeedsToTurn
Rotator | facing
int | numIterations
Name | targetName

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
|  | 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
    }

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Creation time: st 23.5.2018 00:10:26.507 - Created with UnCodeX