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Creates the AIEvent from XML Has a model to draw for LevelEditing |
![]() | ID Number of the Last Node Visited |
![]() | Sanity level that triggers the event |
![]() | Number of coins that triggers the event |
![]() | Sanity level that triggers the event |
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![]() | Destinations.X coordinate |
![]() | Destinations.Y coordinate |
![]() | Destinations.Z coordinate |
![]() | Tells the LevelEditor to draw the event |
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![]() | ID Number of the Last Node Visited Use the _underscore varient of this variable to avoid calling UpdateConditions. |
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![]() | Number of coins that triggers the event Use the _underscore varient of this variable to avoid calling UpdateConditions. |
![]() | Sanity level that triggers the event Setting this variable also calls UpdatedEvents, causing Event System to trigger event if conditions match. Use the _underscore varient of this variable to avoid calling UpdateConditions. |
![]() | Type, used for parsing into the List |
![]() | Adds the AI model to the draw list for LevelEditing |
![]() | Determines whether the specified Object is equal to the current Object. |
![]() | Fires the Event based on matching the Event Conditions to the SBE |
![]() | Serves as a hash function for a particular type. GetHashCode is suitable for use in hashing algorithms and data structures like a hash table. |
![]() | Gets the Type of the current instance. |
![]() | Overrides the ToString method for each GameEvent Condition and CurrentGameConditions |
![]() | Create XML for Events |
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![]() | Allows an Object to attempt to free resources and perform other cleanup operations before the Object is reclaimed by garbage collection. |
![]() | Creates a shallow copy of the current Object. |
AIEvent Class | DarkWynter.Engine.EventControl.EventTypes Namespace