Drag[en]gine Game Engine  1.0
deAIController Class Reference

AI Controller Class. More...

#include <deAIController.h>

Inheritance diagram for deAIController:
deObject

Public Member Functions

Management
int GetValue () const
 
void SetValue (int value)
 
- Public Member Functions inherited from deObject
int GetRefCount () const
 Reference count. More...
 
void AddReference ()
 Add reference increasing reference count by 1. More...
 
void FreeReference ()
 Decrease reference count by one and delete object if count reaches 0. More...
 
 deObject ()
 Create object with reference count of 1. More...
 

Constructors and Destructors

 deAIController ()
 
virtual ~deAIController ()
 Clean up animator rule. More...
 

Additional Inherited Members

- Protected Member Functions inherited from deObject
virtual ~deObject ()
 Clean up object. More...
 

Detailed Description

AI Controller Class.

AI controllers provide a way for the game engine to communicate values changing often to an AI object. The AI object uses this value if required.

Currently a stub.

Author
Pl├╝ss Roland
Version
1.0
Date
2008

Constructor & Destructor Documentation

◆ deAIController()

deAIController::deAIController ( )

Creates a new animator rule.

◆ ~deAIController()

virtual deAIController::~deAIController ( )
protectedvirtual

Clean up animator rule.

Note
Subclasses should set their destructor protected too to avoid users accidently deleting a reference counted object through the object pointer. Only FreeReference() is allowed to delete the object.

Member Function Documentation

◆ GetValue()

int deAIController::GetValue ( ) const
inline

Retrieves the value.

References SetValue().

◆ SetValue()

void deAIController::SetValue ( int  value)

Sets the value.

Referenced by GetValue().


The documentation for this class was generated from the following file: