/// <summary>pauses execution of this script (or, optionally, another script) forever.</summary> public void sleep_forever(IScriptMethodReference script = null) { if (script == null) { this.executionOrchestrator.SetStatus(ScriptStatus.Terminated); } else { this.executionOrchestrator.SetStatus(script.GetId(), ScriptStatus.Terminated); } }
/// <summary>pauses execution of this script (or, optionally, another script) for the specified number of ticks.</summary> public async Task sleep(short ticks, IScriptMethodReference script = null) { if (ticks <= 0) { ticks = 1; } if (script == null) { await this.executionOrchestrator.Delay(ticks); } else { await this.executionOrchestrator.Delay(script.GetId(), ticks); } }
/// <summary>Start the named scene, with the named command script on the named set of squads</summary> public bool ai_scene(string /*id*/ string_id, IScriptMethodReference ai_command_script, IAiActorDefinition ai, IAiActorDefinition ai1) { return(default(bool)); }
/// <summary>wakes a sleeping script in the next update.</summary> public void wake(IScriptMethodReference script_name) { this.executionOrchestrator.SetStatus(script_name.GetId(), ScriptStatus.RunOnce); }
/// <summary>Returns true if the ai is running the command script in question</summary> public bool cs_command_script_running(IAiActorDefinition ai, IScriptMethodReference ai_command_script) { return(default(bool)); }
/// <summary>Push a command script to the top of the actor's command script queue</summary> public void cs_stack_command_script(IAiActorDefinition ai, IScriptMethodReference ai_command_script) { }