AIHitReactionTask
abstract classscriptedClass
extends AIScriptTask › AIBehaviorScriptBase › IScriptable › ISerializable
Extended by 5 types
GuardbreakReactionTask ImpactReactionTask KnockdownReactionTask PainReactionTask StaggerReactionTask
Properties 4
| Name | Type | Flags |
|---|---|---|
activationTimeStamp | Float | scriptedprotected |
hitReactionAction | ref<ActionHitReactionScriptProxy> | scriptedprivate |
hitReactionType | animHitReactionType | scriptedprivate |
reactionDuration | Float | scriptedprivate |
Methods 20
protected func Activate(context: ScriptExecutionContext)scripted
private final func AngleToAttackSource(context: ScriptExecutionContext, hitData: ref<AnimFeature_HitReactionsData>) -> Floatscripted
private final func CheckForReevaluation(context: ScriptExecutionContext) -> Boolscripted
protected func Deactivate(context: ScriptExecutionContext)scripted
public final func Dispose()scripted
private final func GetBCVOName(context: ScriptExecutionContext) -> CNamescripted
private func GetDesiredHitReactionDuration(context: ScriptExecutionContext) -> Floatscripted
private func GetHitReactionDurationWithInterrupt(context: ScriptExecutionContext) -> Floatscripted
private func GetHitReactionType() -> animHitReactionTypescripted
private final func HasDismemberedLeg(context: ScriptExecutionContext) -> Boolscripted
private final func InitialiseReaction(context: ScriptExecutionContext)scripted
private final func IsThisFrameActivationFrame(context: ScriptExecutionContext) -> Boolscripted
protected final func IsTumbleStagger(hitReaction: ref<AnimFeature_HitReactionsData>) -> Boolscripted
private func OnActivate(context: ScriptExecutionContext)scripted
private func OnDeactivate(context: ScriptExecutionContext)scripted
private func OnUpdate(context: ScriptExecutionContext, aiTime: Float)scripted
private final func SendDataToAnimationGraph(context: ScriptExecutionContext)scripted
private final func SendDataToHitReactionComponent(context: ScriptExecutionContext)scripted
protected final func SpawnAttackGameEffect(context: ScriptExecutionContext, gameEffect: EffectRef, startPosition: Vector4, endPosition: Vector4, duration: Float, colliderBoxSize: Vector4, statusEffect: script_ref<String>)scripted
protected func Update(context: ScriptExecutionContext) -> AIbehaviorUpdateOutcomescripted