REDNODE / GAME API

ActivatedDeviceTransfromAnim

classscriptedClass

extends InteractiveDevice › Device › DeviceBase › GameObject › GameEntity › Entity › IScriptable › ISerializable

Extended by 5 types

ActivatedDeviceCover ActivatedDeviceNPC ActivatedDeviceTrap AOEEffector VentilationEffector

Properties 1

NameTypeFlags
animationStateInt32scriptedprivate

Methods 17

public const func DeterminGameplayRoleMappinRange(data: script_ref<SDeviceMappinData>) -> Floatscripted
protected func EnterWorkspot(activator: ref<GameObject>, opt freeCamera: Bool, opt componentName: CName, opt deviceData: CName)scripted
protected const func GetController() -> ref<ActivatedDeviceController>scripted
public const func GetDevicePS() -> ref<ActivatedDeviceControllerPS>scripted
protected cb func OnActionEngineering(evt: ref<ActionEngineering>) -> Boolscripted
protected cb func OnActivateDevice(evt: ref<ActivateDevice>) -> Boolscripted
protected cb func OnRequestComponents(ri: EntityRequestComponentsInterface) -> Boolscripted
protected cb func OnSpiderbotOrderCompletedEvent(evt: ref<SpiderbotOrderCompletedEvent>) -> Boolscripted
protected cb func OnTakeControl(ri: EntityResolveComponentsInterface) -> Boolscripted
protected cb func OnWorkspotFinished(componentName: CName) -> Boolscripted
protected func RefreshAnimation()scripted
protected func ResolveGameplayState()scripted
protected final func SendSimpleAnimFeature(bool1: Bool, bool2: Bool, bool3: Bool)scripted
protected final func SpawnVFXs(fx: FxResource)scripted
protected func StartGlitching(glitchState: EGlitchState, opt intensity: Float)scripted
protected func StopGlitching()scripted
protected func UpdateDeviceState(opt isDelayed: Bool) -> Boolscripted