REDNODE / GAME API

ArcadeMachine

classscriptedClass

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

Extended by 1 type

PachinkoMachine

Properties 11

NameTypeFlags
arcadeMachineTypeArcadeMachineTypescriptedprotected
arcadeMinigameComponentref<WorkspotResourceComponent>scriptedprivate
combatStateListenerref<CallbackHandle>scriptedprivate
currentGameAudioCNamescriptedprotected
currentGameAudioStopCNamescriptedprotected
currentGameVideoResRefscriptedprivate
isShortGlitchActiveBoolscriptedprivate
meshAppearanceOffCNamescriptedprivate
meshAppearanceOnCNamescriptedprivate
minigameArcadeMinigamescriptedprotected
shortGlitchDelayIDDelayIDscriptedprivate

Methods 30

protected func ApplyActiveStatusEffect(target: EntityID, statusEffect: TweakDBID)scripted
protected func CreateBlackboard()scripted
protected func CutPower()scripted
public const func DeterminGameplayRole() -> EGameplayRolescripted
public final const func GetArcadeGameAudio() -> CNamescripted
public final const func GetArcadeGameAudioStop() -> CNamescripted
public final const func GetArcadeGameVideo() -> ResRefscripted
public const func GetBlackboardDef() -> ref<ArcadeMachineBlackboardDef>scripted
protected const func GetController() -> ref<ArcadeMachineController>scripted
public const func GetDevicePS() -> ref<ArcadeMachineControllerPS>scripted
protected cb func OnBeginArcadeMinigameUI(evt: ref<BeginArcadeMinigameUI>) -> Boolscripted
protected cb func OnCombatStateChanged(value: Int32) -> Boolscripted
protected func OnDirectInteractionActive(evt: ref<InteractionActivationEvent>, isInteractionActive: Bool)scripted
protected cb func OnHitEvent(hit: ref<gameHitEvent>) -> Boolscripted
protected cb func OnPersitentStateInitialized(evt: ref<GameAttachedEvent>) -> Boolscripted
protected cb func OnRequestComponents(ri: EntityRequestComponentsInterface) -> Boolscripted
protected cb func OnStopShortGlitch(evt: ref<StopShortGlitchEvent>) -> Boolscripted
protected cb func OnTakeControl(ri: EntityResolveComponentsInterface) -> Boolscripted
public func ResavePersistentData(ps: ref<PersistentState>) -> Boolscripted
protected func ResolveGameplayState()scripted
private final func Setup()scripted
private final func SetupMinigame()scripted
protected func StartGlitching(glitchState: EGlitchState, opt intensity: Float)scripted
private final func StartShortGlitch()scripted
protected func StopGlitching()scripted
protected func TurnOffDevice()scripted
protected func TurnOffScreen()scripted
protected func TurnOnDevice()scripted
protected func TurnOnScreen()scripted
protected func UploadActiveProgramOnNPC(targetID: EntityID)scripted