REDNODE / GAME API

ChimeraComponent

classscriptedClass

extends ScriptableComponent › GameComponent › IComponent › IScriptable › ISerializable

Properties 13

NameTypeFlags
defeatedOnAttachBoolscriptedprivate
healthListenerref<ChimeraHealthChangeListener>scriptedprivate
npcDeathCollisionComponentref<SimpleColliderComponent>scriptedprivate
ownerwref<NPCPuppet>scriptedprivate
ownerIdEntityIDscriptedprivate
playerwref<PlayerPuppet>scriptedprivate
statPoolSystemref<StatPoolsSystem>scriptedprivate
targetingBodyref<TargetingComponent>scriptedprivate
targetTrackerComponentref<TargetTrackerComponent>scriptedprivate
weakspotComponentref<WeakspotComponent>scriptedprivate
weakspotsarray<wref<WeakspotObject>>scriptedprivate
weakspotsDelayDelayIDscriptedprivate
weakspotsInvulnerableBoolscriptedprivate

Methods 26

public final func ApplyPhase2()scripted
public final func ApplyPhase3()scripted
private final func DestroyAllWeakspots()scripted
protected final func DisableAllHitShapes()scripted
protected final func DisablePhase1HitShapes()scripted
public final func EnableGasCloud()scripted
protected final func EnablePhase1HitShapes()scripted
protected final func EnablePhase2HeadVulnerable()scripted
protected final func EnablePhase2HitShapes()scripted
public final func EnsureWeakspotsInitialized() -> Boolscripted
protected cb func OnAudioEvent(evt: ref<AudioEvent>) -> Boolscripted
protected cb func OnChangeToPhase2(evt: ref<ChangeToPhase2DelayedEvent>) -> Boolscripted
protected cb func OnChangeToPhase3(evt: ref<ChangeToPhase3DelayedEvent>) -> Boolscripted
protected cb func OnChimeraWeakspotDelayedEvent(evt: ref<ChimeraWeakspotDelayedEvent>) -> Boolscripted
protected cb func OnDeath(evt: ref<gameDeathEvent>) -> Boolscripted
protected cb func OnEnableGasCloud(evt: ref<EnableGasCloudDelayedEvent>) -> Boolscripted
public final func OnGameAttach()scripted
public final func OnGameDetach()scripted
protected cb func OnRequestComponents(ri: EntityRequestComponentsInterface) -> Boolscripted
protected cb func OnStatusEffectApplied(evt: ref<ApplyStatusEffectEvent>) -> Boolscripted
protected cb func OnStatusEffectRemoved(evt: ref<RemoveStatusEffect>) -> Boolscripted
protected cb func OnTakeControl(ri: EntityResolveComponentsInterface) -> Boolscripted
public final func RemoveWeakspotsInvulnerable()scripted
public final func SetPercentLifeForPhase(value: Float)scripted
public final func SetWeakspotsInvulnerable()scripted
private final func WithdrawHealthPercentage(target: ref<NPCPuppet>, valueToSet: Float)scripted