REDNODE / GAME API

CrosshairGameController_Rasetsu

classscriptedClass

extends gameuiCrosshairBaseGameController › inkGameController › worlduiIGameController › inkIGameController › IScriptable › ISerializable

Properties 20

NameTypeFlags
aimFireinkWidgetRefscriptedpublic
aimFireLogicControllerwref<CrosshairLogicController_RasetsuAimFire>scriptedpublic
hideAdsAnimNameCNamescriptedpublic
hipFireinkWidgetRefscriptedpublic
hipFireLogicControllerwref<CrosshairLogicController_RasetsuHipFire>scriptedpublic
isRootVisibleBoolscriptedpublic
loopAdsAnimNameCNamescriptedpublic
onChargeChangeBBIDref<CallbackHandle>scriptedpublic
onChargeTriggerModeBBIDref<CallbackHandle>scriptedpublic
rootAnimProxyref<inkAnimProxy>scriptedpublic
shootAnimationref<inkAnimProxy>scriptedpublic
shootAnimationNameCNamescriptedpublic
showAdsAnimNameCNamescriptedpublic
targetHitAnimationref<inkAnimProxy>scriptedpublic
targetHitAnimationNameCNamescriptedpublic
uiGameDataBBwref<IBlackboard>scriptedpublic
visibilityAnimProxyref<inkAnimProxy>scriptedpublic
weaponDataShootBBIDref<CallbackHandle>scriptedpublic
weaponDataTargetHitBBIDref<CallbackHandle>scriptedpublic
weaponLocalBBwref<IBlackboard>scriptedpublic

Methods 24

protected func ApplyCrosshairGUIState(state: CName, aimedAtEntity: ref<Entity>)scripted
private final func ApplyWeaponSwayToCamera(value: Bool)scripted
public func GetIntroAnimation(firstEquip: Bool) -> ref<inkAnimProxy>scripted
public func GetOutroAnimation() -> ref<inkAnimProxy>scripted
protected cb func OnBulletSpreadChanged(spread: Vector2) -> Boolscripted
protected cb func OnChargeChanged(argCharge: Float) -> Boolscripted
protected cb func OnInitialize() -> Boolscripted
protected cb func OnPerfectChargeUIEvent(evt: ref<PerfectChargeUIEvent>) -> Boolscripted
protected cb func OnPreIntro() -> Boolscripted
protected cb func OnPreOutro() -> Boolscripted
protected cb func OnShoot(arg: Variant) -> Boolscripted
protected cb func OnStartLoop(proxy: ref<inkAnimProxy>) -> Boolscripted
protected func OnState_Aim()scripted
protected func OnState_GrenadeCharging()scripted
protected func OnState_HipFire()scripted
protected func OnState_LeftHandCyberware()scripted
protected func OnState_Reload()scripted
protected func OnState_Safe()scripted
protected func OnState_Scanning()scripted
protected func OnState_Sprint()scripted
protected cb func OnTargetHit(arg: Variant) -> Boolscripted
protected cb func OnTriggerModeChanged(triggerMode: Variant) -> Boolscripted
protected cb func OnUninitialize() -> Boolscripted
private final func ShowRootWidget(isVisible: Bool)scripted