REDNODE / GAME API

CrosshairGameController_Smart_Rifl

classscriptedClass

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

Extended by 2 types

CrosshairGameController_BlackwallForce CrosshairGameController_Hercules

Properties 43

NameTypeFlags
bottomPartinkImageRefscriptedprotected
bufferedSpreadVector2scriptedprivate
bufferFrameinkWidgetRefscriptedprotected
currTargetedEntityIDsarray<EntityID>scriptedpublic
horiPartinkWidgetRefscriptedprotected
isAimDownSightsBoolscriptedprivate
isBlockedBoolscriptedprivate
latchVerticalFloatscriptedprivate
leftPartinkImageRefscriptedprotected
leftPartExtrainkImageRefscriptedprotected
lockHolderinkCompoundRefscriptedprotected
numLockedTargetsInt32scriptedpublic
offsetLeftRightFloatscriptedprivate
offsetLeftRightExtraFloatscriptedprivate
playerDevelopmentDatawref<PlayerDevelopmentData>scriptedprivate
prevTargetedEntityIDsarray<EntityID>scriptedpublic
reloadAnimationProxyref<inkAnimProxy>scriptedprivate
reloadIndicatorinkCompoundRefscriptedprotected
reloadIndicatorInvinkCompoundRefscriptedprotected
reticleFrameinkWidgetRefscriptedprotected
rightPartinkImageRefscriptedprotected
rightPartExtrainkImageRefscriptedprotected
smartDataref<smartGunUIParameters>scriptedprivate
smartLinkDotinkCompoundRefscriptedprotected
smartLinkFirmwareOfflineinkCompoundRefscriptedprotected
smartLinkFirmwareOnlineinkCompoundRefscriptedprotected
smartLinkFluffinkCompoundRefscriptedprotected
smartLinkFrameinkCompoundRefscriptedprotected
targetColorChangeinkWidgetRefscriptedprotected
targetHolderinkCompoundRefscriptedprotected
targetingFrameinkWidgetRefscriptedprotected
targetsarray<wref<inkWidget>>scriptedprivate
targetsPoolarray<wref<inkWidget>>scriptedprivate
targetsPullSizeInt32scriptedprotected
targetWidgetLibraryNameCNamescriptedprotected
topPartinkImageRefscriptedprotected
txtAccuracyinkTextRefscriptedprotected
txtFluffStatusinkTextRefscriptedprotected
txtTargetsCountinkTextRefscriptedprotected
vertPartinkWidgetRefscriptedprotected
weaponBlackboardwref<IBlackboard>scriptedprivate
weaponParamsListenerIdref<CallbackHandle>scriptedprivate

Methods 26

public final func AllocateNewTarget(data: script_ref<smartGunUITargetParameters>, newTargets: script_ref<array<wref<inkWidget>>>)scripted
protected func ApplyCrosshairGUIState(state: CName, aimedAtEntity: ref<Entity>)scripted
public final func CheckIfRectangleNeedsToBeResized(out targetableRegionSize: Vector2, out reticleSize: Vector2)scripted
public func GetIntroAnimation(firstEquip: Bool) -> ref<inkAnimProxy>scripted
public func GetOutroAnimation() -> ref<inkAnimProxy>scripted
public func HandleDeadEye()scripted
public final func LookupCurrentTargets(data: script_ref<smartGunUITargetParameters>, newTargets: script_ref<array<wref<inkWidget>>>) -> Boolscripted
protected cb func OnBulletSpreadChanged(spread: Vector2) -> Boolscripted
protected func OnCrosshairStateChange(oldState: gamePSMCrosshairStates, newState: gamePSMCrosshairStates)scripted
protected cb func OnDeadEyeAnimFinished(anim: ref<inkAnimProxy>) -> Boolscripted
protected cb func OnInitialize() -> Boolscripted
protected cb func OnPlayerAttach(playerPuppet: ref<GameObject>) -> Boolscripted
protected cb func OnPreIntro() -> Boolscripted
protected cb func OnPreOutro() -> Boolscripted
protected cb func OnSmartGunParams(argParams: Variant) -> Boolscripted
protected func OnState_Aim()scripted
protected func OnState_GrenadeCharging()scripted
protected func OnState_HipFire()scripted
protected func OnState_Reload()scripted
protected func OnState_Safe()scripted
protected func OnState_Scanning()scripted
protected func OnState_Sprint()scripted
public final func ProcessData(data: script_ref<smartGunUITargetParameters>, currWidget: wref<inkWidget>, currController: wref<Crosshair_Smart_Rifl_Bucket>)scripted
public final func ProcessParams(smartData: ref<smartGunUIParameters>)scripted
public final func ReturnAllTargetsToPool()scripted
private final func SetupLayout()scripted