CrouchDecisions
classscriptedClass
extends LocomotionGroundDecisions › LocomotionTransition › DefaultTransition › StateFunctor › IScriptable › ISerializable
Extended by 2 types
Properties 8
| Name | Type | Flags |
|---|---|---|
callbackID | ref<CallbackHandle> | scriptedpublic |
controllingDevice | Bool | scriptedprivate |
crouchPressed | Bool | scriptedprivate |
executionOwner | wref<GameObject> | scriptedpublic |
forcedCrouch | Bool | scriptedprivate |
gameplaySettings | wref<GameplaySettingsSystem> | scriptedpublic |
statusEffectListener | ref<DefaultTransitionStatusEffectListener> | scriptedprivate |
toggleCrouchPressed | Bool | scriptedprivate |
Methods 13
protected const func EnterCondition(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected cb func OnAction(action: ListenerAction, consumer: ListenerActionConsumer) -> Boolscripted
protected func OnAttach(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected cb func OnControllingDeviceChange(value: Bool) -> Boolscripted
protected final func OnDetach(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
public func OnStatusEffectApplied(statusEffect: wref<StatusEffect_Record>)scripted
public func OnStatusEffectRemoved(statusEffect: wref<StatusEffect_Record>)scripted
protected const func ToCrouch(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected const func ToCrouchSprint(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected const func ToDodge(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected const func ToSprint(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected const func ToStand(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func WantsToDodgeFromCrouch(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted