REDNODE / GAME API

CrouchDecisions

classscriptedClass

extends LocomotionGroundDecisions › LocomotionTransition › DefaultTransition › StateFunctor › IScriptable › ISerializable

Extended by 2 types

CrouchSprintDecisions SlideDecisions

Properties 8

NameTypeFlags
callbackIDref<CallbackHandle>scriptedpublic
controllingDeviceBoolscriptedprivate
crouchPressedBoolscriptedprivate
executionOwnerwref<GameObject>scriptedpublic
forcedCrouchBoolscriptedprivate
gameplaySettingswref<GameplaySettingsSystem>scriptedpublic
statusEffectListenerref<DefaultTransitionStatusEffectListener>scriptedprivate
toggleCrouchPressedBoolscriptedprivate

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