REDNODE / GAME API

DeviceOperations

abstract classscriptedClass

extends IScriptable › ISerializable

Extended by 9 types

BaseActionOperations BaseStateOperations CustomActionOperations DoorStateOperations FocusModeOperations HitOperations InteractionAreaOperations SensesOperations TriggerVolumeOperations

Properties 2

NameTypeFlags
componentsarray<wref<IPlacedComponent>>scriptedprotected
fxInstancesarray<SVfxInstanceData>scriptedprotected

Methods 30

public func ClearDelayIdOnOperation(operationID: Int32)scripted
private final func CreateFxInstance(owner: wref<GameObject>, id: CName, resource: FxResource, transform: WorldTransform) -> ref<FxInstance>scripted
protected final func DelayOperation(operation: script_ref<SBaseDeviceOperationData>, owner: wref<GameObject>)scripted
protected func EnterWorkspot(target: ref<Device>, activator: ref<GameObject>, opt freeCamera: Bool, opt componentName: CName)scripted
public final func Execute(operation: script_ref<SBaseDeviceOperationData>, owner: wref<GameObject>)scripted
private final func GetFxInstance(id: CName) -> ref<FxInstance>scripted
public const func IsOperationEnabled(index: Int32) -> Boolscripted
protected func LeaveWorkspot(activator: ref<GameObject>)scripted
private final func RemoveFxInstance(id: CName)scripted
public func RequestComponents(ri: EntityRequestComponentsInterface)scripted
private final func ResolveComponents(componentsData: script_ref<array<SComponentOperationData>>)scripted
private final func ResolveDamages(damages: script_ref<array<SDamageOperationData>>, owner: wref<GameObject>)scripted
private final func ResolveDisable(disable: Bool, owner: wref<GameObject>)scripted
private final func ResolveFacts(facts: script_ref<array<SFactOperationData>>, owner: wref<GameObject>)scripted
private final func ResolveItems(items: script_ref<array<SInventoryOperationData>>, owner: wref<GameObject>)scripted
private final func ResolveMeshesAppearence(appearanceName: CName, owner: wref<GameObject>)scripted
private final func ResolveOperations(operations: script_ref<array<SToggleOperationData>>, owner: wref<GameObject>)scripted
private final func ResolveSFXs(SFXs: script_ref<array<SSFXOperationData>>, owner: wref<GameObject>)scripted
private final func ResolveStatusEffects(statusEffects: array<SStatusEffectOperationData>, owner: wref<GameObject>)scripted
private final func ResolveStims(stims: script_ref<array<SStimOperationData>>, owner: wref<GameObject>)scripted
private final func ResolveTeleport(teleport: STeleportOperationData, owner: wref<GameObject>)scripted
private final func ResolveTransformAnimations(animations: script_ref<array<STransformAnimationData>>, owner: wref<GameObject>)scripted
private final func ResolveVFXs(VFXs: script_ref<array<SVFXOperationData>>, owner: wref<GameObject>)scripted
private final func ResolveWorkspots(workspot: SWorkspotData, owner: wref<GameObject>)scripted
public final func Restore(operation: script_ref<SBaseDeviceOperationData>, owner: wref<GameObject>)scripted
protected final func SendToggleOperataionEvent(enable: Bool, index: Int32, type: EOperationClassType, owner: wref<GameObject>)scripted
public func SetDelayIdOnOperation(delayId: DelayID, operationID: Int32)scripted
private final func StoreFxInstance(id: CName, fx: ref<FxInstance>)scripted
public func TakeControl(ri: EntityResolveComponentsInterface)scripted
public func ToggleOperation(enable: Bool, index: Int32)scripted