REDNODE / GAME API

DeviceOperationsContainer

classscriptedClass

extends IScriptable › ISerializable

Properties 2

NameTypeFlags
operationsarray<ref<DeviceOperationBase>>scriptedprivatepersistent
triggersarray<ref<DeviceOperationsTrigger>>scriptedprivate

Methods 23

public final func EvaluateActivatorTriggers(owner: wref<GameObject>)scripted
public final func EvaluateBaseStateTriggers(state: EDeviceStatus, owner: wref<GameObject>)scripted
public final func EvaluateCustomActionTriggers(actionID: CName, owner: wref<GameObject>)scripted
public final func EvaluateDeviceActionTriggers(actionClassName: CName, owner: wref<GameObject>)scripted
public final func EvaluateDoorStateTriggers(state: EDoorStatus, owner: wref<GameObject>)scripted
public final func EvaluateFactTriggers(owner: wref<GameObject>, factName: CName)scripted
public final func EvaluateFocusModeTriggers(owner: wref<GameObject>, operationType: ETriggerOperationType)scripted
public final func EvaluateHitTriggers(owner: wref<GameObject>, activator: wref<GameObject>, attackData: ref<AttackData>)scripted
public final func EvaluateInteractionAreaTriggers(areaTag: CName, owner: wref<GameObject>, activator: wref<GameObject>, operationType: gameinteractionsEInteractionEventType)scripted
public final func EvaluateSenseTriggers(owner: wref<GameObject>, activator: wref<GameObject>, operationType: ETriggerOperationType)scripted
public final func EvaluateTriggerVolumeTriggers(componentName: CName, owner: wref<GameObject>, activator: wref<GameObject>, operationType: ETriggerOperationType)scripted
public final func Execute(operationName: CName, owner: wref<GameObject>)scripted
public final const func HasOperation(className: CName) -> Boolscripted
public final func Initialize(owner: ref<GameObject>)scripted
public final const func IsOperationEnabled(operationName: CName) -> Boolscripted
public final const func IsOperationEnabled(index: Int32) -> Boolscripted
public final func Restore(operationName: CName, owner: wref<GameObject>)scripted
public final func RestoreCustomActionOperations(actionID: CName, owner: wref<GameObject>)scripted
public final func RestoreDeviceActionOperations(actionClassName: CName, owner: wref<GameObject>)scripted
public final func ToggleOperationByIndex(enable: Bool, index: Int32)scripted
public final func ToggleOperationByName(enable: Bool, operationName: CName)scripted
private final func ToggleOperations(operations: script_ref<array<SToggleDeviceOperationData>>)scripted
public final func UnInitialize(owner: ref<GameObject>)scripted