FuseBox
classscriptedClass
extends InteractiveMasterDevice › InteractiveDevice › Device › DeviceBase › GameObject › GameEntity › Entity › IScriptable › ISerializable
Properties 8
| Name | Type | Flags |
|---|---|---|
componentsOFF | array<ref<IPlacedComponent>> | scriptedprivate |
componentsON | array<ref<IPlacedComponent>> | scriptedprivate |
indexesOfComponentsToOFF | array<Int32> | scriptedprotected |
isShortGlitchActive | Bool | scriptedprivate |
mesh | ref<MeshComponent> | scriptedpublic |
numberOfComponentsToOFF | Int32 | scriptedprotected |
numberOfComponentsToON | Int32 | scriptedprotected |
shortGlitchDelayID | DelayID | scriptedprivate |
Methods 19
public const func DeterminGameplayRole() -> EGameplayRolescripted
private const func GetController() -> ref<FuseBoxController>scripted
public const func GetDevicePS() -> ref<FuseBoxControllerPS>scripted
protected const func HasAnyDirectInteractionActive() -> Boolscripted
protected cb func OnHitEvent(hit: ref<gameHitEvent>) -> Boolscripted
protected cb func OnOverloadDevice(evt: ref<OverloadDevice>) -> Boolscripted
protected cb func OnRequestComponents(ri: EntityRequestComponentsInterface) -> Boolscripted
protected cb func OnStopShortGlitch(evt: ref<StopShortGlitchEvent>) -> Boolscripted
protected cb func OnTakeControl(ri: EntityResolveComponentsInterface) -> Boolscripted
protected func ResolveGameplayState()scripted
protected func StartGlitching(glitchState: EGlitchState, opt intensity: Float)scripted
private final func StartOverloading(effectName: CName)scripted
private final func StartShortGlitch()scripted
protected func StopGlitching()scripted
private final func StopOverloading()scripted
protected final func ToggleComponentsON_OFF(visible: Bool)scripted
protected func ToggleVisibility(visible: Bool)scripted
protected func TurnOffDevice()scripted
protected func TurnOnDevice()scripted