REDNODE / GAME API

FuseBox

classscriptedClass

extends InteractiveMasterDevice › InteractiveDevice › Device › DeviceBase › GameObject › GameEntity › Entity › IScriptable › ISerializable

Properties 8

NameTypeFlags
componentsOFFarray<ref<IPlacedComponent>>scriptedprivate
componentsONarray<ref<IPlacedComponent>>scriptedprivate
indexesOfComponentsToOFFarray<Int32>scriptedprotected
isShortGlitchActiveBoolscriptedprivate
meshref<MeshComponent>scriptedpublic
numberOfComponentsToOFFInt32scriptedprotected
numberOfComponentsToONInt32scriptedprotected
shortGlitchDelayIDDelayIDscriptedprivate

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