REDNODE / GAME API

GameplayRoleComponent

classscriptedClass

extends ScriptableComponent › GameComponent › IComponent › IScriptable › ISerializable

Properties 19

NameTypeFlags
alwaysCreateMappinAsDynamicBoolscriptedprivate
autoDeterminGameplayRoleBoolscriptedprivate
canHideMappinsByTaskBoolscriptedprivate
canShowMappinsByTaskBoolscriptedprivate
currentGameplayRoleEGameplayRolescriptedprivate
displayAllRolesAsGenericBoolscriptedprivate
enabledMinimapMappinsarray<gamedataMappinVariant>scriptedprivate
forcedMappinVisualStateEMappinVisualStatescriptedprivate
gameplayRoleEGameplayRolescriptedprivate
isBeingScannedBoolscriptedprivate
isCurrentTargetBoolscriptedprivate
isForcedVisibleThroughWallsBoolscriptedprivate
isForceHiddenBoolscriptedprivate
isGameplayRoleInitializedBoolscriptedprivate
isHighlightedInFocusModeBoolscriptedprivate
isShowingMappinsBoolscriptedprivate
mappinsarray<SDeviceMappinData>scriptedprivate
mappinsDisplayModeEMappinDisplayModescriptedprivate
offsetValueFloatscriptedprivate

Methods 91

private final func ActivatePhoneCallIndicator(visualData: ref<GameplayRoleMappinData>)scripted
private final func ActivateQuickHackDurationIndicator(visualData: ref<GameplayRoleMappinData>)scripted
private final func ActivateQuickHackIndicator(visualData: ref<GameplayRoleMappinData>)scripted
private final func ActivateSingleMappin(index: Int32)scripted
public final func AddMappin(data: script_ref<SDeviceMappinData>) -> Boolscripted
public final func AddQuickhackMappinToQueue(visualData: ref<GameplayRoleMappinData>)scripted
private final func ClearAllRoleMappins()scripted
protected func ClearAllRoleMappinsByTask()scripted
protected final func ClearAllRoleMappinsTask(data: ref<ScriptTaskData>)scripted
private final func CompareRoleMappinsData(data1: ref<GameplayRoleMappinData>, data2: ref<GameplayRoleMappinData>) -> Boolscripted
private final func CreateRoleMappinData(data: script_ref<SDeviceMappinData>) -> ref<GameplayRoleMappinData>scripted
private final func DeactivatePhoneCallIndicator()scripted
private final func DeactivateQuickHackDurationIndicator()scripted
private final func DeactivateQuickHackIndicator()scripted
private final func DeactivateSingleMappin(index: Int32)scripted
private final func DeterminGamplayRole()scripted
private final func DeterminGamplayRoleByTask()scripted
protected final func DeterminGamplayRoleTask(data: ref<ScriptTaskData>)scripted
public final func EnableMappinVariantOnMinimap(mappinVariant: gamedataMappinVariant)scripted
private func EvaluateMappins()scripted
private final func EvaluatePositions()scripted
public final const func GetCurrentGameplayRole() -> EGameplayRolescripted
private final const func GetCurrentMappinVariant(role: EGameplayRole) -> gamedataMappinVariantscripted
public final const func GetForcedMappinVisualState() -> EMappinVisualStatescripted
private final func GetIconIdForMappinVariant(mappinVariant: gamedataMappinVariant) -> TweakDBIDscripted
private final const func GetMappinDataForGamepleyRole(role: EGameplayRole) -> SDeviceMappinDatascripted
private final func GetMappinSystem() -> ref<MappinSystem>scripted
private final const func GetMinimalisticMappinVariant() -> gamedataMappinVariantscripted
private final func GetNextAxis(currentAxis: EAxisType) -> EAxisTypescripted
private final const func GetPlaystyleMappinVariant() -> gamedataMappinVariantscripted
private final func GetQuickHackQueueSize() -> Int32scripted
private final const func GetRoleMappinVariant(role: EGameplayRole) -> gamedataMappinVariantscripted
private final func GetUISystem() -> ref<UISystem>scripted
public final const func HasActiveMappin(mappinVariant: gamedataMappinVariant) -> Boolscripted
private final const func HasMappin(gameplayRole: EGameplayRole) -> Boolscripted
private final const func HasMappin(mappinVariant: gamedataMappinVariant) -> Boolscripted
private final const func HasMappin(data: script_ref<SDeviceMappinData>) -> Boolscripted
private final func HasOffscreenArrow() -> Boolscripted
public final func HideRoleMappins()scripted
protected func HideRoleMappinsByTask()scripted
protected final func HideRoleMappinsTask(data: ref<ScriptTaskData>)scripted
private final func HideSingleMappin(index: Int32)scripted
private final func HideSingleMappin_Event(index: Int32)scripted
private final func InitializeGamepleyRoleMappin()scripted
private final func InitializePhoneCallIndicator()scripted
private final func InitializeQuickHackIndicator()scripted
private final const func IsCurrentTarget() -> Boolscripted
private final func IsForceHidden() -> Boolscripted
public final const func IsGameplayRoleStatic() -> Boolscripted
private final const func IsHighlightedInFocusMode() -> Boolscripted
private final func IsMappinDataValid(mappinData: script_ref<SDeviceMappinData>) -> Boolscripted
private final func IsMappinDynamic() -> Boolscripted
private final func IsShardRead() -> Boolscripted
protected cb func OnDeactivateQuickHackIndicator(evt: ref<DeactivateQuickHackIndicatorEvent>) -> Boolscripted
protected cb func OnEvaluateMappinVisualStateEvent(evt: ref<EvaluateMappinsVisualStateEvent>) -> Boolscripted
protected final func OnGameAttach()scripted
protected final func OnGameDetach()scripted
protected cb func OnHideSingleMappin(evt: ref<HideSingleMappinEvent>) -> Boolscripted
protected cb func OnHUDInstruction(evt: ref<HUDInstruction>) -> Boolscripted
protected cb func OnLogicReady(evt: ref<SetLogicReadyEvent>) -> Boolscripted
protected cb func OnLookedAtEvent(evt: ref<LookedAtEvent>) -> Boolscripted
protected cb func OnPerformedAction(evt: ref<PerformedAction>) -> Boolscripted
protected cb func OnPostInitialize(evt: ref<entPostInitializeEvent>) -> Boolscripted
protected cb func OnPreUninitialize(evt: ref<entPreUninitializeEvent>) -> Boolscripted
protected cb func OnReEvaluateGameplayRole(evt: ref<EvaluateGameplayRoleEvent>) -> Boolscripted
protected cb func OnScanningLookedAt(evt: ref<ScanningLookAtEvent>) -> Boolscripted
protected cb func OnSetCurrentGameplayRole(evt: ref<SetCurrentGameplayRoleEvent>) -> Boolscripted
protected cb func OnSetGameplayRole(evt: ref<SetGameplayRoleEvent>) -> Boolscripted
protected cb func OnShowSingleMappin(evt: ref<ShowSingleMappinEvent>) -> Boolscripted
protected cb func OnToggleGameplayMappinVisibilityEvent(evt: ref<ToggleGameplayMappinVisibilityEvent>) -> Boolscripted
protected cb func OnUnregisterAllMappinsEvent(evt: ref<UnregisterAllMappinsEvent>) -> Boolscripted
protected cb func OnUploadProgressStateChanged(evt: ref<UploadProgramProgressEvent>) -> Boolscripted
private final func ReEvaluateGameplayRole()scripted
public final func RemoveQuickhackMappinFromQueue()scripted
private final func RequestHUDRefresh()scripted
private final func SetCurrentGameplayRoleWithNotification(role: EGameplayRole)scripted
private final func SetForceHidden(isHidden: Bool)scripted
public final func ShowRoleMappins()scripted
protected func ShowRoleMappinsByTask()scripted
protected final func ShowRoleMappinsTask(data: ref<ScriptTaskData>)scripted
private final func ShowSingleMappin(index: Int32)scripted
private final func ShowSingleMappin(index: Int32, visualData: ref<GameplayRoleMappinData>, opt bindPositionToSlotName: CName)scripted
private final func ShowSingleMappin_Event(index: Int32)scripted
public final func ToggleMappin(mappinVariant: gamedataMappinVariant, enable: Bool)scripted
public final func ToggleMappin(mappinVariant: gamedataMappinVariant, enable: Bool, show: Bool)scripted
public final func ToggleMappin(mappinVariant: gamedataMappinVariant, enable: Bool, show: Bool, visualData: ref<GameplayRoleMappinData>, opt bindPositionToSlotName: CName)scripted
public final func ToggleMappin(mappinIndex: Int32, enable: Bool)scripted
public final func UnregisterAllMappins()scripted
public final func UnregisterAllRoleMappins()scripted
protected final func UpdateDefaultHighlight()scripted
private final func UpdateSingleMappinData(index: Int32, visualData: ref<GameplayRoleMappinData>, shouldUpdateVariant: Bool)scripted