REDNODE / GAME API

GenericDeviceOperation

classscriptedClass

extends DeviceOperationBase › IScriptable › ISerializable

Properties 13

NameTypeFlags
componentsarray<SComponentOperationData>scriptedpublic
damagesarray<SDamageOperationData>scriptedpublic
factsarray<SFactOperationData>scriptedpublic
fxInstancesarray<SVfxInstanceData>scriptedprivate
itemsarray<SInventoryOperationData>scriptedpublic
meshesAppearenceCNamescriptedpublic
playerWorkspotSWorkspotDatascriptedpublic
SFXsarray<SSFXOperationData>scriptedpublic
statusEffectsarray<SStatusEffectOperationData>scriptedpublic
stimsarray<SStimOperationData>scriptedpublic
teleportSTeleportOperationDatascriptedpublic
transformAnimationsarray<STransformAnimationData>scriptedpublic
VFXsarray<SVFXOperationData>scriptedpublic

Methods 20

private final func CreateFxInstance(owner: wref<GameObject>, id: CName, resource: FxResource, transform: WorldTransform) -> ref<FxInstance>scripted
protected func EnterWorkspot(target: ref<Device>, activator: ref<GameObject>, opt freeCamera: Bool, opt componentName: CName)scripted
public func Execute(owner: wref<GameObject>)scripted
private final func GetFxInstance(id: CName) -> ref<FxInstance>scripted
protected func LeaveWorkspot(activator: ref<GameObject>)scripted
private final func RemoveFxInstance(id: CName)scripted
private final func ResolveComponents(componentsData: script_ref<array<SComponentOperationData>>, owner: wref<GameObject>)scripted
private final func ResolveDamages(damagesArg: script_ref<array<SDamageOperationData>>, owner: wref<GameObject>)scripted
private final func ResolveFacts(factsArg: script_ref<array<SFactOperationData>>, owner: wref<GameObject>, opt restore: Bool)scripted
private final func ResolveItems(itemsArg: script_ref<array<SInventoryOperationData>>, owner: wref<GameObject>)scripted
private final func ResolveMeshesAppearence(appearanceName: CName, owner: wref<GameObject>)scripted
private final func ResolveSFXs(SFXsArg: script_ref<array<SSFXOperationData>>, owner: wref<GameObject>)scripted
private final func ResolveStatusEffects(statusEffectsArg: array<SStatusEffectOperationData>, owner: wref<GameObject>)scripted
private final func ResolveStims(stimsArg: script_ref<array<SStimOperationData>>, owner: wref<GameObject>)scripted
private final func ResolveTeleport(teleportArg: STeleportOperationData, owner: wref<GameObject>)scripted
private final func ResolveTransformAnimations(animations: script_ref<array<STransformAnimationData>>, owner: wref<GameObject>)scripted
private final func ResolveVFXs(VFXsArg: array<SVFXOperationData>, owner: wref<GameObject>)scripted
private final func ResolveWorkspots(workspot: SWorkspotData, owner: wref<GameObject>)scripted
public func Restore(owner: wref<GameObject>)scripted
private final func StoreFxInstance(id: CName, fx: ref<FxInstance>)scripted