IronsightGameController
classscriptedClass
extends gameuiIronsightGameController › inkGameController › worlduiIGameController › inkIGameController › IScriptable › ISerializable
Extended by 1 type
Properties 61
| Name | Type | Flags |
|---|---|---|
ActiveWeapon | SlotWeaponData | scriptedprivate |
ADSAnimator | wref<AimDownSightController> | scriptedprivate |
ADSContainer | inkWidgetRef | scriptedprotected |
altimeter | wref<AltimeterController> | scriptedprivate |
altimeterContainer | inkWidgetRef | scriptedprotected |
ammo | inkTextRef | scriptedprotected |
ammoSpareCount | inkTextRef | scriptedprotected |
animIntro | ref<inkAnimProxy> | scriptedprivate |
animLoop | ref<inkAnimProxy> | scriptedprivate |
animPerfectCharge | ref<inkAnimProxy> | scriptedprivate |
animReload | ref<inkAnimProxy> | scriptedprivate |
attitude | EAIAttitude | scriptedprivate |
bb | wref<IBlackboard> | scriptedprivate |
bbID | ref<CallbackHandle> | scriptedprivate |
chargebar | wref<ChargebarController> | scriptedprivate |
chargebarContainer | inkWidgetRef | scriptedprotected |
chargebarTriggerModeChanged | ref<CallbackHandle> | scriptedprivate |
chargebarValueChanged | ref<CallbackHandle> | scriptedprivate |
compass | wref<CompassController> | scriptedprivate |
compass2 | wref<CompassController> | scriptedprivate |
compassContainer | inkWidgetRef | scriptedprotected |
compassContainer2 | inkWidgetRef | scriptedprotected |
crosshairState | gamePSMCrosshairStates | scriptedprivate |
crosshairStateChanged | ref<CallbackHandle> | scriptedprivate |
currentAmmo | Int32 | scriptedprotected |
dot | inkWidgetRef | scriptedprotected |
firstEquipAnimationName | CName | scriptedprotected |
InventoryManager | ref<InventoryDataManagerV2> | scriptedprivate |
isTargetEnemy | Bool | scriptedprivate |
originalWeapon | wref<WeaponObject> | scriptedprivate |
perfectChargeIndicator | inkWidgetRef | scriptedprivate |
playerPuppet | wref<GameObject> | scriptedprivate |
playerStateMachineBB | wref<IBlackboard> | scriptedprivate |
playerStateMachineUpperBodyBBID | ref<CallbackHandle> | scriptedprivate |
range | inkTextRef | scriptedprotected |
seeThroughWalls | Bool | scriptedprotected |
shootAnimation | ref<inkAnimProxy> | scriptedprivate |
shootAnimationName | CName | scriptedprotected |
target | wref<GameObject> | scriptedprivate |
targetAcquiredBBID | ref<CallbackHandle> | scriptedprivate |
targetAcquiredObstructedBBID | ref<CallbackHandle> | scriptedprivate |
targetAttitudeAnimator | wref<TargetAttitudeAnimationController> | scriptedprivate |
targetAttitudeBBID | ref<CallbackHandle> | scriptedprivate |
targetAttitudeContainer | inkWidgetRef | scriptedprotected |
targetAttitudeEnemyNonHostile | inkWidgetRef | scriptedprotected |
targetAttitudeFriendly | inkWidgetRef | scriptedprotected |
targetAttitudeHostile | inkWidgetRef | scriptedprotected |
targetBB | wref<IBlackboard> | scriptedprivate |
targetHealthListener | ref<IronsightTargetHealthChangeListener> | scriptedprivate |
targetHitAnimation | ref<inkAnimProxy> | scriptedprivate |
targetHitAnimationName | CName | scriptedprotected |
targetRange | Float | scriptedprivate |
targetRangeBBID | ref<CallbackHandle> | scriptedprivate |
targetRangeDecimalPrecision | Uint32 | scriptedprotected |
targetRangeObstructedBBID | ref<CallbackHandle> | scriptedprivate |
upperBodyState | gamePSMUpperBodyStates | scriptedprotected |
weaponBB | wref<IBlackboard> | scriptedprivate |
weaponDataBB | wref<IBlackboard> | scriptedprotected |
weaponDataShootBBID | ref<CallbackHandle> | scriptedprivate |
weaponDataTargetHitBBID | ref<CallbackHandle> | scriptedprivate |
weaponItemData | InventoryItemData | scriptedprivate |
Methods 30
protected final func IsOriginalWeapon(weaponID: ItemID) -> Boolscripted
protected final func IsWeaponActive() -> Boolscripted
protected final func OnAmmoCountChanged(value: Int32)scripted
public final func OnAmmoSpareCountChanged()scripted
protected final func OnAnimationIntroFinished(anim: ref<inkAnimProxy>)scripted
protected cb func OnChargeValueChanged(value: Float) -> Boolscripted
protected cb func OnCompassUpdate() -> Boolscripted
protected cb func OnCrosshairStatStateeChanged(state: Int32) -> Boolscripted
protected cb func OnInitialize() -> Boolscripted
protected cb func OnIronsightTargetHealthUpdateEvent(evt: ref<IronsightTargetHealthUpdateEvent>) -> Boolscripted
protected cb func OnPerfectChargeUIEvent(evt: ref<PerfectChargeUIEvent>) -> Boolscripted
protected cb func OnPlayerAttach(playerPuppet: ref<GameObject>) -> Boolscripted
protected cb func OnPlayerDetach(playerPuppet: ref<GameObject>) -> Boolscripted
protected final func OnReloadEndLoop(anim: ref<inkAnimProxy>)scripted
protected cb func OnShoot(arg: Variant) -> Boolscripted
protected cb func OnTargetAcquired(targetID: EntityID) -> Boolscripted
protected cb func OnTargetAttitudeChanged(attitude: Int32) -> Boolscripted
protected cb func OnTargetDistanceChanged(distance: Float) -> Boolscripted
protected cb func OnTargetHit(arg: Variant) -> Boolscripted
protected cb func OnTriggerModeChanged(triggerMode: Variant) -> Boolscripted
protected cb func OnUninitialize() -> Boolscripted
protected cb func OnUpperBodyChanged(state: Int32) -> Boolscripted
protected cb func OnWeaponDataChanged(value: Variant) -> Boolscripted
protected final func RefreshTargetDistance()scripted
private final func RefreshTargetHealth()scripted
private final func RegisterTargetCallbacks(register: Bool)scripted
private final func ResetTargetData()scripted
private final func SetRosterSlotData()scripted
protected final func StopAnimation(anim: ref<inkAnimProxy>)scripted
protected final func UpdateTargetAttitudeVisibility()scripted