JudysDoor
classscriptedClass
extends InteractiveDevice › Device › DeviceBase › GameObject › GameEntity › Entity › IScriptable › ISerializable
Properties 45
| Name | Type | Flags |
|---|---|---|
activeSkillcheckLights | array<ref<gameLightComponent>> | scriptedprotected |
allActiveLights | array<ref<gameLightComponent>> | scriptedprotected |
animationController | ref<AnimationControllerComponent> | scriptedprotected |
animationType | EAnimationType | scriptedprotected |
animFeatureDoor | ref<AnimFeatureDoor> | scriptedprotected |
audioForceOpen | Bool | scriptedprivate |
automaticCloseDelay | Float | scriptedprivate |
closingAnimationLength | Float | scriptedprivate |
colors | LedColors | scriptedprotected |
componentName | CName | scriptedprivate |
doorOpeningType | EDoorOpeningType | scriptedprotected |
doorTriggerSide | EDoorTriggerSide | scriptedprivate |
forceOpeningAudioStimRange | Float | scriptedprivate |
illegalOpen | Bool | scriptedprivate |
isVisuallyOpened | Bool | scriptedprivate |
lastDoorSide | Int32 | scriptedprotected |
led1 | ref<gameLightComponent> | scriptedprotected |
led2 | ref<gameLightComponent> | scriptedprotected |
ledHandle1 | ref<gameLightComponent> | scriptedprotected |
ledHandle1a | ref<gameLightComponent> | scriptedprotected |
ledHandle2 | ref<gameLightComponent> | scriptedprotected |
ledHandle2a | ref<gameLightComponent> | scriptedprotected |
ledNetrunner1 | ref<gameLightComponent> | scriptedprotected |
ledNetrunner2 | ref<gameLightComponent> | scriptedprotected |
ledTechie1 | ref<gameLightComponent> | scriptedprotected |
ledTechie2 | ref<gameLightComponent> | scriptedprotected |
occluder | ref<IPlacedComponent> | scriptedprotected |
offMeshConnectionComponent | ref<OffMeshConnectionComponent> | scriptedprotected |
openedUsingForce | Bool | scriptedprivate |
openingAudioStimRange | Float | scriptedprivate |
playerBlocker | ref<ColliderComponent> | scriptedprivate |
playerInWorkspot | wref<PlayerPuppet> | scriptedprivate |
portalLight1 | ref<gameLightComponent> | scriptedprotected |
portalLight2 | ref<gameLightComponent> | scriptedprotected |
portalLight3 | ref<gameLightComponent> | scriptedprotected |
portalLight4 | ref<gameLightComponent> | scriptedprotected |
strongSoloFrame | ref<MeshComponent> | scriptedprotected |
terminalNetrunner1 | ref<MeshComponent> | scriptedprotected |
terminalNetrunner2 | ref<MeshComponent> | scriptedprotected |
terminalTechie1 | ref<MeshComponent> | scriptedprotected |
terminalTechie2 | ref<MeshComponent> | scriptedprotected |
triggerComponent | ref<TriggerComponent> | scriptedprotected |
triggerSideOne | ref<TriggerComponent> | scriptedprotected |
triggerSideTwo | ref<TriggerComponent> | scriptedprotected |
whoOpened | wref<GameObject> | scriptedprotected |
Methods 111
protected final func AccessGrantedNotification()scripted
protected func ActivateDevice()scripted
protected func ApplyReplicatedState(state: ref<DeviceReplicatedState>)scripted
protected final const func CanPassAnySkillCheckOnParentTerminal() -> Boolscripted
private final func ChangeHalfLights()scripted
private final func CloseDoor()scripted
protected final func ClosestAuthorizedActiveEntityNearby() -> ref<GameObject>scripted
protected final func CreateLightSettings()scripted
protected func DeactivateDevice()scripted
public const func DeterminGameplayRole() -> EGameplayRolescripted
public const func DeterminGameplayRoleMappinVisuaState(data: script_ref<SDeviceMappinData>) -> EMappinVisualStatescripted
protected final func DisableOccluder()scripted
protected func DisableOffMeshConnections(player: Bool, npc: Bool)scripted
protected final func DisablePlayerBlocker()scripted
protected final func EnableOccluderInstanly()scripted
protected final func EnableOccluderWithDelay(delay: Float)scripted
protected func EnableOffMeshConnections(player: Bool, npc: Bool)scripted
protected final func EnablePlayerBlocker()scripted
protected func EnterWorkspot(activator: ref<GameObject>, opt freeCamera: Bool, opt componentName: CName, opt deviceData: CName)scripted
private final func EvaluateOffMeshLinks()scripted
protected final func EvaluateOffMeshLinksTask(data: ref<ScriptTaskData>)scripted
protected func ExecuteDeviceStateOperation()scripted
private final func GenerateInternalContext(opt activator: ref<GameObject>) -> GetActionsContextscripted
protected final func GetAllActiveLights()scripted
public final const func GetAnimFeature() -> ref<AnimFeatureDoor>scripted
public final const func GetClosingAnimationLength() -> Floatscripted
private const func GetController() -> ref<DoorController>scripted
public const func GetDevicePS() -> ref<DoorControllerPS>scripted
public const func GetDeviceStateClass() -> CNamescripted
protected final func GetDoorTriggerSide(forEntity: ref<Entity>) -> EDoorTriggerSidescripted
protected func GetOpeningSpeed() -> Floatscripted
protected func GetOpeningTime() -> Floatscripted
protected final func GetPlayerEntity() -> ref<Entity>scripted
private final func GetProperTransformAnimName() -> CNamescripted
protected const func HasAnyDirectInteractionActive() -> Boolscripted
private final func HasValidOpeningToken(id: EntityID) -> Boolscripted
protected final func InitializeLight()scripted
public const func IsActive() -> Boolscripted
public const func IsNetrunner() -> Boolscripted
protected final func IsPlayerInsideLift() -> Boolscripted
protected final func IsSomeoneAuthorizedNearby() -> Boolscripted
protected final func IsSomeoneInTrigger() -> Boolscripted
private final func MoveDoor(shouldBeOpened: Bool, immediate: Bool, force: Bool, opt movingSpeedMultiplier: Float) -> Boolscripted
protected cb func OnActionDemolition(evt: ref<ActionDemolition>) -> Boolscripted
protected cb func OnActionEngineering(evt: ref<ActionEngineering>) -> Boolscripted
protected cb func OnActivateDevice(evt: ref<ActivateDevice>) -> Boolscripted
protected cb func OnApproachingAreaResponseEvent(evt: ref<AIApproachingAreaResponseEvent>) -> Boolscripted
protected cb func OnAreaEnter(evt: ref<AreaEnteredEvent>) -> Boolscripted
protected cb func OnAreaExit(evt: ref<AreaExitedEvent>) -> Boolscripted
protected cb func OnAuthorizeUser(evt: ref<AuthorizeUser>) -> Boolscripted
protected cb func OnChangeHalfLights(evt: ref<ChangeHalfLights>) -> Boolscripted
protected cb func OnCollision(evt: ref<HitCharacterControllerEvent>) -> Boolscripted
protected cb func OnDetach() -> Boolscripted
protected cb func OnDoorOpeningToken(evt: ref<DoorOpeningToken>) -> Boolscripted
protected cb func OnDoorTriggerDelayedEvent(evt: ref<DoorTriggerDelayedEvent>) -> Boolscripted
protected cb func OnForceOpen(evt: ref<ForceOpen>) -> Boolscripted
protected cb func OnForceUnlockAndOpenElevator(evt: ref<ForceUnlockAndOpenElevator>) -> Boolscripted
protected cb func OnGameAttached() -> Boolscripted
public func OnMaraudersMapDeviceDebug(sink: ref<MaraudersMapDevicesSink>)scripted
protected cb func OnOccluderEnable(evt: ref<OccluderEnableEvent>) -> Boolscripted
protected cb func OnPay(evt: ref<Pay>) -> Boolscripted
protected cb func OnPersitentStateInitialized(evt: ref<GameAttachedEvent>) -> Boolscripted
protected cb func OnPlayInDeviceCallbackEvent(evt: ref<PlayInDeviceCallbackEvent>) -> Boolscripted
protected cb func OnQuestForceClose(evt: ref<QuestForceClose>) -> Boolscripted
protected cb func OnQuestForceCloseImmediate(evt: ref<QuestForceCloseImmediate>) -> Boolscripted
protected cb func OnQuestForceCloseScene(evt: ref<QuestForceCloseScene>) -> Boolscripted
protected cb func OnQuestForceEnabled(evt: ref<QuestForceEnabled>) -> Boolscripted
protected cb func OnQuestForceOpenScene(evt: ref<QuestForceOpenScene>) -> Boolscripted
protected cb func OnQuestForceUnlock(evt: ref<QuestForceUnlock>) -> Boolscripted
protected cb func OnQuestForceUnseal(evt: ref<QuestForceUnseal>) -> Boolscripted
protected cb func OnRequestComponents(ri: EntityRequestComponentsInterface) -> Boolscripted
protected cb func OnResetDoorState(evt: ref<ResetDoorState>) -> Boolscripted
protected cb func OnSealDoor(evt: ref<ToggleSeal>) -> Boolscripted
protected cb func OnSetAuthorizationModuleOFF(evt: ref<SetAuthorizationModuleOFF>) -> Boolscripted
protected cb func OnSetBusyEvent(evt: ref<SetBusyEvent>) -> Boolscripted
protected cb func OnSetCloseItself(evt: ref<SetCloseItself>) -> Boolscripted
protected cb func OnSetDoorType(evt: ref<SetDoorType>) -> Boolscripted
protected cb func OnTakeControl(ri: EntityResolveComponentsInterface) -> Boolscripted
protected cb func OnToggleLock(evt: ref<ToggleLock>) -> Boolscripted
protected cb func OnToggleOpen(evt: ref<ToggleOpen>) -> Boolscripted
protected cb func OnWorkspotFinished(componentName: CName) -> Boolscripted
private final func OpenDoor()scripted
protected final func PlayDoorMovementSound(shouldBeOpened: Bool, wasOpenedUsingForce: Bool)scripted
protected final func PlayDoorSealSound(toSeal: Bool)scripted
protected final func PlayLockSound(toLock: Bool)scripted
protected func PlayOpenDoorSound()scripted
private final func RedLightCondition() -> Boolscripted
private final func RefreshAnimOpenDoor(shouldBeOpened: Bool, immediate: Bool, animSpeedMultiplier: Float)scripted
private final func RefreshTransformAnimOpenDoor(shouldBeOpened: Bool, immediate: Bool, animSpeedMultiplier: Float)scripted
protected func ResolveGameplayState()scripted
protected func ResolveIllegalAction(executor: ref<GameObject>, duration: Float)scripted
protected func RestoreDeviceState()scripted
protected func SetAppearance()scripted
protected final func SetAppearanceTask(data: ref<ScriptTaskData>)scripted
private final func SetColor(lightSettings: ScriptLightSettings)scripted
protected func SetIsDoorInteractionActiveBB(evt: ref<InteractionActivationEvent>, isActive: Bool)scripted
private final func SetNetrunnerAppearance()scripted
protected final func SetNewDoorType(type: EDoorType)scripted
protected func SetSoloAppearance()scripted
private final func SetTechieAppearance()scripted
protected func SetupOpenDoorAnimationFeatures()scripted
private final func ToggleDoorLockState(activator: ref<GameObject>, shouldOpen: Bool)scripted
private final func ToggleDoorOpeningState(opt forWhom: EntityID)scripted
private final func ToggleDoorOpeningState(activator: ref<GameObject>)scripted
protected func TriggerMoveDoorStimBroadcaster(broadcaster: ref<StimBroadcasterComponent>, reactionData: stimInvestigateData)scripted
private final func TurnLightsOff()scripted
protected func UpdateDeviceState(opt isDelayed: Bool) -> Boolscripted
private final func UpdateLight()scripted
protected final func UpdateLightByTask()scripted
protected final func UpdateLightTask(data: ref<ScriptTaskData>)scripted
protected final func UpdatePortalLights(on: Bool)scripted