LocomotionTakedownEvents
classscriptedClass
extends LocomotionEventsTransition › LocomotionTransition › DefaultTransition › StateFunctor › IScriptable › ISerializable
Extended by 15 types
GrappleForceShovePreyEvents GrappleMountEvents GrapplePreyDeadEvents GrappleStandEvents PickUpBodyAfterTakedownEvents TakedownBeginEvents TakedownEndEvents TakedownExecuteTakedownAndDisposeEvents TakedownExecuteTakedownEvents TakedownGrappleFailedEvents TakedownGrapplePreyEvents TakedownLeapToPreyEvents TakedownReleasePreyEvents TakedownSlideToPreyEvents TakedownUnmountPreyEvents
Properties 1
| Name | Type | Flags |
|---|---|---|
stateMachineInitData | wref<LocomotionTakedownInitData> | scriptedpublic |
Methods 28
private final func DefeatTarget(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>, activator: wref<GameObject>, target: wref<GameObject>, effectName: CName, effectTag: CName)scripted
protected final func FillAnimWrapperInfoBasedOnEquippedItem(scriptInterface: ref<StateGameScriptInterface>, clearWrapperInfo: Bool)scripted
protected final func ForceTemporaryWeaponUnequip(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>, value: Bool)scripted
protected final func GetBossNameBasedOnRecord(target: ref<GameObject>) -> ETakedownBossNamescripted
protected final func GetCurrentBossPhase(target: ref<GameObject>, stateContext: ref<StateContext>, out phase: Int32)scripted
protected final func GetRightHandItemName(scriptInterface: ref<StateGameScriptInterface>) -> CNamescripted
protected final func GetRightHandItemObject(scriptInterface: ref<StateGameScriptInterface>) -> ref<ItemObject>scripted
protected final func GetRightHandItemType(scriptInterface: ref<StateGameScriptInterface>) -> CNamescripted
protected final func GetSyncedAnimationBasedOnPhase(stateContext: ref<StateContext>) -> CNamescripted
protected final func InterruptCameraAim(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final const func IsTakedownAndDispose(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final func IsTakedownWeapon(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final func JumpToAnimationWithID(scriptInterface: ref<StateGameScriptInterface>, owner: ref<GameObject>, ownerEntryId: Int32, instant: Bool)scripted
protected final func JumpToIdleAnimation(scriptInterface: ref<StateGameScriptInterface>, target: wref<GameObject>)scripted
protected final func JumpToNextAnimationInSequence(scriptInterface: ref<StateGameScriptInterface>, owner: ref<GameObject>)scripted
protected final func JumpToStruggleAnimation(scriptInterface: ref<StateGameScriptInterface>, target: wref<GameObject>)scripted
protected final func JumpToWalkAnimation(scriptInterface: ref<StateGameScriptInterface>, target: wref<GameObject>)scripted
public func OnForcedExit(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final func PlayExitAnimation(scriptInterface: ref<StateGameScriptInterface>, owner: ref<GameObject>, target: ref<GameObject>, syncedAnimName: CName)scripted
protected final func RequestTimeDilationActivation(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final func SelectAerialTakedownWorkspot(scriptInterface: ref<StateGameScriptInterface>, owner: ref<GameObject>, target: ref<GameObject>, opt back: Bool, opt front: Bool, opt left: Bool, opt right: Bool, action: CName) -> CNamescripted
protected final func SelectRandomSyncedAnimation(stateContext: ref<StateContext>) -> CNamescripted
protected final func SelectSyncedAnimationAndExecuteAction(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>, owner: ref<GameObject>, target: ref<GameObject>, action: CName)scripted
protected final func SelectSyncedAnimationBasedOnPhase(stateContext: ref<StateContext>, target: ref<GameObject>) -> CNamescripted
protected final func SetEffectorBasedOnPhase(stateContext: ref<StateContext>) -> CNamescripted
protected final func SetGrappleDuration(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>, grappleDuration: Float, target: ref<GameObject>)scripted
protected final func SetPlayerIsStandingAnimParameter(scriptInterface: ref<StateGameScriptInterface>)scripted