REDNODE / GAME API

MeleeAttackGenericEvents

abstract classscriptedClass

extends MeleeEventsTransition › MeleeTransition › DefaultTransition › StateFunctor › IScriptable › ISerializable

Extended by 13 types

MeleeBlockAttackEvents MeleeComboAttackEvents MeleeCrouchAttackEvents MeleeDeflectAttackEvents MeleeEquipAttackEvents MeleeFinalAttackEvents MeleeGroundSlamAttackEvents MeleeJumpAttackEvents MeleeMountedStrongAttackEvents MeleeSafeAttackEvents MeleeSprintAttackEvents MeleeStrongAttackEvents MeleeThrowAttackEvents

Properties 13

NameTypeFlags
attackCreatedBoolscriptedpublic
blockImpulseCreationBoolscriptedpublic
effectref<EffectInstance>scriptedpublic
effectPositionUpdatedBoolscriptedpublic
enteredFromMeleeLeapBoolscriptedpublic
finisherCameraRotResetedBoolscriptedpublic
finisherTargetwref<ScriptedPuppet>scriptedpublic
rumblePlayedBoolscriptedpublic
shouldBlockImpulseUpdateBoolscriptedpublic
standUpSendBoolscriptedpublic
textLayerUint32scriptedpublic
tppYawOverrideFloatscriptedpublic
trailCreatedBoolscriptedpublic

Methods 24

protected final func BroadcastStimuli(scriptInterface: ref<StateGameScriptInterface>, radius: Float)scripted
private final func ClearLeapedDistanceBlackboardValue(scriptInterface: ref<StateGameScriptInterface>)scripted
protected final func ConsumeWeaponCharge(scriptInterface: ref<StateGameScriptInterface>, attackData: ref<MeleeAttackData>)scripted
protected final func CreateMeleeAttack(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>, attackData: ref<MeleeAttackData>)scripted
private final func CreateMeleeAttackForFinisher(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>, out attackData: ref<MeleeAttackData>) -> Boolscripted
protected final const func GetAttackData(stateContext: ref<StateContext>) -> ref<MeleeAttackData>scripted
protected func GetAttackType() -> EMeleeAttackTypescripted
protected final func GetCameraTransformForMelee(scriptInterface: ref<StateGameScriptInterface>) -> Transformscripted
protected final const func IsAttackWindowOpen(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected const func IsMountedTPPAttack() -> Boolscripted
protected func IsMoveToTargetEnabled(attackData: ref<MeleeAttackData>, assistRecord: ref<AimAssistMelee_Record>) -> Boolscripted
public func OnEnter(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
public func OnExit(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
public func OnForcedExit(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
public func OnUpdate(timeDelta: Float, stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
private final func ResetCameraRotation(scriptInterface: ref<StateGameScriptInterface>)scripted
private final func RotateCameraToFinisherTarget(scriptInterface: ref<StateGameScriptInterface>, rotateDuration: Float)scripted
protected final func SendAnimationSlotData(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>, attackData: ref<MeleeAttackData>) -> Boolscripted
protected func SetTPPYawOverride(stateContext: ref<StateContext>)scripted
protected final func ShouldBlockMovementImpulseUpdate(timeDelta: Float, attackData: ref<MeleeAttackData>, stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final func SpawnAttackGameEffect(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>, startPosition: Vector4, middlePosition: Vector4, endPosition: Vector4, time: Float, colliderBox: Vector4, attackData: ref<MeleeAttackData>) -> Boolscripted
protected final func UpdateEffectPosition(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>, attackData: ref<MeleeAttackData>, duration: Float)scripted
protected final func UpdateIKData(scriptInterface: ref<StateGameScriptInterface>, attackData: ref<MeleeAttackData>)scripted
protected final func UpdateMovementImpulse(timeDelta: Float, attackData: ref<MeleeAttackData>, stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted