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
| Name | Type | Flags |
|---|---|---|
attackCreated | Bool | scriptedpublic |
blockImpulseCreation | Bool | scriptedpublic |
effect | ref<EffectInstance> | scriptedpublic |
effectPositionUpdated | Bool | scriptedpublic |
enteredFromMeleeLeap | Bool | scriptedpublic |
finisherCameraRotReseted | Bool | scriptedpublic |
finisherTarget | wref<ScriptedPuppet> | scriptedpublic |
rumblePlayed | Bool | scriptedpublic |
shouldBlockImpulseUpdate | Bool | scriptedpublic |
standUpSend | Bool | scriptedpublic |
textLayer | Uint32 | scriptedpublic |
tppYawOverride | Float | scriptedpublic |
trailCreated | Bool | scriptedpublic |
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