MeleeTransition
abstract classscriptedClass
extends DefaultTransition › StateFunctor › IScriptable › ISerializable
Extended by 16 types
MeleeAttackGenericDecisions MeleeBlockDecisions MeleeChargedHoldDecisions MeleeDashDecisions MeleeDeflectDecisions MeleeEventsTransition MeleeHoldDecisions MeleeIdleDecisions MeleeLeapDecisions MeleeNotReadyDecisions MeleeParriedDecisions MeleePublicSafeDecisions MeleeRecoveryDecisions MeleeSafeDecisions MeleeTargetingDecisions MeleeThrowReloadDecisions
Properties 2
| Name | Type | Flags |
|---|---|---|
driverCombatListener | ref<DriverCombatListener> | scriptedprotected |
stateNameString | String | scriptedpublic |
Methods 71
protected final func AddAttackImpulse(scriptInterface: ref<StateGameScriptInterface>, stateContext: ref<StateContext>, attackData: ref<MeleeAttackData>)scripted
protected final func AddCameraSpaceImpulse(scriptInterface: ref<StateGameScriptInterface>, stateContext: ref<StateContext>, attackData: ref<MeleeAttackData>) -> Vector4scripted
protected final func AddForwardImpulse(scriptInterface: ref<StateGameScriptInterface>, stateContext: ref<StateContext>, attackData: ref<MeleeAttackData>) -> Vector4scripted
protected final func AddUpImpulse(scriptInterface: ref<StateGameScriptInterface>, stateContext: ref<StateContext>, attackData: ref<MeleeAttackData>) -> Vector4scripted
protected final func AdjustAttackPosition(scriptInterface: ref<StateGameScriptInterface>, stateContext: ref<StateContext>, attackData: ref<MeleeAttackData>) -> Boolscripted
protected final const func ApplyThrowAttackGameplayRestrictions(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final const func CanPerformRelicLeap(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func CanThrowWeapon(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func CanWeaponBlock(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func CanWeaponDeflect(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func CheckIfFinalAttack(scriptInterface: ref<StateGameScriptInterface>, stateContext: ref<StateContext>) -> Boolscripted
protected final const func CheckIfInfiniteCombo(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func CheckItemType(scriptInterface: ref<StateGameScriptInterface>, itemType: gamedataItemType) -> Boolscripted
protected final const func CheckLeapCollision(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final func ClearDebugText(scriptInterface: ref<StateGameScriptInterface>, textLayerId: Uint32)scripted
protected final func ClearMeleePressCount(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final func ConsumeStamina(scriptInterface: ref<StateGameScriptInterface>, attackData: ref<MeleeAttackData>)scripted
protected final func DisableNanoWireIK(scriptInterface: ref<StateGameScriptInterface>)scripted
protected final func DrawDebugText(scriptInterface: ref<StateGameScriptInterface>, out textLayerId: Uint32, text: script_ref<String>)scripted
protected final const func GetAttackDataFromCurrentState(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>, attackNumber: Int32, out outgoingStruct: ref<MeleeAttackData>) -> Boolscripted
protected final const func GetAttackDataFromState(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>, stateName: String, attackNumber: Int32, out outgoingStruct: ref<MeleeAttackData>) -> Boolscripted
protected final const func GetAttackRecord(scriptInterface: ref<StateGameScriptInterface>, stateName: String, attackNumber: Int32, out attackRecord: wref<Attack_Melee_Record>) -> Boolscripted
protected final func GetBlockLookAtParams() -> AimRequestscripted
protected final func GetMeleeMovementDirection(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> meleeMoveDirectionscripted
protected final const func GetMeleeWeaponFriendlyName(scriptInterface: ref<StateGameScriptInterface>) -> CNamescripted
protected final func GetMovementInput(scriptInterface: ref<StateGameScriptInterface>) -> Floatscripted
protected final const func GetNanoWireTargetObject(scriptInterface: ref<StateGameScriptInterface>) -> ref<GameObject>scripted
protected final func GetPerfectAimSnapParams() -> AimRequestscripted
protected final func GetPlayerAimingStatusEffectID() -> TweakDBIDscripted
protected final const func GetSlotTransformToTarget(scriptInterface: ref<StateGameScriptInterface>, target: ref<GameObject>, leapDuration: Float, isTargetKnockedOver: Bool, out targetPos: Vector4)scripted
protected final const func GetSlotTransformToTarget(scriptInterface: ref<StateGameScriptInterface>, target: ref<GameObject>, leapDuration: Float, isTargetKnockedOver: Bool, out targetPos: Vector4, out rotationDuration: Float)scripted
protected final const func HasAttackRecord(scriptInterface: ref<StateGameScriptInterface>, opt attackNumber: Int32) -> Boolscripted
protected final const func HasMeleeTargeting(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func HasWeaponStatFlag(scriptInterface: ref<StateGameScriptInterface>, flag: gamedataStatType) -> Boolscripted
protected final func IncrementAttackNumber(scriptInterface: ref<StateGameScriptInterface>, stateContext: ref<StateContext>)scripted
protected final func IncrementTotalComboAttackNumber(scriptInterface: ref<StateGameScriptInterface>, stateContext: ref<StateContext>)scripted
protected final const func IsAttackParried(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsBlockHeld(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsBlockPressed(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsChoice1Released(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final func IsCloseEnoughForOnePunch(scriptInterface: ref<StateGameScriptInterface>, target: wref<GameObject>) -> Boolscripted
protected final func IsPlayerInputDirectedForward(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final func IsTargetAPuppet(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final func IsTargetOfficer(scriptInterface: ref<StateGameScriptInterface>, object: wref<GameObject>) -> Boolscripted
protected final const func IsWeaponReady(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func LightMeleeAttackReleased(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func NoStrongAttackPressed(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected func OnAttach(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected func OnDetach(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final const func QuickMeleeHeld(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func RemoveAllMeleeGameplayRestrictions(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final const func RemoveThrowAttackGameplayRestrictions(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final func ResetAttackNumber(stateContext: ref<StateContext>)scripted
protected final func ResetFlags(stateContext: ref<StateContext>)scripted
protected final func SendAnimFeatureData(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final func SetAttackNumber(stateContext: ref<StateContext>, value: Int32)scripted
protected final func SetCanSprintWhileCharging(stateContext: ref<StateContext>, value: Bool)scripted
protected final func SetIsAttacking(stateContext: ref<StateContext>, value: Bool)scripted
protected final func SetIsBlocking(stateContext: ref<StateContext>, value: Bool)scripted
protected final func SetIsHolding(stateContext: ref<StateContext>, value: Bool)scripted
protected final func SetIsParried(stateContext: ref<StateContext>, value: Bool)scripted
protected final func SetIsSafe(stateContext: ref<StateContext>, value: Bool)scripted
protected final func SetIsTargeting(stateContext: ref<StateContext>, value: Bool)scripted
protected final func SetIsThrowReloading(stateContext: ref<StateContext>, value: Bool)scripted
protected final func SetMeleeAttackPressCount(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final func SetThrowReloadTime(stateContext: ref<StateContext>, value: Float)scripted
protected final const func ShouldHold(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>, opt skipDurationCheck: Bool, opt skipPressCount: Bool) -> Boolscripted
protected final const func ShouldInterruptHoldStates(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
public final func SpawnMeleeWeaponProjectile(scriptInterface: ref<StateGameScriptInterface>)scripted
protected final const func ToMeleeChargedHold(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final func UpdateNanoWireEndPositionAnimFeature(scriptInterface: ref<StateGameScriptInterface>, animFeatureName: CName, enable: Bool, opt setPosition: Bool, opt slotPosition: Vector4)scripted