SceneDecisions
classscriptedClass
extends VehicleTransition › DefaultTransition › StateFunctor › IScriptable › ISerializable
Properties 1
| Name | Type | Flags |
|---|---|---|
sceneTierCallback | ref<CallbackHandle> | scriptedpublic |
Methods 9
protected final const func CanTransitionToCombat(stateContext: ref<StateContext>) -> Boolscripted
public final const func ExitCondition(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final func OnAttach(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final func OnDetach(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final func OnSceneTierChanged(sceneTier: Int32)scripted
public final const func ToCombat(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
public final const func ToDriverCombatFirearms(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
public final const func ToDriverCombatMountedWeapons(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
public final const func ToVehicleTurret(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted