SceneTierIIEvents
classscriptedClass
extends SceneTierAbstractEvents › SceneTierAbstract › HighLevelTransition › DefaultTransition › StateFunctor › IScriptable › ISerializable
Properties 5
| Name | Type | Flags |
|---|---|---|
cachedSpeedValue | Float | scriptedpublic |
currentLocomotionState | CName | scriptedpublic |
currentSpeedMovementPreset | Tier2WalkType | scriptedpublic |
currentSpeedValue | Float | scriptedpublic |
maxSpeedStat | ref<gameStatModifierData> | scriptedpublic |
Methods 10
protected final const func GetCurrentTier2MovementPreset(stateContext: ref<StateContext>) -> Tier2WalkTypescripted
protected final const func GetSceneTier2Data(stateContext: ref<StateContext>) -> ref<SceneTier2Data>scripted
protected func OnEnter(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected func OnExit(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected func OnUpdate(timeDelta: Float, stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
private final func QueueActionBlocked(scriptInterface: ref<StateGameScriptInterface>)scripted
protected const func SceneTierToEnter() -> GameplayTierscripted
protected final func UpdateLocomotionStatsBasedOnMovementType(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final func UpdateMaxSpeedBasedOnPlayerState(locomotionStateName: CName, movementPreset: Tier2WalkType, out speedValue: Float)scripted
protected final func UpdateSpeedValue(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Floatscripted