StatusEffectDecisions
classscriptedClass
extends LocomotionGroundDecisions › LocomotionTransition › DefaultTransition › StateFunctor › IScriptable › ISerializable
Extended by 1 type
Properties 3
| Name | Type | Flags |
|---|---|---|
executionOwner | wref<GameObject> | scriptedprivate |
statusEffectEnumName | String | scriptedprivate |
statusEffectListener | ref<DefaultTransitionStatusEffectListener> | scriptedprivate |
Methods 8
public const func EnterCondition(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
private final const func HasMovementAffiliatedStatusEffect(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected func OnAttach(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final func OnDetach(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
public func OnStatusEffectApplied(statusEffect: wref<StatusEffect_Record>)scripted
public func OnStatusEffectRemoved(statusEffect: wref<StatusEffect_Record>)scripted
protected const func ToRegularFall(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected const func ToStand(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted