StatusEffectEvents
classscriptedClass
extends LocomotionGroundEvents › LocomotionEventsTransition › LocomotionTransition › DefaultTransition › StateFunctor › IScriptable › ISerializable
Extended by 1 type
Properties 6
| Name | Type | Flags |
|---|---|---|
animFeatureStatusEffect | ref<AnimFeature_StatusEffect> | scriptedpublic |
playerStatusEffectRecordData | wref<StatusEffectPlayerData_Record> | scriptedpublic |
statusEffectEnumName | String | scriptedprivate |
statusEffectRecord | wref<StatusEffect_Record> | scriptedpublic |
timeInAnimState | Float | scriptedprivate |
timeInEffect | Float | scriptedprivate |
Methods 29
protected final func ApplyCounterForce(scriptInterface: ref<StateGameScriptInterface>, stateContext: ref<StateContext>, desiredDistance: Float, scaleDistance: Bool)scripted
protected func CommonOnExit(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final func DefaultOnExit(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final const func GetAirRecoveryAnimDuration() -> Floatscripted
private final const func GetCameraShakeStrength() -> Floatscripted
private final const func GetImpulseDistance() -> Floatscripted
protected final const func GetLandAnimDuration() -> Floatscripted
protected final const func GetRecoveryAnimDuration() -> Floatscripted
private final const func GetScaleImpulseDistance() -> Boolscripted
protected final const func GetStartupAnimDuration() -> Floatscripted
protected final const func GetStatusEffectHitDirection(scriptInterface: ref<StateGameScriptInterface>) -> Vector4scripted
protected final const func GetStatusEffectRemainingDuration(scriptInterface: ref<StateGameScriptInterface>, stateContext: ref<StateContext>) -> Floatscripted
private final const func GetStatusEffectType(scriptInterface: ref<StateGameScriptInterface>, stateContext: ref<StateContext>) -> gamedataStatusEffectTypescripted
protected final const func GetTimeInAnimState() -> Floatscripted
protected func OnAttach(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
public func OnEnter(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
public func OnExit(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final func OnExitToFall(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
public func OnForcedExit(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected func OnUpdate(timeDelta: Float, stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
private final func ProcessStatusEffectBasedOnType(scriptInterface: ref<StateGameScriptInterface>, stateContext: ref<StateContext>, type: gamedataStatusEffectType)scripted
private final const func RemoveStatusEffect(scriptInterface: ref<StateGameScriptInterface>, stateContext: ref<StateContext>)scripted
protected final func RotateToKnockdownSource(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
private final func SendCameraShakeDataToGraph(scriptInterface: ref<StateGameScriptInterface>, stateContext: ref<StateContext>, camShakeStrength: Float)scripted
protected func SendStatusEffectAnimDataToGraph(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>, state: EKnockdownStates)scripted
private final const func ShouldForceUnequipWeapon() -> Boolscripted
protected final const func ShouldRotateToSource() -> Boolscripted
protected final const func ShouldUseCustomAdditives(scriptInterface: ref<StateGameScriptInterface>, type: gamedataStatusEffectType) -> Boolscripted
private final func UpdateTimes(timeDelta: Float, scriptInterface: ref<StateGameScriptInterface>)scripted