SwimmingSurfaceEvents
classscriptedClass
extends LocomotionSwimmingEvents › LocomotionEventsTransition › LocomotionTransition › DefaultTransition › StateFunctor › IScriptable › ISerializable
Properties 11
| Name | Type | Flags |
|---|---|---|
idleImpulseRadius | Float | scriptedpublic |
idleImpulseStrength | Float | scriptedpublic |
isDead | Bool | scriptedpublic |
lapsedTime | Float | scriptedpublic |
minSpeedForMovementImpulses | Float | scriptedpublic |
movementImpulseOffset | Float | scriptedpublic |
movementImpulseRadius | Float | scriptedpublic |
movementImpulseStrength | Float | scriptedpublic |
timeBetweenIdleImpulses | Float | scriptedpublic |
timeBetweenMovementImpulses | Float | scriptedpublic |
timeSinceLastImpulse | Float | scriptedpublic |
Methods 7
private final func CreateWaterImpulse(timeDelta: Float, stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected func OnAttach(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
public func OnEnter(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
public final func OnEnterFromDiving(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
public func OnExit(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected func OnUpdate(timeDelta: Float, stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
private final func UpdateSwimmingStroke(timeDelta: Float, stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted