REDNODE / GAME API

TrafficLight

classscriptedClass

extends Device › DeviceBase › GameObject › GameEntity › Entity › IScriptable › ISerializable

Extended by 2 types

CrossingLight TrafficZebra

Properties 3

NameTypeFlags
destroyedMeshref<PhysicalMeshComponent>scriptedprotected
lightStateworldTrafficLightColorscriptedprotected
trafficLightMeshref<PhysicalMeshComponent>scriptedprotected

Methods 23

protected func ActivateDevice()scripted
protected func CommenceChangeToGreen()scripted
protected func CommenceChangeToRed()scripted
protected func CommenceLightChangeSequence(color: worldTrafficLightColor)scripted
protected func CompleteLightChangeSequence()scripted
protected func DeactivateDevice()scripted
protected final func DeactivateDeviceSilent()scripted
protected func DetermineLightsFixedState()scripted
public const func DeterminGameplayRole() -> EGameplayRolescripted
private const func GetController() -> ref<TrafficLightController>scripted
public const func GetDevicePS() -> ref<TrafficLightControllerPS>scripted
protected func HandleGreenLight(enable: Bool)scripted
protected final func HandleRedLight(enable: Bool)scripted
protected func HandleYellowLight(enable: Bool)scripted
protected cb func OnDelayEvent(evt: ref<DelayEvent>) -> Boolscripted
protected cb func OnMasterDeviceDestroyed(evt: ref<MasterDeviceDestroyed>) -> Boolscripted
protected cb func OnRequestComponents(ri: EntityRequestComponentsInterface) -> Boolscripted
protected cb func OnTakeControl(ri: EntityResolveComponentsInterface) -> Boolscripted
protected cb func OnTrafficLightChangeEvent(evt: ref<TrafficLightChangeEvent>) -> Boolscripted
protected func ResolveGameplayState()scripted
protected func TurnOffDevice()scripted
protected final func TurnOffLights()scripted
protected func TurnOnDevice()scripted