WeaponReadyListenerTransition
classscriptedClass
extends WeaponTransition › DefaultTransition › StateFunctor › IScriptable › ISerializable
Extended by 3 types
Properties 22
| Name | Type | Flags |
|---|---|---|
beingCreated | Bool | scriptedprotected |
callBackIDs | array<ref<CallbackHandle>> | scriptedprotected |
canShootWhileDodging | Bool | scriptedprivate |
canWeaponShootWhileSliding | Bool | scriptedprivate |
canWeaponShootWhileVaulting | Bool | scriptedprivate |
executionOwner | wref<GameObject> | scriptedprotected |
hasJamStatusEffect | Bool | scriptedprivate |
hasStatusEffectFastForward | Bool | scriptedprivate |
hasStatusEffectNoCombat | Bool | scriptedprivate |
hasStatusEffectVehicleScene | Bool | scriptedprivate |
hasStunnedStatusEffect | Bool | scriptedprivate |
isDodging | Bool | scriptedprivate |
isInSafeSceneTier | Bool | scriptedprivate |
isInTakedown | Bool | scriptedprivate |
isInWorkspot | Bool | scriptedprivate |
isSceneAimForced | Bool | scriptedprivate |
isSliding | Bool | scriptedprivate |
isUsingCombatGadget | Bool | scriptedprivate |
isVaulting | Bool | scriptedprivate |
statListener | ref<DefaultTransitionStatListener> | scriptedprivate |
statusEffectListener | ref<DefaultTransitionStatusEffectListener> | scriptedprivate |
weaponReadyListenerReturnValue | Bool | scriptedprotected |
Methods 18
protected final const func IsWeaponReadyToShoot(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected func OnAttach(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected cb func OnCombatGadgetChanged(value: Int32) -> Boolscripted
protected func OnDetach(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected cb func OnHighLevelChanged(value: Int32) -> Boolscripted
protected cb func OnLocomotionChanged(value: Int32) -> Boolscripted
protected cb func OnLocomotionDetailedChanged(value: Int32) -> Boolscripted
protected cb func OnSceneAimForcedChanged(value: Bool) -> Boolscripted
public func OnStatChanged(ownerID: StatsObjectID, statType: gamedataStatType, diff: Float, value: Float)scripted
public func OnStatusEffectApplied(statusEffect: wref<StatusEffect_Record>)scripted
public func OnStatusEffectRemoved(statusEffect: wref<StatusEffect_Record>)scripted
protected cb func OnTakedownChanged(value: Int32) -> Boolscripted
protected final func UpdateHasJamStatusEffect()scripted
protected final func UpdateHasNoCombatStatusEffect()scripted
protected final func UpdateHasStunnedStatusEffect()scripted
protected final func UpdateHastFastForwardStatusEffect()scripted
protected final func UpdateHasVehicleSceneStatusEffect()scripted
protected func UpdateWeaponReadyListenerReturnValue()scripted