REDNODE / GAME API

WeaponReadyListenerTransition

classscriptedClass

extends WeaponTransition › DefaultTransition › StateFunctor › IScriptable › ISerializable

Extended by 3 types

NotReadyDecisions PublicSafeDecisions ReadyDecisions

Properties 22

NameTypeFlags
beingCreatedBoolscriptedprotected
callBackIDsarray<ref<CallbackHandle>>scriptedprotected
canShootWhileDodgingBoolscriptedprivate
canWeaponShootWhileSlidingBoolscriptedprivate
canWeaponShootWhileVaultingBoolscriptedprivate
executionOwnerwref<GameObject>scriptedprotected
hasJamStatusEffectBoolscriptedprivate
hasStatusEffectFastForwardBoolscriptedprivate
hasStatusEffectNoCombatBoolscriptedprivate
hasStatusEffectVehicleSceneBoolscriptedprivate
hasStunnedStatusEffectBoolscriptedprivate
isDodgingBoolscriptedprivate
isInSafeSceneTierBoolscriptedprivate
isInTakedownBoolscriptedprivate
isInWorkspotBoolscriptedprivate
isSceneAimForcedBoolscriptedprivate
isSlidingBoolscriptedprivate
isUsingCombatGadgetBoolscriptedprivate
isVaultingBoolscriptedprivate
statListenerref<DefaultTransitionStatListener>scriptedprivate
statusEffectListenerref<DefaultTransitionStatusEffectListener>scriptedprivate
weaponReadyListenerReturnValueBoolscriptedprotected

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