REDNODE / GAME API

BreachFinderComponent

classnative name gameBreachFinderComponentnative

extends IComponent › IScriptable › ISerializable

Properties 19

NameTypeFlags
almostTimeoutBoolscriptedpublic
audioSystemref<AudioSystem>scriptedpublic
breachCooldownDecreasePerStreakFloatscriptedpublic
breachCooldownMaxFloatscriptedpublic
breachCooldownMinFloatscriptedpublic
breachDurationIncreaseForAnyStreakFloatscriptedpublic
breachDurationIncreaseOnFirstHitFloatscriptedpublic
breachDurationIncreaseOnFirstLookatFloatscriptedpublic
breachDurationIncreasePerStreakFloatscriptedpublic
breachDurationMaxFloatscriptedpublic
breachDurationMinFloatscriptedpublic
cooldownAfterBreachFloatscriptedpublic
desiredBreachDurationFloatscriptedpublic
hitCountInt32scriptedpublic
onBreachDestroyedAttackRecordref<Attack_GameEffect_Record>scriptedpublic
onBreachDestroyedHealthToDamageFloatscriptedpublic
onBreachDestroyedHealthToDamageBossFloatscriptedpublic
ownerwref<GameObject>scriptedpublic
statsSystemref<StatsSystem>scriptedpublic

Methods 20

native func CanTrackedBreachBeKilledByDamage(damage: Float) -> Bool
public final func GetBreachStreak() -> Floatscripted
public final func GetCooldownAfterBreach() -> Floatscripted
public final func GetDesiredBreachDuration() -> Floatscripted
native func GetTrackedBreachComponent() -> wref<BreachComponent>
native func GetTrackedBreachPuppet() -> wref<gamePuppet>
public final func Init(owner: wref<GameObject>)scripted
public final func IsAlmostBreachTimeout(currentBreachDuration: Float) -> Boolscripted
native func IsTrackedBreachHit(hitEvent: ref<gameHitEvent>, isMeleeAttack: Bool, isBulletExplosion: Bool) -> Bool
public final func OnBreachDestroyed()scripted
protected final cb func OnDamageDealt(evt: ref<gameTargetDamageEvent>) -> Boolscripted
private final func OnFirstBreachHit()scripted
public final func OnFirstBreachLookat()scripted
public final func OnStartedTrackingBreach()scripted
public final func OnStoppedTrackingBreach()scripted
native func OnTrackedBreachDamaged(damage: Float)
private final func ProcessBreachHit(hitEvent: ref<gameHitEvent>)scripted
public final func ShouldStartTrackingBreach(timeSinceLastBreach: Float) -> Boolscripted
public final func ShouldStopTrackingBreach(currentBreachDuration: Float) -> Boolscripted
private final func SpawnFinalAttack(instigator: wref<GameObject>, attackRecord: ref<Attack_GameEffect_Record>, breach: ref<BreachComponent>, puppet: ref<NPCPuppet>)scripted