REDNODE / GAME API

DelaySystem

classnative name gameDelaySystemnative

extends IDelaySystem › IGameSystem › IScriptable › ISerializable

Methods 14

native func CancelCallback(delayID: DelayID)
native func CancelDelay(delayID: DelayID)
native func CancelTick(delayID: DelayID)
native func DelayCallback(delayCallback: ref<DelayCallback>, timeToDelay: Float, opt isAffectedByTimeDilation: Bool) -> DelayID
native func DelayCallbackNextFrame(delayCallback: ref<DelayCallback>)
native func DelayEvent(entity: wref<Entity>, eventToDelay: ref<Event>, timeToDelay: Float, opt isAffectedByTimeDilation: Bool) -> DelayID
native func DelayEventNextFrame(entity: wref<Entity>, eventToDelay: ref<Event>)
native func DelayPSEvent(psID: PersistentID, classType: CName, eventToDelay: ref<Event>, timeToDelay: Float, opt isAffectedByTimeDilation: Bool) -> DelayID
native func DelayPSEventNextFrame(psID: PersistentID, classType: CName, eventToDelay: ref<Event>)
native func DelayScriptableSystemRequest(systemName: CName, requestToDelay: ref<ScriptableSystemRequest>, timeToDelay: Float, opt isAffectedByTimeDilation: Bool) -> DelayID
native func DelayScriptableSystemRequestNextFrame(systemName: CName, requestToDelay: ref<ScriptableSystemRequest>)
native func GetRemainingDelayTime(delayID: DelayID) -> Float
native func QueueTask(caller: ref<IScriptable>, data: ref<ScriptTaskData>, funtionName: CName, executionStage: gameScriptTaskExecutionStage)
native func TickOnEvent(entity: wref<Entity>, eventToTick: ref<TickableEvent>, duration: Float) -> DelayID