REDNODE / GAME API

DeviceSystem

classnative name gameDeviceSystemnativeimportOnly

extends IDeviceSystem › IGameSystem › IScriptable › ISerializable

Methods 19

native func AddDynamicConnection(deviceEntityID: PersistentID, deviceClassName: CName, parentEntityID: PersistentID, parentClassName: CName)
native const func DEBUG_GetAncestorsData(entityID: EntityID, out outDevicesData: array<DeviceRef>)
native const func DEBUG_GetChildrenData(entityID: EntityID, out outDevicesData: array<DeviceRef>)
native const func DEBUG_GetDescendantsData(entityID: EntityID, out outDevicesData: array<DeviceRef>)
native const func DEBUG_GetParentsData(entityID: EntityID, out outDevicesData: array<DeviceRef>)
native const func GetAllAncestors(entityID: EntityID, out outDevices: array<ref<DeviceComponentPS>>)
native const func GetAllDescendants(entityID: EntityID, out outDevices: array<ref<DeviceComponentPS>>)
native const func GetChildren(entityID: EntityID, out outDevices: array<ref<DeviceComponentPS>>)
native const func GetLazyAllAncestors(entityID: EntityID, out outDevices: array<ref<LazyDevice>>)
native const func GetLazyAllDescendants(entityID: EntityID, out outDevices: array<ref<LazyDevice>>)
native const func GetLazyChildren(entityID: EntityID, out outDevices: array<ref<LazyDevice>>)
native const func GetLazyParents(entityID: EntityID, out outDevices: array<ref<LazyDevice>>)
native const func GetNodePosition(entityID: EntityID, out position: Vector4) -> Bool
native const func GetParents(entityID: EntityID, out outDevices: array<ref<DeviceComponentPS>>)
native const func HasAnyAncestor(entityID: EntityID) -> Bool
native const func HasAnyChild(entityID: EntityID) -> Bool
native const func HasAnyDescendant(entityID: EntityID) -> Bool
native const func HasAnyParent(entityID: EntityID) -> Bool
native func RemoveDynamicConnection(deviceEntityID: PersistentID, parentEntityID: PersistentID)