REDNODE / GAME API

VisionModeComponent

classnative name gameVisionModeComponentnative

extends GameComponent › IComponent › IScriptable › ISerializable

Properties 8

NameTypeFlags
activeForcedHighlightref<FocusForcedHighlightData>scriptedprivate
activeRevealRequestsarray<gameVisionModeSystemRevealIdentifier>scriptedprivate
currentDefaultHighlightref<FocusForcedHighlightData>scriptedprivate
defaultHighlightDataref<HighlightEditableData>scriptedprivate
forcedHighlightsarray<ref<FocusForcedHighlightData>>scriptedprivate
isFocusModeActiveBoolscriptedprivate
slaveObjectsToHighlightarray<EntityID>scriptedprivate
wasCleanedUpBoolscriptedprivate

Methods 58

private final func AddForcedHighlight(data: ref<FocusForcedHighlightData>)scripted
private final func AddRevealRequest(data: gameVisionModeSystemRevealIdentifier) -> Int32scripted
private final func CancelForcedVisionAppearance(transitionTime: Float)scripted
private final func CleanUp()scripted
private final func ClearAllReavealRequests() -> Boolscripted
private final func ClearForcedHighlights() -> Boolscripted
private final func CompareHighlightData(data1: ref<FocusForcedHighlightData>, data2: ref<FocusForcedHighlightData>) -> Boolscripted
private final func EvaluateForcedHighLightsStack()scripted
private final func ForceVisionAppearance(data: ref<FocusForcedHighlightData>)scripted
protected final func ForwardHighlightToSlaveEntity(data: ref<FocusForcedHighlightData>, apply: Bool)scripted
private final const func GetDefaultHighlight(opt data: ref<HighlightInstance>) -> ref<FocusForcedHighlightData>scripted
private final const func GetMyPS() -> ref<gameVisionModeComponentPS>scripted
private final const func GetOwner() -> ref<GameObject>scripted
private final const func GetRevealRequestIndex(data: gameVisionModeSystemRevealIdentifier) -> Int32scripted
private final func GetVisionModeSystem() -> ref<VisionModeSystem>scripted
public final const func HasDefaultHighlight() -> Boolscripted
private final func HasForcedHighlightOnStack(data: ref<FocusForcedHighlightData>) -> Boolscripted
public final const func HasHighlight(highlightType: EFocusForcedHighlightType, outlineType: EFocusOutlineType) -> Boolscripted
public final const func HasHighlight(highlightType: EFocusForcedHighlightType, outlineType: EFocusOutlineType, sourceID: EntityID) -> Boolscripted
public final const func HasHighlight(highlightType: EFocusForcedHighlightType, outlineType: EFocusOutlineType, sourceID: EntityID, sourceName: CName) -> Boolscripted
public final const func HasOutlineOrFill(highlightType: EFocusForcedHighlightType, outlineType: EFocusOutlineType) -> Boolscripted
public final func HasRevealRequest(data: gameVisionModeSystemRevealIdentifier) -> Boolscripted
public final const func HasStaticDefaultHighlight() -> Boolscripted
private final const func IsRequestTheSame(request1: gameVisionModeSystemRevealIdentifier, request2: gameVisionModeSystemRevealIdentifier) -> Boolscripted
public final const func IsRevealed() -> Boolscripted
private final func IsRevealRequestIndexValid(index: Int32) -> Boolscripted
private final func IsTagged() -> Boolscripted
protected final cb func OnAIAction(evt: ref<AIEvent>) -> Boolscripted
protected final cb func OnDeath(evt: ref<gameDeathEvent>) -> Boolscripted
protected final cb func OnDefeated(evt: ref<DefeatedEvent>) -> Boolscripted
protected final cb func OnForceReactivateHighlights(evt: ref<ForceReactivateHighlightsEvent>) -> Boolscripted
protected final cb func OnForceUpdateDefultHighlight(evt: ref<ForceUpdateDefaultHighlightEvent>) -> Boolscripted
protected final cb func OnForceVisionApperance(evt: ref<ForceVisionApperanceEvent>) -> Boolscripted
protected final func OnGameAttach()scripted
protected final func OnGameDetach()scripted
protected final cb func OnHUDInstruction(evt: ref<HUDInstruction>) -> Boolscripted
protected final cb func OnRestoreRevealEvent(evt: ref<RestoreRevealStateEvent>) -> Boolscripted
protected final cb func OnRevealObject(evt: ref<RevealObjectEvent>) -> Boolscripted
protected final cb func OnRevealQuestTargetEvent(evt: ref<RevealQuestTargetEvent>) -> Boolscripted
protected final cb func OnSetForcedDefaultHighlight(evt: ref<SetDefaultHighlightEvent>) -> Boolscripted
protected final cb func OnSetPersistentForcedHighlightEvent(evt: ref<SetPersistentForcedHighlightEvent>) -> Boolscripted
protected final cb func OnToggleForcedHighlightEvent(evt: ref<ToggleForcedHighlightEvent>) -> Boolscripted
protected final cb func OnToggleWeakspotHighlightEvent(evt: ref<ToggleWeakspotHighlightEvent>) -> Boolscripted
protected final cb func OnVisionRevealExpiredEvent(evt: ref<gameVisionRevealExpiredEvent>) -> Boolscripted
private final func ReactivateForceHighlight()scripted
private final func RemoveForcedHighlight(data: ref<FocusForcedHighlightData>, opt ignoreStackEvaluation: Bool)scripted
private final func RemoveRevealRequest(data: gameVisionModeSystemRevealIdentifier)scripted
private final func RemoveRevealWithDelay(reason: gameVisionModeSystemRevealIdentifier, lifetime: Float)scripted
private final func RequestHUDRefresh()scripted
private final func RestoreReveal()scripted
private final func RevealObject(reveal: Bool, reason: gameVisionModeSystemRevealIdentifier, lifetime: Float, opt onlyRevealWeakspots: Bool)scripted
private final func SendRevealStateChangedEvent(state: ERevealState, reason: gameVisionModeSystemRevealIdentifier, opt onlyRevealWeakspots: Bool)scripted
native func SetHiddenInVisionMode(hidden: Bool, type: gameVisionModeType)
private final func ToggleForcedHighlight(sourceName: CName, highlightData: ref<HighlightEditableData>, operation: EToggleOperationType)scripted
public final func ToggleRevealObject(reveal: Bool, opt forced: Bool)scripted
private final func UpdateActiveForceHighlight(data: ref<FocusForcedHighlightData>)scripted
private final func UpdateDefaultHighlight(data: ref<FocusForcedHighlightData>)scripted
private final func UpdateSlaveObjectsToHighlight(objectsToHighlight: script_ref<array<wref<GameObject>>>)scripted