REDNODE / GAME API

HackingMinigameGameController

classnative name gameuiHackingMinigameGameControllernative

extends inkGameController › worlduiIGameController › inkIGameController › IScriptable › ISerializable

Properties 20

NameTypeFlags
bbControllerStateListenerref<CallbackHandle>scriptedprivate
bbMinigamewref<IBlackboard>scriptedprivate
bbMinigameStateListenerref<CallbackHandle>scriptedprivate
bbUiDatawref<IBlackboard>scriptedprivate
contextHelpOverlayBoolscriptedprivate
deviceModeBooloverriding
dimensionInt32scriptedprivate
helpInputHintRefinkWidgetRefscriptedprivate
isAlternativeVariantBoolscriptedprivate
isItemBreachBoolscriptedprivate
isOfficerBreachBoolscriptedprivate
isRemoteBreachBoolscriptedprivate
isTutorialActiveBoolscriptedprivate
minigameDefaultsTDBIDTweakDBIDoverriding
miniGameRecordwref<Minigame_Def_Record>scriptedprivate
numberAttemptsInt32scriptedprivate
symbolsRecordTDBIDTweakDBIDoverriding
TooltipsManagerwref<gameuiTooltipsManager>scriptedprivate
tooltipsManagerRefinkWidgetRefscriptedprivate
uiSystemref<UISystem>scriptedprivate

Methods 31

native func AddUnlockableProgram(program: UnlockableProgram, instruction: array<Uint32>)
native func EnableWhitelist(enable: Bool)
public final func FilterTraps(trapList: script_ref<array<ref<MiniGame_Trap_Record>>>)scripted
native func GetPlayerPrograms() -> array<MinigameProgramData>
native func GetProgramsChains() -> array<CharactersChain>
native func GetRarity(rarityValue: Float) -> Int32
native func GetTrapByProbability(probabilityValue: Float) -> ref<MiniGame_Trap_Record>
native func GetUnlockablePrograms() -> array<UnlockableProgram>
native func IsWhitelistEnabled() -> Bool
protected cb func OnDisconnectController(isDisconnected: Bool) -> Boolscripted
protected cb func OnGameStateChanged(value: Int32) -> Boolscripted
protected cb func OnGridCellPressed(wasHorizontalyActive: Bool) -> Boolscripted
protected cb func OnHandleInput(evt: ref<inkPointerEvent>) -> Boolscripted
protected cb func OnHideTooltipRequest(request: ref<MinigameTooltipHideRequest>) -> Boolscripted
protected cb func OnInitialize() -> Boolscripted
protected cb func OnPositionSelected(position: Vector2) -> Boolscripted
protected cb func OnShowTooltipRequest(request: ref<MinigameTooltipShowRequest>) -> Boolscripted
protected cb func OnUninitialize() -> Boolscripted
native func PauseTheTimer()
private final func PrepareTooltips()scripted
private final func ProcessMinigameGridClickTutorialFacts(horizontal: Bool)scripted
private final func ProcessMinigameTutorialFact(player: ref<PlayerPuppet>) -> Boolscripted
native func RemoveWhitelistedPosition(position: Vector2)
native func ResumeTheTimer()
public final func ScaleBoard(entity: ref<Entity>, out size: Int32, powerLevel: Float, out symbolsToUse: ref<MiniGame_AllSymbols_Record>)scripted
public final func ScaleBuffer(entity: ref<Entity>, out size: Float, powerLevel: Float, player: ref<PlayerPuppet>)scripted
public final func ScaleTimer(player: ref<PlayerPuppet>, entity: ref<Entity>, out time: Float, powerLevel: Float, out waitInteraction: Bool)scripted
public final func ScaleTraps(entity: ref<Entity>, player: ref<PlayerPuppet>, out prob: Float, powerLevel: Float)scripted
native func SetTrapIconAtCell(cellCoordinates: Vector2, trap: CName)
private final func ToggleTutorialOverlay(value: Bool)scripted
native func WhitelistPosition(position: Vector2)