class
ControlsInactiveEvents
- 0 properties
- 3 functions
Extends BraindanceControlsTransition DefaultTransition game.stateMachine.Functor IScriptable ISerializable
Properties
None.
Functions
void OnEnter(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "ControlsInactiveEvents", "OnEnter;StateContextStateGameScriptInterface", (ControlsInactiveEvents_OnEnter x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct ControlsInactiveEvents_OnEnter( ControlsInactiveEvents self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void OnExit(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "ControlsInactiveEvents", "OnExit;StateContextStateGameScriptInterface", (ControlsInactiveEvents_OnExit x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct ControlsInactiveEvents_OnExit( ControlsInactiveEvents self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void OnForcedExit(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "ControlsInactiveEvents", "OnForcedExit;StateContextStateGameScriptInterface", (ControlsInactiveEvents_OnForcedExit x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct ControlsInactiveEvents_OnForcedExit( ControlsInactiveEvents self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );