class
ExplorationEvents
- 0 properties
- 4 functions
Extends HighLevelTransition DefaultTransition game.stateMachine.Functor IScriptable ISerializable
Properties
None.
Functions
void OnEnterFromSwimming(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "ExplorationEvents", "OnEnterFromSwimming;StateContextStateGameScriptInterface", (ExplorationEvents_OnEnterFromSwimming x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct ExplorationEvents_OnEnterFromSwimming( ExplorationEvents self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void OnEnter(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)overrideRTTIre.Hooks.PlaceVoid( "ExplorationEvents", "OnEnter;StateContextStateGameScriptInterface", (ExplorationEvents_OnEnter x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct ExplorationEvents_OnEnter( ExplorationEvents self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void ClearSceneGameplayOverrides(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "ExplorationEvents", "ClearSceneGameplayOverrides;StateGameScriptInterface", (ExplorationEvents_ClearSceneGameplayOverrides x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct ExplorationEvents_ClearSceneGameplayOverrides( ExplorationEvents self, game.stateMachine.GameScriptInterface? scriptInterface );void OnUpdate(float timeDelta, game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "ExplorationEvents", "OnUpdate;FloatStateContextStateGameScriptInterface", (ExplorationEvents_OnUpdate x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct ExplorationEvents_OnUpdate( ExplorationEvents self, float timeDelta, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );