class
ForceIdleDecisions
- 0 properties
- 2 functions
Extends LocomotionGroundDecisions LocomotionTransition DefaultTransition game.stateMachine.Functor IScriptable ISerializable
Properties
None.
Functions
bool EnterCondition(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)overrideRTTIre.Hooks.Place( "ForceIdleDecisions", "EnterCondition;StateContextStateGameScriptInterface", (ForceIdleDecisions_EnterCondition x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct ForceIdleDecisions_EnterCondition( ForceIdleDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool ToStand(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "ForceIdleDecisions", "ToStand;StateContextStateGameScriptInterface", (ForceIdleDecisions_ToStand x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct ForceIdleDecisions_ToStand( ForceIdleDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );