StatusEffectEvents class
StatusEffectEvents
Inheritance
Base: LocomotionGroundEvents
Derived
Properties
| Property | Type | |
|---|---|---|
statusEffectRecord | WeakHandle<game.data.StatusEffect_Record> | scripted |
playerStatusEffectRecordData | WeakHandle<game.data.StatusEffectPlayerData_Record> | scripted |
animFeatureStatusEffect | AnimFeature_StatusEffect? | scripted |
statusEffectEnumName | string | scripted |
timeInAnimState | float | scripted |
timeInEffect | float | scripted |
Functions
void OnAttach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)overrideRTTIvoid OnEnter(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)overrideRTTIvoid RotateToKnockdownSource(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIvoid ProcessStatusEffectBasedOnType(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext, game.data.StatusEffectType type)RTTIvoid SendCameraShakeDataToGraph(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext, float camShakeStrength)RTTIvoid OnUpdate(float timeDelta, game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)overrideRTTIvoid UpdateTimes(float timeDelta, game.stateMachine.GameScriptInterface scriptInterface)RTTIfloat GetTimeInAnimState()RTTIvoid OnForcedExit(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)overrideRTTIvoid OnExit(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)overrideRTTIvoid OnExitToFall(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIvoid CommonOnExit(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIvoid DefaultOnExit(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIvoid SendStatusEffectAnimDataToGraph(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, EKnockdownStates state)RTTIvoid ApplyCounterForce(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext, float desiredDistance, bool scaleDistance)RTTIvoid RemoveStatusEffect(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext)RTTIgame.data.StatusEffectType GetStatusEffectType(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext)RTTIfloat GetStatusEffectRemainingDuration(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext)RTTIVector4 GetStatusEffectHitDirection(game.stateMachine.GameScriptInterface scriptInterface)RTTIfloat GetStartupAnimDuration()RTTIbool ShouldRotateToSource()RTTIfloat GetAirRecoveryAnimDuration()RTTIfloat GetRecoveryAnimDuration()RTTIfloat GetLandAnimDuration()RTTIfloat GetImpulseDistance()RTTIbool GetScaleImpulseDistance()RTTIfloat GetCameraShakeStrength()RTTIbool ShouldForceUnequipWeapon()RTTIbool ShouldUseCustomAdditives(game.stateMachine.GameScriptInterface scriptInterface, game.data.StatusEffectType type)RTTI