class
WaitingForSceneDecisions
- 0 properties
- 3 functions
Extends VehicleTransition DefaultTransition game.stateMachine.Functor IScriptable ISerializable
Properties
None.
Functions
bool EnterCondition(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "WaitingForSceneDecisions", "EnterCondition;StateContextStateGameScriptInterface", (WaitingForSceneDecisions_EnterCondition x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct WaitingForSceneDecisions_EnterCondition( WaitingForSceneDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool ToExit(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "WaitingForSceneDecisions", "ToExit;StateContextStateGameScriptInterface", (WaitingForSceneDecisions_ToExit x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct WaitingForSceneDecisions_ToExit( WaitingForSceneDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool ToEntering(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "WaitingForSceneDecisions", "ToEntering;StateContextStateGameScriptInterface", (WaitingForSceneDecisions_ToEntering x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct WaitingForSceneDecisions_ToEntering( WaitingForSceneDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );