BlackICE Scripting

class game

TimeSystem

game.TimeSystem

  • 0 properties
  • 22 functions

Extends game.ITimeSystem game.IReplicatedGameSystem game.IGameSystem IScriptable ISerializable

Properties

None.

Functions

  • void SetTimeDilation(CName reason, float dilation, float? duration, CName? easeInCurve, CName? easeOutCurve, tick.ScriptTimeDilationListener? listener) RTTI
  • void UnsetTimeDilation(CName reason, CName? easeOutCurve) RTTI
  • void SetIgnoreTimeDilationOnLocalPlayerZero(bool ignore) RTTI
  • void RestorePreviousIgnoreTimeDilationOnLocalPlayerZero() RTTI
  • void SetTimeDilationOnLocalPlayerZero(CName reason, float dilation, float? duration, CName? easeInCurve, CName? easeOutCurve) RTTI
  • void UnsetTimeDilationOnLocalPlayerZero(CName reason, CName? easeOutCurve) RTTI
  • bool IsTimeDilationActive(CName? reason) RTTI
  • float GetActiveTimeDilation(CName? reason, bool? ignoreCurves) RTTI
  • void SetGameTimeBySeconds(int seconds) RTTI
  • void SetGameTimeByHMS(int hours, int minutes, int seconds, CName? reason) RTTI
  • void SetGameTime() RTTI
  • GameTime GetGameTime() RTTI
  • EngineTime GetSimTime() RTTI
  • float GetGameTimeStamp() RTTI
  • void SetPausedState(bool paused, CName source) RTTI
  • bool IsPausedState() RTTI
  • uint RegisterListener(WeakHandle<ent.Entity> entity, red.Event eventToDelay, GameTime expectedTime, int repeat, bool? sendOldNoifications) RTTI
  • uint RegisterDelayedListener(WeakHandle<ent.Entity> entity, red.Event eventToDelay, GameTime delay, int repeat, bool? sendOldNoifications) RTTI
  • uint RegisterIntervalListener(WeakHandle<ent.Entity> entity, red.Event eventToDelay, GameTime expectedHour, GameTime timeout, int? repeat) RTTI
  • void UnregisterListener(uint listenerID) RTTI
  • GameTime RealTimeSecondsToGameTime(float seconds) RTTI
  • uint RegisterScriptableSystemIntervalListener(CName systemName, game.ScriptableSystemRequest requestToDelay, GameTime expectedHour, GameTime timeout, int? repeat) RTTI