class game.data
AISubActionCreateGameEffect_Record
game.data.AISubActionCreateGameEffect_Record
- 0 properties
- 14 functions
Extends game.data.AISubAction_Record game.data.TweakDBRecord IScriptable ISerializable
Properties
None.
Functions
WeakHandle<game.data.AIActionTarget_Record> PositionObj()RTTIgame.data.AIActionTarget_Record? PositionObjHandle()RTTIre.Hooks.Place( "gamedataAISubActionCreateGameEffect_Record", "PositionObjHandle", (AISubActionCreateGameEffect_Record_PositionObjHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AIActionTarget_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionCreateGameEffect_Record_PositionObjHandle( game.data.AISubActionCreateGameEffect_Record self );WeakHandle<game.data.AIActionTarget_Record> TargetPositionObj()RTTIgame.data.AIActionTarget_Record? TargetPositionObjHandle()RTTIre.Hooks.Place( "gamedataAISubActionCreateGameEffect_Record", "TargetPositionObjHandle", (AISubActionCreateGameEffect_Record_TargetPositionObjHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AIActionTarget_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionCreateGameEffect_Record_TargetPositionObjHandle( game.data.AISubActionCreateGameEffect_Record self );WeakHandle<game.data.AIActionTarget_Record> RotationObj()RTTIgame.data.AIActionTarget_Record? RotationObjHandle()RTTIre.Hooks.Place( "gamedataAISubActionCreateGameEffect_Record", "RotationObjHandle", (AISubActionCreateGameEffect_Record_RotationObjHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AIActionTarget_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionCreateGameEffect_Record_RotationObjHandle( game.data.AISubActionCreateGameEffect_Record self );WeakHandle<game.data.AIActionTarget_Record> Target()RTTIgame.data.AIActionTarget_Record? TargetHandle()RTTIre.Hooks.Place( "gamedataAISubActionCreateGameEffect_Record", "TargetHandle", (AISubActionCreateGameEffect_Record_TargetHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AIActionTarget_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionCreateGameEffect_Record_TargetHandle( game.data.AISubActionCreateGameEffect_Record self );CName EffectTag()RTTIre.Hooks.Place( "gamedataAISubActionCreateGameEffect_Record", "EffectTag", (AISubActionCreateGameEffect_Record_EffectTag x) => { return re.Hooks.CallOriginal<re.msgpack.CName>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionCreateGameEffect_Record_EffectTag( game.data.AISubActionCreateGameEffect_Record self );CName EffectName()RTTIre.Hooks.Place( "gamedataAISubActionCreateGameEffect_Record", "EffectName", (AISubActionCreateGameEffect_Record_EffectName x) => { return re.Hooks.CallOriginal<re.msgpack.CName>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionCreateGameEffect_Record_EffectName( game.data.AISubActionCreateGameEffect_Record self );Vector3 ColliderBoxSize()RTTIre.Hooks.Place( "gamedataAISubActionCreateGameEffect_Record", "ColliderBoxSize", (AISubActionCreateGameEffect_Record_ColliderBoxSize x) => { return re.Hooks.CallOriginal<re.msgpack.Vector3>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionCreateGameEffect_Record_ColliderBoxSize( game.data.AISubActionCreateGameEffect_Record self );float Range()RTTIre.Hooks.Place( "gamedataAISubActionCreateGameEffect_Record", "Range", (AISubActionCreateGameEffect_Record_Range x) => { return re.Hooks.CallOriginal<re.msgpack.Float>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionCreateGameEffect_Record_Range( game.data.AISubActionCreateGameEffect_Record self );float Duration()RTTIre.Hooks.Place( "gamedataAISubActionCreateGameEffect_Record", "Duration", (AISubActionCreateGameEffect_Record_Duration x) => { return re.Hooks.CallOriginal<re.msgpack.Float>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionCreateGameEffect_Record_Duration( game.data.AISubActionCreateGameEffect_Record self );float Delay()RTTIre.Hooks.Place( "gamedataAISubActionCreateGameEffect_Record", "Delay", (AISubActionCreateGameEffect_Record_Delay x) => { return re.Hooks.CallOriginal<re.msgpack.Float>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionCreateGameEffect_Record_Delay( game.data.AISubActionCreateGameEffect_Record self );