DeviceOperationsContainer
Base: IScriptable
None.
| Property | Type | |
|---|---|---|
operations | DeviceOperationBase?[] | scripted |
triggers | DeviceOperationsTrigger?[] | scripted |
void Initialize(game.Object owner) RTTIvoid UnInitialize(game.Object owner) RTTIvoid ToggleOperationByIndex(bool enable, int index) RTTIvoid ToggleOperationByName(bool enable, CName operationName) RTTIbool IsOperationEnabled(int index) RTTIbool HasOperation(CName className) RTTIbool IsOperationEnabled(CName operationName) RTTIvoid Execute(CName operationName, WeakHandle<game.Object> owner) RTTIvoid Restore(CName operationName, WeakHandle<game.Object> owner) RTTIvoid ToggleOperations(SToggleDeviceOperationData[] operations) RTTIvoid EvaluateActivatorTriggers(WeakHandle<game.Object> owner) RTTIvoid EvaluateFactTriggers(WeakHandle<game.Object> owner, CName factName) RTTIvoid EvaluateFocusModeTriggers(WeakHandle<game.Object> owner, ETriggerOperationType operationType) RTTIvoid EvaluateSenseTriggers(WeakHandle<game.Object> owner, WeakHandle<game.Object> activator, ETriggerOperationType operationType) RTTIvoid EvaluateHitTriggers(WeakHandle<game.Object> owner, WeakHandle<game.Object> activator, game.damage.AttackData attackData) RTTIvoid EvaluateInteractionAreaTriggers(CName areaTag, WeakHandle<game.Object> owner, WeakHandle<game.Object> activator, game.interactions.EInteractionEventType operationType) RTTIvoid EvaluateTriggerVolumeTriggers(CName componentName, WeakHandle<game.Object> owner, WeakHandle<game.Object> activator, ETriggerOperationType operationType) RTTIvoid EvaluateDeviceActionTriggers(CName actionClassName, WeakHandle<game.Object> owner) RTTIvoid RestoreDeviceActionOperations(CName actionClassName, WeakHandle<game.Object> owner) RTTIvoid EvaluateCustomActionTriggers(CName actionID, WeakHandle<game.Object> owner) RTTIvoid RestoreCustomActionOperations(CName actionID, WeakHandle<game.Object> owner) RTTIvoid EvaluateDoorStateTriggers(EDoorStatus state, WeakHandle<game.Object> owner) RTTIvoid EvaluateBaseStateTriggers(EDeviceStatus state, WeakHandle<game.Object> owner) RTTI