StatusEffectDecisions class
StatusEffectDecisions
Inheritance
Base: LocomotionGroundDecisions
Derived
Properties
| Property | Type | |
|---|---|---|
executionOwner | WeakHandle<game.Object> | scripted |
statusEffectListener | DefaultTransitionStatusEffectListener? | scripted |
statusEffectEnumName | string | scripted |
Functions
void OnAttach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)overrideRTTIvoid OnDetach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIvoid OnStatusEffectApplied(WeakHandle<game.data.StatusEffect_Record> statusEffect)overrideRTTIvoid OnStatusEffectRemoved(WeakHandle<game.data.StatusEffect_Record> statusEffect)overrideRTTIbool EnterCondition(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)overrideRTTIbool ToStand(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIbool ToRegularFall(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIbool HasMovementAffiliatedStatusEffect(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTI