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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Base class for building triggers that have firing conditions governed by elapsed time. This class transitions state to Ongoing once input is actuated, and will track Ongoing input time until input is released. Inheriting classes should provide the logic for Triggered transitions. More...
Static Public Member Functions | |
Static Functions | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UInputTrigger | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UObject | |
| static UClass | StaticClass () |
Public Attributes | |
Trigger Settings | |
| bool | bAffectedByTimeDilation |
| Should global time dilation be applied to the held duration? Default is set to false. | |
| float32 | HeldDuration |
| How long have we been actuating this trigger? | |
| Public Attributes inherited from UInputTrigger | |
| FInputActionValue | LastValue |
| Value passed to UpdateState on the previous tick. This will be updated automatically after the trigger is updated. | |
| bool | bShouldAlwaysTick |
| Decides whether this trigger ticks every frame or not. This WILL affect performance and should only be used in specific custom triggers. | |
| float32 | ActuationThreshold |
| Point at which this trigger fires. | |
| const ETriggerType | TriggerType |
| Changes the way this trigger affects an action with multiple triggers: All implicit triggers must be triggering to trigger the action. If there are any explicit triggers at least one must be triggering to trigger the action. | |
| Public Attributes inherited from UObject | |
| const UClass | Class |
| const UObject | Outer |
| const UPackage | Outermost |
| const UPackage | Package |
| const UWorld | World |
| const FName | Name |
| const bool | IsRooted |
Additional Inherited Members | |
| bool | IsActuated (FInputActionValue ForValue) const |
| Is the value passed in sufficiently large to be of interest to the trigger. This is a helper function that implements the most obvious (>=) interpretation of the actuation threshold. | |
| ETriggerState | UpdateState (const UEnhancedPlayerInput PlayerInput, FInputActionValue ModifiedValue, float32 DeltaTime) |
| This function checks if the requisite conditions have been met for the trigger to fire. Returns Trigger State None - No trigger conditions have been met. Trigger is inactive. Trigger State Ongoing - Some trigger conditions have been met. Trigger is processing but not yet active. Trigger State Triggered - All trigger conditions have been met to fire. Trigger is active. | |
| ETriggerType | GetTriggerType () const |
| Changes the way this trigger affects an action with multiple triggers: All implicit triggers must be triggering to trigger the action. If there are any explicit triggers at least one must be triggering to trigger the action. | |
| Public Member Functions inherited from UObject | |
| bool | MarkPackageDirty () const |
| void | RemoveFromRoot () |
| bool | GetIsRooted () const |
| bool | IsTransient () const |
| bool | Modify (bool bAlwaysMarkDirty=true) |
| void | SetTransactional (bool bTransactional) |
| bool | IsSupportedForNetworking () const |
| UClass | GetClass () const |
| UObject | GetOuter () const |
| UObject | GetTypedOuter (TSubclassOf< UObject > Target) const |
| Traverses the outer chain searching for the next object of a certain type. | |
| UPackage | GetOutermost () const |
| UPackage | GetPackage () const |
| void | AddToRoot () |
| UWorld | GetWorld () const |
| FName | GetName () const |
| FString | GetFullName (const UObject StopOuter=nullptr) const |
| FString | GetPathName (const UObject StopOuter=nullptr) const |
| bool | IsA (const UClass Class) const |
| Returns true if this object is of the specified type, or a child of that type. | |
| void | SaveConfig () |
| void | LoadConfig () |
| void | ReloadConfig () |
| void | CopyScriptPropertiesFrom (const UObject OtherObject) |
| void | opCast (?&Address) const |
| FString | ToString () const |
Base class for building triggers that have firing conditions governed by elapsed time. This class transitions state to Ongoing once input is actuated, and will track Ongoing input time until input is released. Inheriting classes should provide the logic for Triggered transitions.
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static |
| bool bAffectedByTimeDilation |
Should global time dilation be applied to the held duration? Default is set to false.
If this is set to true, then the owning Player Controller's actor time dilation will be used when calculating the HeldDuration.
@see UInputTriggerTimedBase::CalculateHeldDuration @see AWorldSettings::GetEffectiveTimeDilation
| float32 HeldDuration |
How long have we been actuating this trigger?