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BaseActionsManagerComponent.c
Go to the documentation of this file.
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/*
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===========================================
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Do not modify, this script is generated
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===========================================
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*/
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class
BaseActionsManagerComponent
:
GameComponent
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{
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proto external
UserActionContext
GetContext(
string
contextName);
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proto external
int
GetActionsList(out notnull array<BaseUserAction> outActions);
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proto external
int
GetActionsCount();
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proto external
int
GetContextList(out notnull array<UserActionContext> outContexts);
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proto external
int
GetContextCount();
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proto external
BaseUserAction
GetFirstAction();
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proto external
BaseUserAction
FindAction(
int
actionID);
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proto external
bool
IsEnabled
();
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proto
bool
AddUserActionEventListener(
ScriptedUserAction
action,
UserActionEventListener
listener);
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proto
void
RemoveUserActionEventListener(
ScriptedUserAction
action,
UserActionEventListener
listener);
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// callbacks
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event
protected
string
NicifyGeneratedContextName
(
string
name) {
return
name; };
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}
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UserActionEventListener
func UserActionEventListener
Definition
SCR_ScriptedUserAction.c:2
BaseActionsManagerComponent
Definition
BaseActionsManagerComponent.c:13
BaseActionsManagerComponent::NicifyGeneratedContextName
string NicifyGeneratedContextName(string name)
Definition
BaseActionsManagerComponent.c:46
BaseUserAction
Definition
BaseUserAction.c:13
GameComponent
Definition
GameComponent.c:13
ScriptedUserAction
Definition
ScriptedUserAction.c:13
UserActionContext
Definition
UserActionContext.c:16
IsEnabled
int IsEnabled()
Returns true if the light is enabled.
Definition
SCR_BaseManualCameraComponent.c:239
scripts
Game
generated
UserAction
BaseActionsManagerComponent.c
Generated by
1.17.0