52 SetAnimationPhase(
"EntranceDoor",1);
class EntranceLight extends PointLightBase EntranceLightStairs1()
AnimationTimer class. This timer is for animating float value. usage:
void UpdatePathgraphRegionByObject(Object object)
Wrapper class for managing sound through SEffectManager.
EntranceLight m_InteriorLight2
void Land_Underground_EntranceBase()
ref AnimationTimer m_AnimTimerDoorServer
float AdjustTime(float originalTime, float adjustedTime=-1)
EUndegroundDoorType m_DoorType
EntranceLight m_InteriorLight1
void RequestLatentTransition(float time, EUndegroundEntranceState targetState=EUndegroundEntranceState.UNINITIALIZED)
EffectSound m_OpenSoundIn
override void HandleAudioPlayback(EUndegroundEntranceState newState, EUndegroundEntranceState prevState)
override void CreateLights()
EffectSound m_LockingSound
void Land_Underground_Stairs_Exit()
override void CleanUpOnClosedClient()
EffectSound m_CloseSoundIn
const string OPENING_SOUNDSET_LOOP_IN
const string OPENING_SOUNDSET_LOOP
const string CLOSING_SOUNDSET_LOOP_IN
EffectSound m_OpenSoundOut
EffectSound m_CloseSoundLoop
override float GetOpeningTime()
const string OPENING_SOUNDSET_LOOP_OUT
const string CLOSING_SOUNDSET_LOOP_OUT
void SoundEnded(Effect eff)
const string CLOSING_SOUNDSET_LOOP
const string LOCKING_SOUNDSET
override void OnDoorStateChangedServer(EUndegroundEntranceState newState)
EffectSound m_CloseSoundOut
static bool DestroySound(EffectSound sound_effect)
Legacy, backwards compatibility.
Manager class for managing Effect (EffectParticle, EffectSound)
proto native CGame GetGame()