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2 | 2 | ################################################# |
3 | 3 | # Generated Digest of Verse API |
4 | 4 | # DO NOT modify this manually! |
5 | | -# Generated from build: ++Fortnite+Release-28.01-CL-30106568 |
| 5 | +# Generated from build: ++Fortnite+Release-28.10-CL-30676362 |
6 | 6 | ################################################# |
7 | 7 |
|
8 | 8 | # Module import path: /Fortnite.com/AI |
9 | 9 | AI<public> := module { |
| 10 | + # Returns the `npc_behavior` for `InAgent`. |
| 11 | + (InAgent: agent).GetNPCBehavior<native><public>()<transacts><decides>: npc_behavior |
| 12 | + |
10 | 13 | # Get the focus_interface interface for the specified character. |
11 | 14 | (InCharacter: fort_character).GetFocusInterface<native><public>()<transacts><decides>: focus_interface |
12 | 15 |
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@@ -82,6 +85,112 @@ AI<public> := module { |
82 | 85 | } |
83 | 86 |
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84 | 87 | navigation_target<native><public> := class<epic_internal> {} |
| 88 | + |
| 89 | + # Inherit from this to create a custom NPC behavior. |
| 90 | + # The npc_behavior can be defined for a character in a CharacterDefinition asset, or in a npc_spawner_device. |
| 91 | + npc_behavior<native><public> := class<abstract> { |
| 92 | + # Returns the agent associated with this behavior. |
| 93 | + GetAgent<native><public>()<transacts><decides>: agent |
| 94 | + |
| 95 | + # This function is called when the NPC is added to the simulation. |
| 96 | + OnBegin<native_callable><public>()<suspends>: void = external {} |
| 97 | + |
| 98 | + # This function is called when the NPC is removed from the simulation. |
| 99 | + OnEnd<native_callable><public>(): void = external {} |
| 100 | + } |
| 101 | +} |
| 102 | + |
| 103 | +# Module import path: /Fortnite.com/Animation |
| 104 | +Animation<public> := module { |
| 105 | + # Module import path: /Fortnite.com/Animation/PlayAnimation |
| 106 | + PlayAnimation<public> := module { |
| 107 | + # Get the play_animation_controller for the specified character. |
| 108 | + (InCharacter: fort_character).GetPlayAnimationController<native><public>()<transacts><decides>: play_animation_controller |
| 109 | + |
| 110 | + # An interface for playing an animation on an object. |
| 111 | + play_animation_controller<native><public> := interface { |
| 112 | + # Start an animation sequence and obtain an instance to query and manipulate. |
| 113 | + Play<public>( |
| 114 | + AnimationSequence: animation_sequence, |
| 115 | + ?PlayRate: float = external {}, |
| 116 | + ?StartPositionSeconds: float = external {}, |
| 117 | + ?BlendInTime: float = external {}, |
| 118 | + ?BlendOutTime: float = external {} |
| 119 | + ): play_animation_instance |
| 120 | + |
| 121 | + # Play an animation sequence. |
| 122 | + PlayAndAwait<public>( |
| 123 | + AnimationSequence: animation_sequence, |
| 124 | + ?PlayRate: float = external {}, |
| 125 | + ?StartPositionSeconds: float = external {}, |
| 126 | + ?BlendInTime: float = external {}, |
| 127 | + ?BlendOutTime: float = external {} |
| 128 | + )<suspends>: play_animation_result |
| 129 | + } |
| 130 | + |
| 131 | + # An animation instance created from play_animation_controller.Play that can be queried and manipulated. |
| 132 | + play_animation_instance<native><public> := class<epic_internal> { |
| 133 | + # Helper function that waits for the animation to complete or be interrupted. |
| 134 | + Await<public>()<suspends>: play_animation_result = external {} |
| 135 | + |
| 136 | + # Event triggered when the animation has finished to blend out. |
| 137 | + BlendedInEvent<native><public>: listenable(tuple()) = external {} |
| 138 | + |
| 139 | + # Event triggered when the animation is beginning to blend out. |
| 140 | + BlendingOutEvent<native><public>: listenable(tuple()) = external {} |
| 141 | + |
| 142 | + # Event triggered when the animation is completed. |
| 143 | + CompletedEvent<native><public>: listenable(tuple()) = external {} |
| 144 | + |
| 145 | + # Returns the state of the animation playback. |
| 146 | + GetState<native><public>()<transacts>: play_animation_state |
| 147 | + |
| 148 | + # Event triggered when the animation is interrupted. |
| 149 | + InterruptedEvent<native><public>: listenable(tuple()) = external {} |
| 150 | + |
| 151 | + # Helper function that succeeds if the state is Playing, BlendingIn, or BlendingOut. |
| 152 | + IsPlaying<public>()<transacts><decides>: void = external {} |
| 153 | + |
| 154 | + # Stops the animation. |
| 155 | + Stop<native><public>(): void |
| 156 | + } |
| 157 | + |
| 158 | + # Result of a PlayAndAwait request. |
| 159 | + play_animation_result<native><public> := enum { |
| 160 | + # The animation completed successfully. |
| 161 | + Completed |
| 162 | + |
| 163 | + # The animation encountered an error during initialization or whilst playing. |
| 164 | + Error |
| 165 | + |
| 166 | + # The animation was interrupted whilst playing. |
| 167 | + Interrupted |
| 168 | + } |
| 169 | + |
| 170 | + # The potential states of a play animation instance. |
| 171 | + play_animation_state<native><public> := enum { |
| 172 | + # The animation is blending in. |
| 173 | + BlendingIn |
| 174 | + |
| 175 | + # The animation is playing and is blending out. |
| 176 | + BlendingOut |
| 177 | + |
| 178 | + # The animation completed successfully. |
| 179 | + Completed |
| 180 | + |
| 181 | + # An error occurred at creation or during playback. |
| 182 | + Error |
| 183 | + |
| 184 | + # The animation was interrupted externally. |
| 185 | + Interrupted |
| 186 | + |
| 187 | + # The animation has blended in, is playing, and has not begun blending out. |
| 188 | + Playing |
| 189 | + |
| 190 | + # The animation was stopped internally. |
| 191 | + Stopped |
| 192 | + } |
| 193 | + } |
85 | 194 | } |
86 | 195 |
|
87 | 196 | # Module import path: /Fortnite.com/Assets |
@@ -2073,6 +2182,33 @@ Devices<public> := module { |
2073 | 2182 | UpdateSelectedTeam<public>(Agent: agent): void = external {} |
2074 | 2183 | } |
2075 | 2184 |
|
| 2185 | + # Used to spawn NPCs made with Character Definition asset. |
| 2186 | + npc_spawner_device<public> := class<concrete><final>(creative_device_base) { |
| 2187 | + # Despawns all characters. If set, `Instigator` will be considered as the eliminator of those characters. |
| 2188 | + DespawnAll<public>(Instigator: ?agent): void = external {} |
| 2189 | + |
| 2190 | + # Disables this device. Characters will despawn if *Despawn AIs When Disabled* is set. |
| 2191 | + Disable<public>(): void = external {} |
| 2192 | + |
| 2193 | + # Signaled when a character is eliminated. |
| 2194 | + # `Source` is the `agent` that eliminated the character. If the character was eliminated by a non-agent then `Source` is 'false'. |
| 2195 | + # `Target` is the character that was eliminated. |
| 2196 | + EliminatedEvent<public>: listenable(device_ai_interaction_result) = external {} |
| 2197 | + |
| 2198 | + # Enables this device. Characters will start to spawn. |
| 2199 | + Enable<public>(): void = external {} |
| 2200 | + |
| 2201 | + # Resets the spawn count allowing spawning of a new batch of characters. |
| 2202 | + Reset<public>(): void = external {} |
| 2203 | + |
| 2204 | + # Tries to spawn a character. |
| 2205 | + Spawn<public>(): void = external {} |
| 2206 | + |
| 2207 | + # Signaled when a character is spawned. |
| 2208 | + # Sends the `agent` character who was spawned. |
| 2209 | + SpawnedEvent<public>: listenable(agent) = external {} |
| 2210 | + } |
| 2211 | + |
2076 | 2212 | # Provides a collection of destructible devices that you can select from to use as objectives in your game. |
2077 | 2213 | objective_device<public> := class<concrete><final>(creative_device_base) { |
2078 | 2214 | # Activates an objective pulse at `Agent`'s location pointing toward this device. |
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