Class ActionsBuilderAVEx
Extension to ActionsBuilder for actions involving audiovisual effects such as dialogs, camera, cutscenes, and sounds.
Inheritance
System.Object
ActionsBuilderAVEx
Assembly: BlueprintCore.dll
Syntax
public static class ActionsBuilderAVEx
Methods
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AnimationActionToggleFxParticles(ActionsBuilder, UnitEvaluator)
Declaration
public static ActionsBuilder AnimationActionToggleFxParticles(this ActionsBuilder builder, UnitEvaluator unit = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
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Kingmaker.ElementsSystem.UnitEvaluator |
unit |
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Returns
Remarks
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CameraToPosition(ActionsBuilder, PositionEvaluator)
Declaration
public static ActionsBuilder CameraToPosition(this ActionsBuilder builder, PositionEvaluator position = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
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Kingmaker.ElementsSystem.PositionEvaluator |
position |
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Returns
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ChangeBookEventImage(ActionsBuilder, AssetLink<SpriteLink>)
Declaration
public static ActionsBuilder ChangeBookEventImage(this ActionsBuilder builder, AssetLink<SpriteLink> image)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
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AssetLink<Kingmaker.ResourceLinks.SpriteLink> |
image |
You can pass in the animation using a SpriteLink or it's AssetId.
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Returns
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ClearBlood(ActionsBuilder)
Declaration
public static ActionsBuilder ClearBlood(this ActionsBuilder builder)
Parameters
Returns
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Play2DSound(ActionsBuilder, Nullable<Boolean>, Nullable<Boolean>, String)
Declaration
public static ActionsBuilder Play2DSound(this ActionsBuilder builder, bool? setRace = null, bool? setSex = null, string soundName = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
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System.Nullable<System.Boolean> |
setRace |
Tooltip: Sets Ak switch on player's Race
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System.Nullable<System.Boolean> |
setSex |
Tooltip: Sets Ak switch on player's Sex
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System.String |
soundName |
Tooltip: Ak event name from Wwise library
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Returns
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Play3DSound(ActionsBuilder, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, String, EntityReference)
Declaration
public static ActionsBuilder Play3DSound(this ActionsBuilder builder, bool? setCurrentSpeaker = null, bool? setRace = null, bool? setSex = null, string soundName = null, EntityReference soundSourceObject = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
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System.Nullable<System.Boolean> |
setCurrentSpeaker |
Tooltip: Sets SoundSourceObject as current dialog speaker
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System.Nullable<System.Boolean> |
setRace |
Tooltip: Sets Ak switch on player's Race
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System.Nullable<System.Boolean> |
setSex |
Tooltip: Sets Ak switch on player's Sex
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System.String |
soundName |
Tooltip: Ak event name from Wwise library
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Kingmaker.Blueprints.EntityReference |
soundSourceObject |
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Returns
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PlayAnimationOneShot(ActionsBuilder, AssetLink<AnimationClipWrapperLink>, Nullable<Single>, Nullable<Single>, UnitEvaluator)
Declaration
public static ActionsBuilder PlayAnimationOneShot(this ActionsBuilder builder, AssetLink<AnimationClipWrapperLink> clipWrapper = null, float? transitionIn = null, float? transitionOut = null, UnitEvaluator unit = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
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AssetLink<Kingmaker.ResourceLinks.AnimationClipWrapperLink> |
clipWrapper |
You can pass in the animation using an AnimationClipWrapperLink or it's AssetId.
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System.Nullable<System.Single> |
transitionIn |
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System.Nullable<System.Single> |
transitionOut |
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Kingmaker.ElementsSystem.UnitEvaluator |
unit |
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Returns
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PlayCustomMusic(ActionsBuilder, String, String)
Declaration
public static ActionsBuilder PlayCustomMusic(this ActionsBuilder builder, string musicEventStart = null, string musicEventStop = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
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System.String |
musicEventStart |
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System.String |
musicEventStop |
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Returns
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PlayCutscene(ActionsBuilder, Nullable<Boolean>, Blueprint<CutsceneReference>, ParametrizedContextSetter, Nullable<Boolean>)
Declaration
public static ActionsBuilder PlayCutscene(this ActionsBuilder builder, bool? checkExistence = null, Blueprint<CutsceneReference> cutscene = null, ParametrizedContextSetter parameters = null, bool? putInQueue = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
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System.Nullable<System.Boolean> |
checkExistence |
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Blueprint<Kingmaker.Blueprints.CutsceneReference> |
cutscene |
Blueprint of type Cutscene. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
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Kingmaker.Designers.EventConditionActionSystem.NamedParameters.ParametrizedContextSetter |
parameters |
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System.Nullable<System.Boolean> |
putInQueue |
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Returns
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PlaySound(ActionsBuilder, String)
Adds Kingmaker.Assets.UnitLogic.Mechanics.Actions.ContextActionPlaySound
Declaration
public static ActionsBuilder PlaySound(this ActionsBuilder builder, string soundName)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
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System.String |
soundName |
Tooltip: Ak event name from Wwise library
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Returns
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ReloadMechanic(ActionsBuilder, Nullable<Boolean>, String)
Declaration
public static ActionsBuilder ReloadMechanic(this ActionsBuilder builder, bool? clearFx = null, string desc = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
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System.Nullable<System.Boolean> |
clearFx |
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System.String |
desc |
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Returns
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RunAnimationClip(ActionsBuilder, AssetLink<AnimationClipWrapperLink>, ExecutionMode, Nullable<Single>, Nullable<Single>)
Adds Kingmaker.UnitLogic.Mechanics.Actions.ContextActionRunAnimationClip
Declaration
public static ActionsBuilder RunAnimationClip(this ActionsBuilder builder, AssetLink<AnimationClipWrapperLink> clipWrapper, ExecutionMode mode = ExecutionMode.Interrupted, float? transitionIn = null, float? transitionOut = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
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AssetLink<Kingmaker.ResourceLinks.AnimationClipWrapperLink> |
clipWrapper |
You can pass in the animation using an AnimationClipWrapperLink or it's AssetId.
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Kingmaker.Visual.Animation.Actions.ExecutionMode |
mode |
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System.Nullable<System.Single> |
transitionIn |
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System.Nullable<System.Single> |
transitionOut |
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Returns
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SetSoundState(ActionsBuilder, AkStateReference)
Declaration
public static ActionsBuilder SetSoundState(this ActionsBuilder builder, AkStateReference state = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
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Kingmaker.Sound.AkStateReference |
state |
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Returns
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ShowBark(ActionsBuilder, LocalString, Nullable<Boolean>, Nullable<Boolean>, SharedStringAsset)
Adds Kingmaker.UnitLogic.Mechanics.Actions.ContextActionShowBark
Declaration
public static ActionsBuilder ShowBark(this ActionsBuilder builder, LocalString whatToBark, bool? barkDurationByText = null, bool? showWhileUnconscious = null, SharedStringAsset whatToBarkShared = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
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LocalString |
whatToBark |
You can pass in the string using a LocalizedString or the Key to a LocalizedString.
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System.Nullable<System.Boolean> |
barkDurationByText |
Tooltip: Bark duration depends on text length
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System.Nullable<System.Boolean> |
showWhileUnconscious |
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Kingmaker.Localization.SharedStringAsset |
whatToBarkShared |
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Returns
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ShowBark(ActionsBuilder, Nullable<Boolean>, MapObjectEvaluator, UnitEvaluator, LocalString, SharedStringAsset)
Declaration
public static ActionsBuilder ShowBark(this ActionsBuilder builder, bool? barkDurationByText = null, MapObjectEvaluator targetMapObject = null, UnitEvaluator targetUnit = null, LocalString whatToBark = null, SharedStringAsset whatToBarkShared = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
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System.Nullable<System.Boolean> |
barkDurationByText |
Tooltip: Bark duration depends on text length
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Kingmaker.ElementsSystem.MapObjectEvaluator |
targetMapObject |
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Kingmaker.ElementsSystem.UnitEvaluator |
targetUnit |
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LocalString |
whatToBark |
You can pass in the string using a LocalizedString or the Key to a LocalizedString.
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Kingmaker.Localization.SharedStringAsset |
whatToBarkShared |
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Returns
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SpawnFx(ActionsBuilder, AssetLink<PrefabLink>)
Adds Kingmaker.UnitLogic.Mechanics.Actions.ContextActionSpawnFx
Declaration
public static ActionsBuilder SpawnFx(this ActionsBuilder builder, AssetLink<PrefabLink> prefabLink)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
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AssetLink<Kingmaker.ResourceLinks.PrefabLink> |
prefabLink |
You can pass in the animation using a PrefabLink or it's AssetId.
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Returns
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Declaration
public static ActionsBuilder SpawnFx(this ActionsBuilder builder, AssetLink<PrefabLink> fxPrefab = null, TransformEvaluator target = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
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AssetLink<Kingmaker.ResourceLinks.PrefabLink> |
fxPrefab |
You can pass in the animation using a PrefabLink or it's AssetId.
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Kingmaker.ElementsSystem.TransformEvaluator |
target |
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Returns
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StartChangeVisual(ActionsBuilder)
Declaration
public static ActionsBuilder StartChangeVisual(this ActionsBuilder builder)
Parameters
Returns
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StopCustomMusic(ActionsBuilder)
Declaration
public static ActionsBuilder StopCustomMusic(this ActionsBuilder builder)
Parameters
Returns
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StopCutscene(ActionsBuilder, Nullable<Boolean>, Nullable<StopCutscene.UnitCheckType>, Blueprint<CutsceneReference>, UnitEvaluator)
Declaration
public static ActionsBuilder StopCutscene(this ActionsBuilder builder, bool? allCutscenesFromUnit = null, StopCutscene.UnitCheckType? checkType = null, Blueprint<CutsceneReference> cutscene = null, UnitEvaluator withUnit = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
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System.Nullable<System.Boolean> |
allCutscenesFromUnit |
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System.Nullable<Kingmaker.Designers.EventConditionActionSystem.Actions.StopCutscene.UnitCheckType> |
checkType |
InfoBox: If set to 'Controlled', stops all cutscenes that marked selected unit. If set to 'Params' stops all cutscenes that have selected unit as a parameter. 'Controlled' is the old mode, you probably never need it.
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Blueprint<Kingmaker.Blueprints.CutsceneReference> |
cutscene |
Blueprint of type Cutscene. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
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Kingmaker.ElementsSystem.UnitEvaluator |
withUnit |
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Returns
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ToggleObjectFx(ActionsBuilder, MapObjectEvaluator, Nullable<Boolean>)
Declaration
public static ActionsBuilder ToggleObjectFx(this ActionsBuilder builder, MapObjectEvaluator target = null, bool? toggleOn = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
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Kingmaker.ElementsSystem.MapObjectEvaluator |
target |
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System.Nullable<System.Boolean> |
toggleOn |
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Returns
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ToggleObjectMusic(ActionsBuilder, MapObjectEvaluator, Nullable<Boolean>)
Declaration
public static ActionsBuilder ToggleObjectMusic(this ActionsBuilder builder, MapObjectEvaluator target = null, bool? toggleOn = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
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Kingmaker.ElementsSystem.MapObjectEvaluator |
target |
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System.Nullable<System.Boolean> |
toggleOn |
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Returns