◆ CanRespawn()
bool PauseMenuUI.CanRespawn |
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Check if the player has a Character he is controling and that is alive.
- Returns
- True is there is a valid player that is alive, false otherwise
◆ CloseToMainMenu()
void PauseMenuUI.CloseToMainMenu |
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◆ FadeBackground()
void PauseMenuUI.FadeBackground |
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bool |
fade, |
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bool |
animate = true |
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◆ HandlerDeattached()
override void PauseMenuUI.HandlerDeattached |
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Widget |
w | ) |
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◆ IsSavingOnExit()
bool PauseMenuUI.IsSavingOnExit |
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◆ MoveToTop()
static void PauseMenuUI.MoveToTop |
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◆ OnEditorModeChanged()
◆ OnInviteFriends()
void PauseMenuUI.OnInviteFriends |
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◆ OnMenuClose()
override void PauseMenuUI.OnMenuClose |
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◆ OnMenuFocusGained()
override void PauseMenuUI.OnMenuFocusGained |
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◆ OnMenuFocusLost()
override void PauseMenuUI.OnMenuFocusLost |
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◆ OnMenuHide()
override void PauseMenuUI.OnMenuHide |
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◆ OnMenuOpen()
override void PauseMenuUI.OnMenuOpen |
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◆ OnMenuShow()
override void PauseMenuUI.OnMenuShow |
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◆ OnSaved()
void PauseMenuUI.OnSaved |
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ESaveType |
type, |
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string |
fileName |
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◆ OnSaveFailed()
void PauseMenuUI.OnSaveFailed |
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ESaveType |
type, |
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string |
fileName |
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◆ OpenMenuOnTop()
static void PauseMenuUI.OpenMenuOnTop |
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◆ DIALOG_SAVE_FAILED
const string PauseMenuUI.DIALOG_SAVE_FAILED = "pause_menu_save_failed" |
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◆ DIALOG_SCENARIO_EXIT
const string PauseMenuUI.DIALOG_SCENARIO_EXIT = "scenario_exit" |
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◆ EXIT_IMAGE
const string PauseMenuUI.EXIT_IMAGE = "exit" |
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◆ EXIT_MESSAGE
const string PauseMenuUI.EXIT_MESSAGE = "#AR-PauseMenu_ReturnText" |
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◆ EXIT_NO_SAVE
const string PauseMenuUI.EXIT_NO_SAVE = "#AR-PauseMenu_ReturnTitle" |
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◆ EXIT_SAVE
const string PauseMenuUI.EXIT_SAVE = "#AR-PauseMenu_ReturnSaveTitle" |
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◆ EXIT_TITLE
const string PauseMenuUI.EXIT_TITLE = "#AR-PauseMenu_ReturnTitle" |
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◆ LOAD_IMAGE
const string PauseMenuUI.LOAD_IMAGE = "up" |
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◆ LOAD_MESSAGE
const string PauseMenuUI.LOAD_MESSAGE = "#AR-PauseMenu_LoadText" |
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◆ LOAD_TITLE
const string PauseMenuUI.LOAD_TITLE = "#AR-PauseMenu_Load" |
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◆ m_bFocused
bool PauseMenuUI.m_bFocused = true |
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◆ m_EditorPhotoCloseButton
◆ m_EditorPhotoOpenButton
◆ m_EditorUnlimitedCloseButton
◆ m_EditorUnlimitedOpenButton
◆ m_ExitDialog
◆ m_InputManager
InputManager PauseMenuUI.m_InputManager |
◆ m_OnPauseMenuClosed
ref ScriptInvoker PauseMenuUI.m_OnPauseMenuClosed = new ScriptInvoker() |
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◆ m_OnPauseMenuOpened
ref ScriptInvoker PauseMenuUI.m_OnPauseMenuOpened = new ScriptInvoker() |
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◆ m_SaveManager
◆ m_SavingComponent
◆ m_wFade
Widget PauseMenuUI.m_wFade |
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◆ m_wRoot
Widget PauseMenuUI.m_wRoot |
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◆ m_wSystemTime
Widget PauseMenuUI.m_wSystemTime |
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◆ m_wVersion
TextWidget PauseMenuUI.m_wVersion |
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◆ RESTART_IMAGE
const string PauseMenuUI.RESTART_IMAGE = "restart" |
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◆ RESTART_MESSAGE
const string PauseMenuUI.RESTART_MESSAGE = "#AR-PauseMenu_RestartText" |
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◆ RESTART_TITLE
const string PauseMenuUI.RESTART_TITLE = "#AR-PauseMenu_Restart" |
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◆ s_Instance
The documentation for this interface was generated from the following file:
- Game/UI/Menu/SCR_PauseMenuUI.c