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override void | DisplayStartDraw (IEntity owner) |
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override void | DisplayControlledEntityChanged (IEntity from, IEntity to) |
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void | SettingsChanged () |
| Called when any settings are changed in the settings menu, upon DisplayStartDraw() Called from SCR_ScreenEffectsManager.
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override void | DisplayUpdate (IEntity owner, float timeSlice) |
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void | UpdateEffect (float timeSlice) |
| Called every frame from SCR_ScreenEffectsManager.
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void | SetEnabled (bool isEnabled) |
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override void | Show (bool show, float speed=UIConstants.FADE_RATE_INSTANT, EAnimationCurve curve=EAnimationCurve.LINEAR) |
| Show/hide InfoDisplay properly, not breaking other systems like AdaptiveOpacity or ConditionalVisibility.
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SCR_InfoDisplayHandler | GetHandler (TypeName handlerType) |
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SCR_InfoDisplayInvoker | GetOnStart () |
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SCR_InfoDisplayInvoker | GetOnStop () |
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IEntity | GetOwnerEntity () |
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Widget | GetContentWidget () |
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string | GetContentWidgetName () |
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void | SetRootWidget (notnull Widget root) |
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void | SetContentWidget (notnull Widget content) |
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bool | IsShown () |
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Widget | GetRootWidget () |
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bool | GetDimensions (out float width, out float height, bool addSafezones=true) |
| Get width and height of the InfoDisplay element, optionally with safezones adjustments.
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bool | GetAnchorPosition (out float x, out float y, EWidgetAnchor anchor=EWidgetAnchor.TOPLEFT, bool addSafezones=true) |
| Get width and height of the InfoDisplay element, optionally with safezones adjustments.
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void | RegisterToHudManager () |
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proto external int | GetInfoDisplays (out notnull array< BaseInfoDisplay > outInfoDisplays) |
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proto external GenericComponent | FindComponentInParentContainer (TypeName typeName) |
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void | OnDamageEffectAdded (notnull SCR_DamageEffect dmgEffect) |
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void | OnDamageEffectRemoved (notnull SCR_DamageEffect dmgEffect) |
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override void | DisplayOnSuspended () |
| Called when GUI is temporarily suspended due to visibility flags; e.g. GM entered and GUI marked as not to show in GM.
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override void | DisplayOnResumed () |
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void | CreateEffectOverTime (bool repeat) |
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void | ClearEffectOverTime (bool repeat) |
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void | BlackoutEffect (float effectStrength) |
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override void | ClearEffects () |
| Automatically called upon DisplayStartDraw() and DisplayStopDraw() from SCR_ScreenEffectsManager Due to many screeneffects listening to invokers, ClearEffects() is often called manually OnControlledEntityChanged()
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void | UpdateEffectVisibility (notnull ImageWidget effectWidget) |
| The widget will be made visible or hidden based on its opacity.
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void | AnimateEffectVisibility (notnull ImageWidget effectWidget, float opacity, float alpha, float opacitySpeed=1.0, float alphaSpeed=1.0, bool updateVisibility=true) |
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void | ShowSingleEffect (notnull ImageWidget effectWidget) |
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void | HideSingleEffect (notnull ImageWidget effectWidget) |
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bool | DisplayStartDrawInit (IEntity owner) |
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void | DisplayStopDraw (IEntity owner) |
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void | DisplayInit (IEntity owner) |
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void | DisplayConsciousnessChanged (bool conscious, bool init=false) |
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void | InitializeInterfaceSettings () |
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void | OnSettingsChanged () |
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void | OnShownFinished (Widget w, float targetOpacity, WidgetAnimationOpacity anim=null) |
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void | AdaptiveOpacity_Update (float opacity, float sceneBrightness, bool init=false) |
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◆ BlackoutEffect()
void SCR_BleedingScreenEffect.BlackoutEffect |
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float | effectStrength | ) |
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◆ ClearEffectOverTime()
void SCR_BleedingScreenEffect.ClearEffectOverTime |
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bool | repeat | ) |
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◆ ClearEffects()
override void SCR_BleedingScreenEffect.ClearEffects |
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◆ CreateEffectOverTime()
void SCR_BleedingScreenEffect.CreateEffectOverTime |
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bool | repeat | ) |
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◆ DisplayControlledEntityChanged()
override void SCR_BleedingScreenEffect.DisplayControlledEntityChanged |
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IEntity | from, |
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IEntity | to ) |
◆ DisplayOnResumed()
override void SCR_BleedingScreenEffect.DisplayOnResumed |
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◆ DisplayOnSuspended()
override void SCR_BleedingScreenEffect.DisplayOnSuspended |
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Called when GUI is temporarily suspended due to visibility flags; e.g. GM entered and GUI marked as not to show in GM.
Implements SCR_InfoDisplayExtended.
◆ DisplayStartDraw()
override void SCR_BleedingScreenEffect.DisplayStartDraw |
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IEntity | owner | ) |
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◆ OnDamageEffectAdded()
void SCR_BleedingScreenEffect.OnDamageEffectAdded |
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notnull SCR_DamageEffect | dmgEffect | ) |
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◆ OnDamageEffectRemoved()
void SCR_BleedingScreenEffect.OnDamageEffectRemoved |
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notnull SCR_DamageEffect | dmgEffect | ) |
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◆ BLACKOUT_OPACITY_MULTIPLIER
const float SCR_BleedingScreenEffect.BLACKOUT_OPACITY_MULTIPLIER = 0.20 |
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staticprotected |
◆ BLEEDING_REPEAT_DELAY
const int SCR_BleedingScreenEffect.BLEEDING_REPEAT_DELAY = 2500 |
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◆ BLEEDINGEFFECT_OPACITY_FADEIN_1_DURATION
const float SCR_BleedingScreenEffect.BLEEDINGEFFECT_OPACITY_FADEIN_1_DURATION = 1 |
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◆ BLEEDINGEFFECT_OPACITY_FADEOUT_1_DURATION
const float SCR_BleedingScreenEffect.BLEEDINGEFFECT_OPACITY_FADEOUT_1_DURATION = 0.2 |
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◆ BLEEDINGEFFECT_OPACITY_FADEOUT_2_DURATION
const float SCR_BleedingScreenEffect.BLEEDINGEFFECT_OPACITY_FADEOUT_2_DURATION = 0.3 |
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staticprotected |
◆ BLEEDINGEFFECT_PROGRESSION_FADEIN_1_DURATION
const float SCR_BleedingScreenEffect.BLEEDINGEFFECT_PROGRESSION_FADEIN_1_DURATION = 4.5 |
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◆ BLEEDINGEFFECT_PROGRESSION_FADEOUT_1_DURATION
const float SCR_BleedingScreenEffect.BLEEDINGEFFECT_PROGRESSION_FADEOUT_1_DURATION = 0.2 |
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◆ BLEEDINGEFFECT_PROGRESSION_FADEOUT_2_DURATION
const float SCR_BleedingScreenEffect.BLEEDINGEFFECT_PROGRESSION_FADEOUT_2_DURATION = 3 |
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◆ m_bBleedingEffect
bool SCR_BleedingScreenEffect.m_bBleedingEffect |
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◆ m_bIsBleeding
bool SCR_BleedingScreenEffect.m_bIsBleeding |
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◆ m_BloodHZ
◆ m_bPlayHeartBeat
bool SCR_BleedingScreenEffect.m_bPlayHeartBeat |
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◆ m_CharacterEntity
◆ m_DamageManager
◆ m_wBlackOut
ImageWidget SCR_BleedingScreenEffect.m_wBlackOut |
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◆ m_wBloodEffect1
ImageWidget SCR_BleedingScreenEffect.m_wBloodEffect1 |
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◆ m_wBloodEffect2
ImageWidget SCR_BleedingScreenEffect.m_wBloodEffect2 |
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The documentation for this interface was generated from the following file:
- Game/UI/ScreenEffects/SCR_BleedingScreenEffect .c