◆ ClearConditionHolder()
void SCR_EntityConditionTooltipDetail.ClearConditionHolder |
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protected |
◆ CreateConditionIcons()
void SCR_EntityConditionTooltipDetail.CreateConditionIcons |
( |
array< EDamageType > |
activeCondition, |
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bool |
isUnconscious |
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) |
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protected |
◆ CreateDestroyIcon()
void SCR_EntityConditionTooltipDetail.CreateDestroyIcon |
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| ) |
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protected |
◆ CreateDetail()
override bool SCR_EntityConditionTooltipDetail.CreateDetail |
( |
SCR_EditableEntityComponent |
entity, |
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Widget |
parent, |
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TextWidget |
label, |
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bool |
setFrameslot = true |
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) |
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◆ HasConditions()
bool SCR_EntityConditionTooltipDetail.HasConditions |
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out bool |
isDestroyed, |
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out bool |
isUnconscious, |
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out notnull array< EDamageType > |
activeCondition, |
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out bool |
conditionChanged, |
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bool |
onlyCheckOneTrue = false |
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) |
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protected |
◆ InitDetail()
◆ NeedUpdate()
override bool SCR_EntityConditionTooltipDetail.NeedUpdate |
( |
| ) |
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◆ UpdateDetail()
◆ m_aActiveDamageTypes
ref array<EDamageType> SCR_EntityConditionTooltipDetail.m_aActiveDamageTypes = {} |
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protected |
◆ m_aDamageStateUiInfo
◆ m_bDiesOnDestroy
bool SCR_EntityConditionTooltipDetail.m_bDiesOnDestroy |
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protected |
◆ m_bHasNoConditions
bool SCR_EntityConditionTooltipDetail.m_bHasNoConditions = false |
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protected |
◆ m_bIsDestroyed
bool SCR_EntityConditionTooltipDetail.m_bIsDestroyed = false |
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protected |
◆ m_bIsUnconscious
bool SCR_EntityConditionTooltipDetail.m_bIsUnconscious = false |
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protected |
◆ m_ConditionHolder
Widget SCR_EntityConditionTooltipDetail.m_ConditionHolder |
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protected |
◆ m_DamageManager
◆ m_DamageStateConfig
◆ m_fConditionIconSize
float SCR_EntityConditionTooltipDetail.m_fConditionIconSize |
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protected |
◆ m_sStateIconLayout
ResourceName SCR_EntityConditionTooltipDetail.m_sStateIconLayout |
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protected |
◆ m_wLabel
Widget SCR_EntityConditionTooltipDetail.m_wLabel |
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protected |
The documentation for this interface was generated from the following file:
- Game/Editor/UI/Components/Tooltips/Tooltips/Details/SCR_EntityConditionTooltipDetail.c