Arma Reforger Script API
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Public Member Functions | Public Attributes | Protected Member Functions | Protected Attributes | Static Protected Attributes | List of all members
SCR_InventoryHitZonePointUI Interface Reference
Inheritance diagram for SCR_InventoryHitZonePointUI:
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Public Member Functions

override void HandlerAttached (Widget w)
 
override void HandlerDeattached (Widget w)
 
override bool OnMouseEnter (Widget w, int x, int y)
 
override bool OnMouseLeave (Widget w, Widget enterW, int x, int y)
 
void Select (bool select)
 
void Highlight (bool highlight)
 
void GetDamageInfoTexts (EHitZoneGroup group, int groupDamageIntensity, float bleedingRate, out string damageIntensity, out string damageIntensityText, out string bleedingIntensityText)
 
void GetBloodInfoText (float bloodHitZoneHealthScaled, out string bloodLossText)
 
void UpdateHitZoneState (float health, float bleeding, float regen, bool tourniquetted, bool salineBagged)
 
void SetBloodLevelProgress (float bloodLevel)
 
Widget GetRootWidget ()
 
void SetParentContainer (SCR_InventoryHitZonePointContainerUI container)
 

Public Attributes

float m_fHighDamageThreshold = 0.75
 
float m_fMediumDamageThreshold = 0.50
 
float m_fLowDamageThreshold = 0.25
 
float m_fHighBleedingThreshold = 20
 
float m_fMediumBleedingThreshold = 20
 
float m_fLowBleedingThreshold = 10
 
float m_fHighBloodLossThreshold = 0.4376
 
float m_fMediumBloodLossThreshold = 0.6251
 
float m_fLowBloodLossThreshold = 0.8125
 

Protected Member Functions

SCR_InventoryMenuUI GetInventoryMenuUI ()
 
void ShowVirtualHZInfo (Widget w, bool bloodIcon=false, bool fractureIcon=false)
 Gather data for, and create, infowidget for virtual hitzones.
 
void EnableVirtualHZInfoWidget (Widget localInfoWidget, Widget w)
 Determine size and location for the infowidget.
 
void HideVirtualHZInfo ()
 
void ShowHitZoneInfo (bool show, bool virtualHZ=false)
 
void GetHitZoneInfo (EHitZoneGroup group, out int groupDamageIntensity, out bool regenerating, out float bleedingRate, out float bloodHealth, out bool isTourniquetted, out bool isSalineBagged, out bool isArmFractured, out bool isLegFractured)
 
void SetRegeneration (float regen, float bleeding)
 
void PlayRegenAnim (float regenSpeed=1)
 
void StopRegenAnim ()
 
void PlayBloodDropAnim (float speed=1)
 
void OnAnimCycleComplete (WidgetAnimationBase anim)
 
void StopBloodDropAnim ()
 

Protected Attributes

SCR_DamageStateUIInfo m_DamageState
 
SCR_DamageStateUIComponent m_DamageStateUIComp
 
bool m_bAllowHoverOver
 
bool m_bAllowProgressAnim
 
bool m_bBleedingHitZone
 
ref array< int > m_aDOTLevels
 
string m_sIconOverlay
 
Widget m_wIconOverlay
 
string m_sIcon
 
ImageWidget m_wIcon
 
string m_sOutline
 
ImageWidget m_wOutline
 
string m_sBackground
 
ImageWidget m_wBackground
 
string m_sIconTourniquet
 
ImageWidget m_wIconTourniquet
 
string m_sIconSalineBag
 
ImageWidget m_wIconSalineBag
 
Widget m_wRoot
 
ButtonWidget m_wButton
 
bool m_bSelected
 
ECharacterHitZoneGroup m_eHitZoneGroup
 
ref array< HitZonem_aGroupHitZones = {}
 
string m_sSevereDamage = "#AR-DamageInfo_Damage_Severe"
 
string m_sHighDamage = "#AR-DamageInfo_Damage_High"
 
string m_sMediumDamage = "#AR-DamageInfo_Damage_Medium"
 
string m_sLowDamage = "#AR-DamageInfo_Damage_Low"
 
string m_sSevereBleeding = "#AR-DamageInfo_Bleeding_Severe"
 
string m_sHighBleeding = "#AR-DamageInfo_Bleeding_High"
 
string m_sMediumBleeding = "#AR-DamageInfo_Bleeding_Medium"
 
string m_sLowBleeding = "#AR-DamageInfo_Bleeding_Low"
 
string m_sSevereBloodLoss = "#AR-DamageInfo_Bloodloss_Severe"
 
string m_sHighBloodLoss = "#AR-DamageInfo_Bloodloss_High"
 
string m_sMediumBloodLoss = "#AR-DamageInfo_Bloodloss_Medium"
 
string m_sLowBloodLoss = "#AR-DamageInfo_Bloodloss_Low"
 
IEntity m_Player
 
ref SCR_InventoryHitZoneUI m_pStorageHandler
 
SCR_InventoryHitZonePointContainerUI m_pParentContainer
 
string m_sAnimWidgetName
 
Widget m_wAnim
 
SCR_InventoryDamageInfoUI m_DamageInfo = null
 
WidgetAnimationBase m_IconOpacityAnim
 
WidgetAnimationBase m_IconSizeAnim
 
WidgetAnimationBase m_IconOutlineAnim
 
WidgetAnimationBase m_DamageIconOpacityAnim
 
bool m_bIsRegenAnim
 
bool m_bIsBloodAnim
 

Static Protected Attributes

static SCR_InventoryHitZonePointUI s_pSelectedPoint
 
const float OPACITY_DEFAULT = 0.4
 
const float OPACITY_BLOOD = 0.5
 
const float OPACITY_SOLID = 1
 
const string DAMAGE_INFO = "{55AFA256E1C20FB2}UI/layouts/Menus/Inventory/InventoryDamageInfo.layout"
 

Member Function Documentation

◆ EnableVirtualHZInfoWidget()

void SCR_InventoryHitZonePointUI.EnableVirtualHZInfoWidget ( Widget  localInfoWidget,
Widget  w 
)
protected

Determine size and location for the infowidget.

◆ GetBloodInfoText()

void SCR_InventoryHitZonePointUI.GetBloodInfoText ( float  bloodHitZoneHealthScaled,
out string  bloodLossText 
)

◆ GetDamageInfoTexts()

void SCR_InventoryHitZonePointUI.GetDamageInfoTexts ( EHitZoneGroup  group,
int  groupDamageIntensity,
float  bleedingRate,
out string  damageIntensity,
out string  damageIntensityText,
out string  bleedingIntensityText 
)

◆ GetHitZoneInfo()

void SCR_InventoryHitZonePointUI.GetHitZoneInfo ( EHitZoneGroup  group,
out int  groupDamageIntensity,
out bool  regenerating,
out float  bleedingRate,
out float  bloodHealth,
out bool  isTourniquetted,
out bool  isSalineBagged,
out bool  isArmFractured,
out bool  isLegFractured 
)
protected

◆ GetInventoryMenuUI()

SCR_InventoryMenuUI SCR_InventoryHitZonePointUI.GetInventoryMenuUI ( )
protected

◆ GetRootWidget()

Widget SCR_InventoryHitZonePointUI.GetRootWidget ( )

◆ HandlerAttached()

override void SCR_InventoryHitZonePointUI.HandlerAttached ( Widget  w)

◆ HandlerDeattached()

override void SCR_InventoryHitZonePointUI.HandlerDeattached ( Widget  w)

◆ HideVirtualHZInfo()

void SCR_InventoryHitZonePointUI.HideVirtualHZInfo ( )
protected

◆ Highlight()

void SCR_InventoryHitZonePointUI.Highlight ( bool  highlight)

◆ OnAnimCycleComplete()

void SCR_InventoryHitZonePointUI.OnAnimCycleComplete ( WidgetAnimationBase  anim)
protected

◆ OnMouseEnter()

override bool SCR_InventoryHitZonePointUI.OnMouseEnter ( Widget  w,
int  x,
int  y 
)

◆ OnMouseLeave()

override bool SCR_InventoryHitZonePointUI.OnMouseLeave ( Widget  w,
Widget  enterW,
int  x,
int  y 
)

◆ PlayBloodDropAnim()

void SCR_InventoryHitZonePointUI.PlayBloodDropAnim ( float  speed = 1)
protected

◆ PlayRegenAnim()

void SCR_InventoryHitZonePointUI.PlayRegenAnim ( float  regenSpeed = 1)
protected

◆ Select()

void SCR_InventoryHitZonePointUI.Select ( bool  select)

◆ SetBloodLevelProgress()

void SCR_InventoryHitZonePointUI.SetBloodLevelProgress ( float  bloodLevel)

◆ SetParentContainer()

void SCR_InventoryHitZonePointUI.SetParentContainer ( SCR_InventoryHitZonePointContainerUI  container)

◆ SetRegeneration()

void SCR_InventoryHitZonePointUI.SetRegeneration ( float  regen,
float  bleeding 
)
protected

◆ ShowHitZoneInfo()

void SCR_InventoryHitZonePointUI.ShowHitZoneInfo ( bool  show,
bool  virtualHZ = false 
)
protected

◆ ShowVirtualHZInfo()

void SCR_InventoryHitZonePointUI.ShowVirtualHZInfo ( Widget  w,
bool  bloodIcon = false,
bool  fractureIcon = false 
)
protected

Gather data for, and create, infowidget for virtual hitzones.

◆ StopBloodDropAnim()

void SCR_InventoryHitZonePointUI.StopBloodDropAnim ( )
protected

◆ StopRegenAnim()

void SCR_InventoryHitZonePointUI.StopRegenAnim ( )
protected

◆ UpdateHitZoneState()

void SCR_InventoryHitZonePointUI.UpdateHitZoneState ( float  health,
float  bleeding,
float  regen,
bool  tourniquetted,
bool  salineBagged 
)

Member Data Documentation

◆ DAMAGE_INFO

const string SCR_InventoryHitZonePointUI.DAMAGE_INFO = "{55AFA256E1C20FB2}UI/layouts/Menus/Inventory/InventoryDamageInfo.layout"
staticprotected

◆ m_aDOTLevels

ref array<int> SCR_InventoryHitZonePointUI.m_aDOTLevels
protected

◆ m_aGroupHitZones

ref array<HitZone> SCR_InventoryHitZonePointUI.m_aGroupHitZones = {}
protected

◆ m_bAllowHoverOver

bool SCR_InventoryHitZonePointUI.m_bAllowHoverOver
protected

◆ m_bAllowProgressAnim

bool SCR_InventoryHitZonePointUI.m_bAllowProgressAnim
protected

◆ m_bBleedingHitZone

bool SCR_InventoryHitZonePointUI.m_bBleedingHitZone
protected

◆ m_bIsBloodAnim

bool SCR_InventoryHitZonePointUI.m_bIsBloodAnim
protected

◆ m_bIsRegenAnim

bool SCR_InventoryHitZonePointUI.m_bIsRegenAnim
protected

◆ m_bSelected

bool SCR_InventoryHitZonePointUI.m_bSelected
protected

◆ m_DamageIconOpacityAnim

WidgetAnimationBase SCR_InventoryHitZonePointUI.m_DamageIconOpacityAnim
protected

◆ m_DamageInfo

SCR_InventoryDamageInfoUI SCR_InventoryHitZonePointUI.m_DamageInfo = null
protected

◆ m_DamageState

SCR_DamageStateUIInfo SCR_InventoryHitZonePointUI.m_DamageState
protected

◆ m_DamageStateUIComp

SCR_DamageStateUIComponent SCR_InventoryHitZonePointUI.m_DamageStateUIComp
protected

◆ m_eHitZoneGroup

ECharacterHitZoneGroup SCR_InventoryHitZonePointUI.m_eHitZoneGroup
protected

◆ m_fHighBleedingThreshold

float SCR_InventoryHitZonePointUI.m_fHighBleedingThreshold = 20

◆ m_fHighBloodLossThreshold

float SCR_InventoryHitZonePointUI.m_fHighBloodLossThreshold = 0.4376

◆ m_fHighDamageThreshold

float SCR_InventoryHitZonePointUI.m_fHighDamageThreshold = 0.75

◆ m_fLowBleedingThreshold

float SCR_InventoryHitZonePointUI.m_fLowBleedingThreshold = 10

◆ m_fLowBloodLossThreshold

float SCR_InventoryHitZonePointUI.m_fLowBloodLossThreshold = 0.8125

◆ m_fLowDamageThreshold

float SCR_InventoryHitZonePointUI.m_fLowDamageThreshold = 0.25

◆ m_fMediumBleedingThreshold

float SCR_InventoryHitZonePointUI.m_fMediumBleedingThreshold = 20

◆ m_fMediumBloodLossThreshold

float SCR_InventoryHitZonePointUI.m_fMediumBloodLossThreshold = 0.6251

◆ m_fMediumDamageThreshold

float SCR_InventoryHitZonePointUI.m_fMediumDamageThreshold = 0.50

◆ m_IconOpacityAnim

WidgetAnimationBase SCR_InventoryHitZonePointUI.m_IconOpacityAnim
protected

◆ m_IconOutlineAnim

WidgetAnimationBase SCR_InventoryHitZonePointUI.m_IconOutlineAnim
protected

◆ m_IconSizeAnim

WidgetAnimationBase SCR_InventoryHitZonePointUI.m_IconSizeAnim
protected

◆ m_Player

IEntity SCR_InventoryHitZonePointUI.m_Player
protected

◆ m_pParentContainer

SCR_InventoryHitZonePointContainerUI SCR_InventoryHitZonePointUI.m_pParentContainer
protected

◆ m_pStorageHandler

ref SCR_InventoryHitZoneUI SCR_InventoryHitZonePointUI.m_pStorageHandler
protected

◆ m_sAnimWidgetName

string SCR_InventoryHitZonePointUI.m_sAnimWidgetName
protected

◆ m_sBackground

string SCR_InventoryHitZonePointUI.m_sBackground
protected

◆ m_sHighBleeding

string SCR_InventoryHitZonePointUI.m_sHighBleeding = "#AR-DamageInfo_Bleeding_High"
protected

◆ m_sHighBloodLoss

string SCR_InventoryHitZonePointUI.m_sHighBloodLoss = "#AR-DamageInfo_Bloodloss_High"
protected

◆ m_sHighDamage

string SCR_InventoryHitZonePointUI.m_sHighDamage = "#AR-DamageInfo_Damage_High"
protected

◆ m_sIcon

string SCR_InventoryHitZonePointUI.m_sIcon
protected

◆ m_sIconOverlay

string SCR_InventoryHitZonePointUI.m_sIconOverlay
protected

◆ m_sIconSalineBag

string SCR_InventoryHitZonePointUI.m_sIconSalineBag
protected

◆ m_sIconTourniquet

string SCR_InventoryHitZonePointUI.m_sIconTourniquet
protected

◆ m_sLowBleeding

string SCR_InventoryHitZonePointUI.m_sLowBleeding = "#AR-DamageInfo_Bleeding_Low"
protected

◆ m_sLowBloodLoss

string SCR_InventoryHitZonePointUI.m_sLowBloodLoss = "#AR-DamageInfo_Bloodloss_Low"
protected

◆ m_sLowDamage

string SCR_InventoryHitZonePointUI.m_sLowDamage = "#AR-DamageInfo_Damage_Low"
protected

◆ m_sMediumBleeding

string SCR_InventoryHitZonePointUI.m_sMediumBleeding = "#AR-DamageInfo_Bleeding_Medium"
protected

◆ m_sMediumBloodLoss

string SCR_InventoryHitZonePointUI.m_sMediumBloodLoss = "#AR-DamageInfo_Bloodloss_Medium"
protected

◆ m_sMediumDamage

string SCR_InventoryHitZonePointUI.m_sMediumDamage = "#AR-DamageInfo_Damage_Medium"
protected

◆ m_sOutline

string SCR_InventoryHitZonePointUI.m_sOutline
protected

◆ m_sSevereBleeding

string SCR_InventoryHitZonePointUI.m_sSevereBleeding = "#AR-DamageInfo_Bleeding_Severe"
protected

◆ m_sSevereBloodLoss

string SCR_InventoryHitZonePointUI.m_sSevereBloodLoss = "#AR-DamageInfo_Bloodloss_Severe"
protected

◆ m_sSevereDamage

string SCR_InventoryHitZonePointUI.m_sSevereDamage = "#AR-DamageInfo_Damage_Severe"
protected

◆ m_wAnim

Widget SCR_InventoryHitZonePointUI.m_wAnim
protected

◆ m_wBackground

ImageWidget SCR_InventoryHitZonePointUI.m_wBackground
protected

◆ m_wButton

ButtonWidget SCR_InventoryHitZonePointUI.m_wButton
protected

◆ m_wIcon

ImageWidget SCR_InventoryHitZonePointUI.m_wIcon
protected

◆ m_wIconOverlay

Widget SCR_InventoryHitZonePointUI.m_wIconOverlay
protected

◆ m_wIconSalineBag

ImageWidget SCR_InventoryHitZonePointUI.m_wIconSalineBag
protected

◆ m_wIconTourniquet

ImageWidget SCR_InventoryHitZonePointUI.m_wIconTourniquet
protected

◆ m_wOutline

ImageWidget SCR_InventoryHitZonePointUI.m_wOutline
protected

◆ m_wRoot

Widget SCR_InventoryHitZonePointUI.m_wRoot
protected

◆ OPACITY_BLOOD

const float SCR_InventoryHitZonePointUI.OPACITY_BLOOD = 0.5
staticprotected

◆ OPACITY_DEFAULT

const float SCR_InventoryHitZonePointUI.OPACITY_DEFAULT = 0.4
staticprotected

◆ OPACITY_SOLID

const float SCR_InventoryHitZonePointUI.OPACITY_SOLID = 1
staticprotected

◆ s_pSelectedPoint

SCR_InventoryHitZonePointUI SCR_InventoryHitZonePointUI.s_pSelectedPoint
staticprotected

The documentation for this interface was generated from the following file: