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override void | HandlerAttached (Widget w) |
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override void | HandlerDeattached (Widget w) |
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override bool | OnMouseEnter (Widget w, int x, int y) |
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override bool | OnMouseLeave (Widget w, Widget enterW, int x, int y) |
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void | Select (bool select) |
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void | Highlight (bool highlight) |
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void | GetDamageInfoTexts (EHitZoneGroup group, int groupDamageIntensity, float bleedingRate, out string damageIntensity, out string damageIntensityText, out string bleedingIntensityText) |
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void | GetBloodInfoText (float bloodHitZoneHealthScaled, out string bloodLossText) |
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void | UpdateHitZoneState (float health, float bleeding, float regen, bool tourniquetted, bool salineBagged) |
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void | SetBloodLevelProgress (float bloodLevel) |
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Widget | GetRootWidget () |
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void | SetParentContainer (SCR_InventoryHitZonePointContainerUI container) |
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SCR_InventoryMenuUI | GetInventoryMenuUI () |
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void | ShowVirtualHZInfo (Widget w, bool bloodIcon=false, bool fractureIcon=false) |
| Gather data for, and create, infowidget for virtual hitzones.
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void | EnableVirtualHZInfoWidget (Widget localInfoWidget, Widget w) |
| Determine size and location for the infowidget.
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void | HideVirtualHZInfo () |
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void | ShowHitZoneInfo (bool show, bool virtualHZ=false) |
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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) |
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void | SetRegeneration (float regen, float bleeding) |
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void | PlayRegenAnim (float regenSpeed=1) |
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void | StopRegenAnim () |
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void | PlayBloodDropAnim (float speed=1) |
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void | OnAnimCycleComplete (WidgetAnimationBase anim) |
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void | StopBloodDropAnim () |
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◆ EnableVirtualHZInfoWidget()
void SCR_InventoryHitZonePointUI.EnableVirtualHZInfoWidget |
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Widget |
localInfoWidget, |
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Widget |
w |
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) |
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protected |
Determine size and location for the infowidget.
◆ GetBloodInfoText()
void SCR_InventoryHitZonePointUI.GetBloodInfoText |
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float |
bloodHitZoneHealthScaled, |
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out string |
bloodLossText |
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) |
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◆ GetDamageInfoTexts()
void SCR_InventoryHitZonePointUI.GetDamageInfoTexts |
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EHitZoneGroup |
group, |
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int |
groupDamageIntensity, |
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float |
bleedingRate, |
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out string |
damageIntensity, |
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out string |
damageIntensityText, |
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out string |
bleedingIntensityText |
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) |
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◆ GetHitZoneInfo()
void SCR_InventoryHitZonePointUI.GetHitZoneInfo |
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EHitZoneGroup |
group, |
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out int |
groupDamageIntensity, |
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out bool |
regenerating, |
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out float |
bleedingRate, |
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out float |
bloodHealth, |
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out bool |
isTourniquetted, |
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out bool |
isSalineBagged, |
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out bool |
isArmFractured, |
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out bool |
isLegFractured |
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) |
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◆ GetInventoryMenuUI()
◆ GetRootWidget()
Widget SCR_InventoryHitZonePointUI.GetRootWidget |
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◆ HandlerAttached()
override void SCR_InventoryHitZonePointUI.HandlerAttached |
( |
Widget |
w | ) |
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◆ HandlerDeattached()
override void SCR_InventoryHitZonePointUI.HandlerDeattached |
( |
Widget |
w | ) |
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◆ HideVirtualHZInfo()
void SCR_InventoryHitZonePointUI.HideVirtualHZInfo |
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| ) |
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protected |
◆ Highlight()
void SCR_InventoryHitZonePointUI.Highlight |
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bool |
highlight | ) |
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◆ OnAnimCycleComplete()
◆ OnMouseEnter()
override bool SCR_InventoryHitZonePointUI.OnMouseEnter |
( |
Widget |
w, |
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int |
x, |
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int |
y |
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) |
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◆ OnMouseLeave()
override bool SCR_InventoryHitZonePointUI.OnMouseLeave |
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Widget |
w, |
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Widget |
enterW, |
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int |
x, |
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int |
y |
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) |
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◆ PlayBloodDropAnim()
void SCR_InventoryHitZonePointUI.PlayBloodDropAnim |
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float |
speed = 1 | ) |
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protected |
◆ PlayRegenAnim()
void SCR_InventoryHitZonePointUI.PlayRegenAnim |
( |
float |
regenSpeed = 1 | ) |
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protected |
◆ Select()
void SCR_InventoryHitZonePointUI.Select |
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bool |
select | ) |
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◆ SetBloodLevelProgress()
void SCR_InventoryHitZonePointUI.SetBloodLevelProgress |
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float |
bloodLevel | ) |
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◆ SetParentContainer()
◆ SetRegeneration()
void SCR_InventoryHitZonePointUI.SetRegeneration |
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float |
regen, |
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float |
bleeding |
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) |
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◆ ShowHitZoneInfo()
void SCR_InventoryHitZonePointUI.ShowHitZoneInfo |
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bool |
show, |
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bool |
virtualHZ = false |
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) |
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protected |
◆ ShowVirtualHZInfo()
void SCR_InventoryHitZonePointUI.ShowVirtualHZInfo |
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Widget |
w, |
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bool |
bloodIcon = false , |
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bool |
fractureIcon = false |
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) |
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protected |
Gather data for, and create, infowidget for virtual hitzones.
◆ StopBloodDropAnim()
void SCR_InventoryHitZonePointUI.StopBloodDropAnim |
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◆ StopRegenAnim()
void SCR_InventoryHitZonePointUI.StopRegenAnim |
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◆ UpdateHitZoneState()
void SCR_InventoryHitZonePointUI.UpdateHitZoneState |
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float |
health, |
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float |
bleeding, |
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float |
regen, |
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bool |
tourniquetted, |
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bool |
salineBagged |
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) |
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◆ DAMAGE_INFO
const string SCR_InventoryHitZonePointUI.DAMAGE_INFO = "{55AFA256E1C20FB2}UI/layouts/Menus/Inventory/InventoryDamageInfo.layout" |
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staticprotected |
◆ m_aDOTLevels
ref array<int> SCR_InventoryHitZonePointUI.m_aDOTLevels |
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◆ m_aGroupHitZones
ref array<HitZone> SCR_InventoryHitZonePointUI.m_aGroupHitZones = {} |
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protected |
◆ m_bAllowHoverOver
bool SCR_InventoryHitZonePointUI.m_bAllowHoverOver |
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◆ m_bAllowProgressAnim
bool SCR_InventoryHitZonePointUI.m_bAllowProgressAnim |
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◆ m_bBleedingHitZone
bool SCR_InventoryHitZonePointUI.m_bBleedingHitZone |
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◆ m_bIsBloodAnim
bool SCR_InventoryHitZonePointUI.m_bIsBloodAnim |
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◆ m_bIsRegenAnim
bool SCR_InventoryHitZonePointUI.m_bIsRegenAnim |
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◆ m_bSelected
bool SCR_InventoryHitZonePointUI.m_bSelected |
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◆ m_DamageIconOpacityAnim
◆ m_DamageInfo
◆ m_DamageState
◆ m_DamageStateUIComp
◆ m_eHitZoneGroup
ECharacterHitZoneGroup SCR_InventoryHitZonePointUI.m_eHitZoneGroup |
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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
◆ m_IconOutlineAnim
◆ m_IconSizeAnim
◆ m_Player
IEntity SCR_InventoryHitZonePointUI.m_Player |
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protected |
◆ m_pParentContainer
◆ m_pStorageHandler
◆ m_sAnimWidgetName
string SCR_InventoryHitZonePointUI.m_sAnimWidgetName |
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protected |
◆ m_sBackground
string SCR_InventoryHitZonePointUI.m_sBackground |
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◆ m_sHighBleeding
string SCR_InventoryHitZonePointUI.m_sHighBleeding = "#AR-DamageInfo_Bleeding_High" |
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protected |
◆ m_sHighBloodLoss
string SCR_InventoryHitZonePointUI.m_sHighBloodLoss = "#AR-DamageInfo_Bloodloss_High" |
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protected |
◆ m_sHighDamage
string SCR_InventoryHitZonePointUI.m_sHighDamage = "#AR-DamageInfo_Damage_High" |
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◆ m_sIcon
string SCR_InventoryHitZonePointUI.m_sIcon |
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protected |
◆ m_sIconOverlay
string SCR_InventoryHitZonePointUI.m_sIconOverlay |
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protected |
◆ m_sIconSalineBag
string SCR_InventoryHitZonePointUI.m_sIconSalineBag |
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protected |
◆ m_sIconTourniquet
string SCR_InventoryHitZonePointUI.m_sIconTourniquet |
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protected |
◆ m_sLowBleeding
string SCR_InventoryHitZonePointUI.m_sLowBleeding = "#AR-DamageInfo_Bleeding_Low" |
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protected |
◆ m_sLowBloodLoss
string SCR_InventoryHitZonePointUI.m_sLowBloodLoss = "#AR-DamageInfo_Bloodloss_Low" |
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◆ m_sLowDamage
string SCR_InventoryHitZonePointUI.m_sLowDamage = "#AR-DamageInfo_Damage_Low" |
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◆ m_sMediumBleeding
string SCR_InventoryHitZonePointUI.m_sMediumBleeding = "#AR-DamageInfo_Bleeding_Medium" |
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◆ m_sMediumBloodLoss
string SCR_InventoryHitZonePointUI.m_sMediumBloodLoss = "#AR-DamageInfo_Bloodloss_Medium" |
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◆ m_sMediumDamage
string SCR_InventoryHitZonePointUI.m_sMediumDamage = "#AR-DamageInfo_Damage_Medium" |
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◆ m_sOutline
string SCR_InventoryHitZonePointUI.m_sOutline |
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◆ m_sSevereBleeding
string SCR_InventoryHitZonePointUI.m_sSevereBleeding = "#AR-DamageInfo_Bleeding_Severe" |
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protected |
◆ m_sSevereBloodLoss
string SCR_InventoryHitZonePointUI.m_sSevereBloodLoss = "#AR-DamageInfo_Bloodloss_Severe" |
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protected |
◆ m_sSevereDamage
string SCR_InventoryHitZonePointUI.m_sSevereDamage = "#AR-DamageInfo_Damage_Severe" |
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protected |
◆ m_wAnim
Widget SCR_InventoryHitZonePointUI.m_wAnim |
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protected |
◆ m_wBackground
ImageWidget SCR_InventoryHitZonePointUI.m_wBackground |
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protected |
◆ m_wButton
ButtonWidget SCR_InventoryHitZonePointUI.m_wButton |
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protected |
◆ m_wIcon
ImageWidget SCR_InventoryHitZonePointUI.m_wIcon |
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protected |
◆ m_wIconOverlay
Widget SCR_InventoryHitZonePointUI.m_wIconOverlay |
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◆ m_wIconSalineBag
ImageWidget SCR_InventoryHitZonePointUI.m_wIconSalineBag |
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protected |
◆ m_wIconTourniquet
ImageWidget SCR_InventoryHitZonePointUI.m_wIconTourniquet |
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protected |
◆ m_wOutline
ImageWidget SCR_InventoryHitZonePointUI.m_wOutline |
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protected |
◆ m_wRoot
Widget SCR_InventoryHitZonePointUI.m_wRoot |
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protected |
◆ OPACITY_BLOOD
const float SCR_InventoryHitZonePointUI.OPACITY_BLOOD = 0.5 |
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staticprotected |
◆ OPACITY_DEFAULT
const float SCR_InventoryHitZonePointUI.OPACITY_DEFAULT = 0.4 |
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staticprotected |
◆ OPACITY_SOLID
const float SCR_InventoryHitZonePointUI.OPACITY_SOLID = 1 |
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staticprotected |
◆ s_pSelectedPoint
The documentation for this interface was generated from the following file:
- Game/UI/Inventory/SCR_InventoryHitZonePointUI.c