◆ Clear()
void SCR_LayerAutoEnterUIComponent.Clear |
( |
| ) |
|
|
protected |
◆ HandlerAttachedScripted()
override void SCR_LayerAutoEnterUIComponent.HandlerAttachedScripted |
( |
Widget |
w | ) |
|
Event called when subcomponent is initialized.
Called only after all other subcomponents were registered as well and can be searched for. To be overwritten by inherited classes.
- Parameters
-
Implements MenuRootSubComponent.
◆ HandlerDeattached()
override void SCR_LayerAutoEnterUIComponent.HandlerDeattached |
( |
Widget |
w | ) |
|
◆ IsUnique()
override bool SCR_LayerAutoEnterUIComponent.IsUnique |
( |
| ) |
|
|
protected |
Is the component to exist only in one instance? If so, it will be registered in the list of components and can be searched for.
To be overwritten by inherited classes.
- Returns
- True if unique
Implements MenuRootSubComponent.
◆ OnMenuUpdate()
void SCR_LayerAutoEnterUIComponent.OnMenuUpdate |
( |
float |
tDelta | ) |
|
|
protected |
◆ OnTargetChange()
◆ ResetGracePeriod()
void SCR_LayerAutoEnterUIComponent.ResetGracePeriod |
( |
| ) |
|
|
protected |
◆ m_AutoEnterTarget
◆ m_bCanCharge
bool SCR_LayerAutoEnterUIComponent.m_bCanCharge = true |
|
protected |
◆ m_fAutoEnterCharge
float SCR_LayerAutoEnterUIComponent.m_fAutoEnterCharge = -1 |
|
protected |
◆ m_fAutoEnterDelay
float SCR_LayerAutoEnterUIComponent.m_fAutoEnterDelay |
|
protected |
◆ m_fAutoEnterDuration
float SCR_LayerAutoEnterUIComponent.m_fAutoEnterDuration |
|
protected |
◆ m_HoverFilter
◆ m_LayersManager
◆ m_PreviewEntityManager
◆ m_RadialProgressUI
◆ m_TransformingManager
The documentation for this interface was generated from the following file:
- Game/Editor/UI/Components/Common/SCR_LayerAutoEnterUIComponent.c