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| void | Init (IEntity owner) |
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| void | EquipHealingItem () |
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| void | UpdateWeaponsList () |
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| bool | DidWeaponsChange () |
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| bool | SelectHighlightedWeapon () |
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| void | CreateWeaponWidgets () |
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| array< WeaponSlotComponent > | GetSortedWeaponSlots (array< WeaponSlotComponent > weapons) |
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| Widget | LoadWeaponPrefab (Widget parent, BaseWeaponComponent weapon, int category) |
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| void | HighlightWeapon (int i) |
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| void | HighlightNextWeapon () |
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| void | HighlightPreviousWeapon () |
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| void | HighlightCurrentWeapon () |
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| int | GetHighlightedWeaponIndex () |
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| void | HandleKeyboardWeaponSwitch () |
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| void | SetDefaultColor (Widget w, bool animate=true) |
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| void | SetHighlightColor (Widget w, bool animate=true) |
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| void | HighlightWidget (Widget w, Color backgroundColor, Color colorChild, bool animate=true) |
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| override void | Show (bool show, float speed=UIConstants.FADE_RATE_DEFAULT, EAnimationCurve curve=EAnimationCurve.LINEAR) |
| | Show/hide InfoDisplay properly, not breaking other systems like AdaptiveOpacity or ConditionalVisibility.
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| void | ~SCR_WeaponSelectionMenu () |
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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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◆ ~SCR_WeaponSelectionMenu()
| void SCR_WeaponSelectionMenu.~SCR_WeaponSelectionMenu |
( |
| ) |
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◆ CreateWeaponWidgets()
| void SCR_WeaponSelectionMenu.CreateWeaponWidgets |
( |
| ) |
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◆ DidWeaponsChange()
| bool SCR_WeaponSelectionMenu.DidWeaponsChange |
( |
| ) |
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◆ EquipHealingItem()
| void SCR_WeaponSelectionMenu.EquipHealingItem |
( |
| ) |
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◆ GetHighlightedWeaponIndex()
| int SCR_WeaponSelectionMenu.GetHighlightedWeaponIndex |
( |
| ) |
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◆ GetOnSelectWeaponInvoker()
| static ScriptInvoker SCR_WeaponSelectionMenu.GetOnSelectWeaponInvoker |
( |
| ) |
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static |
◆ GetSortedWeaponSlots()
◆ HandleKeyboardWeaponSwitch()
| void SCR_WeaponSelectionMenu.HandleKeyboardWeaponSwitch |
( |
| ) |
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◆ HighlightCurrentWeapon()
| void SCR_WeaponSelectionMenu.HighlightCurrentWeapon |
( |
| ) |
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◆ HighlightNextWeapon()
| void SCR_WeaponSelectionMenu.HighlightNextWeapon |
( |
| ) |
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◆ HighlightPreviousWeapon()
| void SCR_WeaponSelectionMenu.HighlightPreviousWeapon |
( |
| ) |
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◆ HighlightWeapon()
| void SCR_WeaponSelectionMenu.HighlightWeapon |
( |
int | i | ) |
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◆ HighlightWidget()
| void SCR_WeaponSelectionMenu.HighlightWidget |
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Widget | w, |
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Color | backgroundColor, |
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Color | colorChild, |
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bool | animate = true ) |
◆ Init()
| void SCR_WeaponSelectionMenu.Init |
( |
IEntity | owner | ) |
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◆ LoadWeaponPrefab()
| Widget SCR_WeaponSelectionMenu.LoadWeaponPrefab |
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Widget | parent, |
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BaseWeaponComponent | weapon, |
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int | category ) |
◆ SelectHighlightedWeapon()
| bool SCR_WeaponSelectionMenu.SelectHighlightedWeapon |
( |
| ) |
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◆ SetDefaultColor()
| void SCR_WeaponSelectionMenu.SetDefaultColor |
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Widget | w, |
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bool | animate = true ) |
◆ SetHighlightColor()
| void SCR_WeaponSelectionMenu.SetHighlightColor |
( |
Widget | w, |
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bool | animate = true ) |
◆ Show()
| override void SCR_WeaponSelectionMenu.Show |
( |
bool | show, |
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float | speed = UIConstants::FADE_RATE_DEFAULT, |
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EAnimationCurve | curve = EAnimationCurve::LINEAR ) |
Show/hide InfoDisplay properly, not breaking other systems like AdaptiveOpacity or ConditionalVisibility.
Use this method instead of SetVisible/SetOpacity.
- Parameters
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| show | true to show, false to hide |
| speed | fade rate, default 0 |
| curve | hiding interpolation, default linear |
Implements SCR_InfoDisplay.
◆ UpdateWeaponsList()
| void SCR_WeaponSelectionMenu.UpdateWeaponsList |
( |
| ) |
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◆ Event_OnSelectWeapon
| ref ScriptInvoker SCR_WeaponSelectionMenu.Event_OnSelectWeapon = new ScriptInvoker |
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staticprotected |
◆ m_ColorChildDefault
| ref Color SCR_WeaponSelectionMenu.m_ColorChildDefault |
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protected |
◆ m_ColorChildSelected
| ref Color SCR_WeaponSelectionMenu.m_ColorChildSelected |
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protected |
◆ m_ColorDefault
| ref Color SCR_WeaponSelectionMenu.m_ColorDefault |
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protected |
◆ m_ColorSelected
| ref Color SCR_WeaponSelectionMenu.m_ColorSelected |
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protected |
◆ m_fHighlightAnimationSpeed
| float SCR_WeaponSelectionMenu.m_fHighlightAnimationSpeed |
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protected |
◆ m_sNumberWidgetLayout
| ResourceName SCR_WeaponSelectionMenu.m_sNumberWidgetLayout |
◆ m_sSoundSwitch
| ResourceName SCR_WeaponSelectionMenu.m_sSoundSwitch |
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protected |
◆ m_sWeaponNumberImageset
| ResourceName SCR_WeaponSelectionMenu.m_sWeaponNumberImageset |
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protected |
◆ m_sWeaponWidgetLayout
| ResourceName SCR_WeaponSelectionMenu.m_sWeaponWidgetLayout |
The documentation for this interface was generated from the following file:
- Game/UI/WeaponSelectionMenu.c