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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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◆ 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 |
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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 |
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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 |
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Widget | w, |
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bool | animate = true ) |
◆ Show()
override void SCR_WeaponSelectionMenu.Show |
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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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◆ m_ColorChildDefault
ref Color SCR_WeaponSelectionMenu.m_ColorChildDefault |
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◆ m_ColorChildSelected
ref Color SCR_WeaponSelectionMenu.m_ColorChildSelected |
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◆ m_ColorDefault
ref Color SCR_WeaponSelectionMenu.m_ColorDefault |
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◆ m_ColorSelected
ref Color SCR_WeaponSelectionMenu.m_ColorSelected |
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◆ m_fHighlightAnimationSpeed
float SCR_WeaponSelectionMenu.m_fHighlightAnimationSpeed |
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◆ m_sNumberWidgetLayout
ResourceName SCR_WeaponSelectionMenu.m_sNumberWidgetLayout |
◆ m_sSoundSwitch
ResourceName SCR_WeaponSelectionMenu.m_sSoundSwitch |
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◆ m_sWeaponNumberImageset
ResourceName SCR_WeaponSelectionMenu.m_sWeaponNumberImageset |
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◆ m_sWeaponWidgetLayout
ResourceName SCR_WeaponSelectionMenu.m_sWeaponWidgetLayout |
The documentation for this interface was generated from the following file:
- Game/UI/WeaponSelectionMenu.c