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void | OpenQuickSlots () |
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void | CloseQuickSlots () |
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override void | UpdateValues (IEntity owner, float timeSlice) |
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override void | OnStartDraw (IEntity owner) |
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override void | OnStopDraw (IEntity owner) |
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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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void | Show (bool show, float speed=UIConstants.FADE_RATE_INSTANT, EAnimationCurve curve=EAnimationCurve.LINEAR) |
| Show/hide InfoDisplay properly, not breaking other systems like AdaptiveOpacity or ConditionalVisibility.
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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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◆ Action_QuickSlotsBar()
void SCR_WeaponSwitchingBaseUI.Action_QuickSlotsBar |
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float | value = 0::0, |
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EActionTrigger | reason = 0 ) |
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protected |
◆ Action_QuickSlotsRadial()
void SCR_WeaponSwitchingBaseUI.Action_QuickSlotsRadial |
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float | value = 0::0, |
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EActionTrigger | reason = 0 ) |
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protected |
◆ Action_ScrollSlot()
void SCR_WeaponSwitchingBaseUI.Action_ScrollSlot |
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float | value = 0::0, |
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EActionTrigger | reason = 0 ) |
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protected |
◆ Action_SwitchSlot()
void SCR_WeaponSwitchingBaseUI.Action_SwitchSlot |
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float | value = 0::0, |
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EActionTrigger | reason = 0 ) |
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protected |
◆ CloseQuickSlots()
void SCR_WeaponSwitchingBaseUI.CloseQuickSlots |
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| ) |
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◆ GetWeaponSwitchingBaseUI()
◆ HighlightQuickSlot()
static void SCR_WeaponSwitchingBaseUI.HighlightQuickSlot |
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int | id, |
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bool | highlight = true ) |
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◆ Init()
void SCR_WeaponSwitchingBaseUI.Init |
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IEntity | owner | ) |
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◆ OnStartDraw()
override void SCR_WeaponSwitchingBaseUI.OnStartDraw |
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IEntity | owner | ) |
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◆ OnStopDraw()
override void SCR_WeaponSwitchingBaseUI.OnStopDraw |
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IEntity | owner | ) |
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◆ OpenQuickSlots()
void SCR_WeaponSwitchingBaseUI.OpenQuickSlots |
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| ) |
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◆ RefreshQuickSlots()
static void SCR_WeaponSwitchingBaseUI.RefreshQuickSlots |
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int | id = -1 | ) |
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static |
◆ RemoveActionListeners()
void SCR_WeaponSwitchingBaseUI.RemoveActionListeners |
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| ) |
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protected |
◆ SelectQuickSlot()
static void SCR_WeaponSwitchingBaseUI.SelectQuickSlot |
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int | id | ) |
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◆ ShowCommand()
◆ ShowQuickSlots()
◆ UpdateValues()
override void SCR_WeaponSwitchingBaseUI.UpdateValues |
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IEntity | owner, |
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float | timeSlice ) |
◆ m_sQuickSlotGridLayout
string SCR_WeaponSwitchingBaseUI.m_sQuickSlotGridLayout |
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◆ s_bOpened
bool SCR_WeaponSwitchingBaseUI.s_bOpened |
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static |
◆ s_bRadial
bool SCR_WeaponSwitchingBaseUI.s_bRadial |
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static |
◆ s_QuickSlotStorage
◆ s_sItemPreviewManagerPrefab
ResourceName SCR_WeaponSwitchingBaseUI.s_sItemPreviewManagerPrefab = "{9F18C476AB860F3B}Prefabs/World/Game/ItemPreviewManager.et" |
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staticprotected |
◆ s_WeaponSwitchingUI
◆ s_wQuickSlotStorage
Widget SCR_WeaponSwitchingBaseUI.s_wQuickSlotStorage |
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staticprotected |
The documentation for this interface was generated from the following file:
- Game/UI/HUD/WeaponSwitching/SCR_WeaponSwitchingBaseUI.c