Manages all bleeding indicators and their updates.
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| void | GameplayEffectsDataBleeding (array< ref Widget > input, int type, int user_override=-1) |
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| override void | Init (array< ref Widget > input, int type, Widget layout_root, int user_override=-1) |
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| override bool | HasDefinedHandle () |
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| override bool | DataInitialized () |
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| override void | RegisterData (Param p) |
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| void | RegisterBleedingIndicatorInstance (int bit, float flow_modifier) |
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| void | SpawnBleedingIndicator (int source_ID, vector position) |
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| int | CalculateSeverity (float flow_modifier) |
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| ImageWidget | GetNextDropImage () |
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| void | StopBleedingIndicator (int source_ID, bool instant=false) |
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| void | UpdateBleedingIndicators (float timeSlice) |
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| void | CleanupBleedingIndicators () |
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| override void | Update (float timeSlice=0, Param p=null, int handle=-1) |
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| override void | UpdateVisibility (bool state) |
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| override void | ForceStop () |
| | stops and re-sets indicators and images even out of sequence. Should still be tied to the 'player' update, though!
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| void | BuildProbabilityData (int severity, float frequency) |
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| array< float > | GetProbabilities (int severity) |
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| void | BuildPositioningData () |
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| vector | GenerateSequenceRandomPosition () |
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Manages all bleeding indicators and their updates.
Definition at line 3 of file gewidgetsmetadatableeding.c.
◆ BuildPositioningData()
| void GameplayEffectsData::BuildPositioningData |
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◆ BuildProbabilityData()
| void GameplayEffectsData::BuildProbabilityData |
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int | severity, |
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float | frequency ) |
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◆ CalculateSeverity()
| int GameplayEffectsData::CalculateSeverity |
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float | flow_modifier | ) |
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◆ CleanupBleedingIndicators()
| void GameplayEffectsData::CleanupBleedingIndicators |
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◆ DataInitialized()
| override bool GameplayEffectsData::DataInitialized |
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◆ ForceStop()
| override void GameplayEffectsData::ForceStop |
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stops and re-sets indicators and images even out of sequence. Should still be tied to the 'player' update, though!
Definition at line 210 of file gewidgetsmetadatableeding.c.
◆ GameplayEffectsDataBleeding()
| void GameplayEffectsData::GameplayEffectsDataBleeding |
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array< ref Widget > | input, |
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int | type, |
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int | user_override = -1 ) |
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◆ GenerateSequenceRandomPosition()
| vector GameplayEffectsData::GenerateSequenceRandomPosition |
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◆ GetNextDropImage()
| ImageWidget GameplayEffectsData::GetNextDropImage |
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◆ GetProbabilities()
| array< float > GameplayEffectsData::GetProbabilities |
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int | severity | ) |
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◆ HasDefinedHandle()
| override bool GameplayEffectsData::HasDefinedHandle |
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◆ Init()
| override void GameplayEffectsData::Init |
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array< ref Widget > | input, |
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int | type, |
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Widget | layout_root, |
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int | user_override = -1 ) |
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◆ RegisterBleedingIndicatorInstance()
| void GameplayEffectsData::RegisterBleedingIndicatorInstance |
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int | bit, |
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float | flow_modifier ) |
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◆ RegisterData()
| override void GameplayEffectsData::RegisterData |
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Param | p | ) |
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◆ SpawnBleedingIndicator()
| void GameplayEffectsData::SpawnBleedingIndicator |
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int | source_ID, |
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vector | position ) |
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◆ StopBleedingIndicator()
| void GameplayEffectsData::StopBleedingIndicator |
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int | source_ID, |
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bool | instant = false ) |
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◆ Update()
| override void GameplayEffectsData::Update |
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float | timeSlice = 0, |
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Param | p = null, |
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int | handle = -1 ) |
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◆ UpdateBleedingIndicators()
| void GameplayEffectsData::UpdateBleedingIndicators |
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float | timeSlice | ) |
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◆ UpdateVisibility()
| override void GameplayEffectsData::UpdateVisibility |
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bool | state | ) |
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◆ m_BloodDropsFrame
| Widget GameplayEffectsData::m_BloodDropsFrame |
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◆ m_CleanupQueue
| ref array<int> GameplayEffectsData::m_CleanupQueue |
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◆ m_ImageWidgetCount
| int GameplayEffectsData::m_ImageWidgetCount |
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◆ m_Initialized
| bool GameplayEffectsData::m_Initialized |
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◆ m_LastDropIdx
| int GameplayEffectsData::m_LastDropIdx |
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◆ m_LastPositionFrameUsed
| int GameplayEffectsData::m_LastPositionFrameUsed |
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◆ m_PositioningFramesArray
| ref array<Widget> GameplayEffectsData::m_PositioningFramesArray |
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◆ m_ProbabilityMap
◆ m_RegisteredInstances
| ref map<int,ref BleedingIndicator> GameplayEffectsData::m_RegisteredInstances |
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◆ m_RunningIndicators
| ref array<int> GameplayEffectsData::m_RunningIndicators |
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◆ m_Visible
| bool GameplayEffectsData::m_Visible |
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The documentation for this class was generated from the following file: