Dayz 1.25
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Класс Hud
+ Граф наследования:Hud:

Защищенные члены

void IngameHud ()
 
override void Init (Widget hud_panel_widget)
 
void InitBadgesAndNotifiers ()
 
void OnConnectionIconsSettingsChanged (bool enabled)
 
override void OnResizeScreen ()
 
override void Show (bool show)
 
override void ShowWalkieTalkie (bool show)
 
override void ShowWalkieTalkie (int fadeOutSeconds)
 
override void SetWalkieTalkieText (string text)
 
override void SetCursorIcon (string icon)
 
override void ShowCursor ()
 
override void HideCursor ()
 
override void SetCursorIconScale (string type, float percentage)
 
override void SetCursorIconOffset (string type, float x, float y)
 
override void SetCursorIconSize (string type, float x, float y)
 
override void DisplayNotifier (int key, int tendency, int status)
 
void DisplayTendencyNormal (int key, int tendency, int status)
 
void DisplayTendencyTemp (int key, int tendency, int status)
 
override void DisplayBadge (int key, int value)
 
override void SetTemperature (string temp)
 
void HideTemperature ()
 
override void SetStaminaBarVisibility (bool show)
 
void SetStomachState (int state)
 
override void SetStamina (int value, int range)
 
bool KeyPress (int key)
 
void ZeroingKeyPress ()
 
override void DisplayStance (int stance)
 
override void DisplayPresence ()
 
override void ShowVehicleInfo ()
 
override void HideVehicleInfo ()
 
void RefreshVehicleHud (float timeslice)
 
void InitQuickbar ()
 
InventoryQuickbar GetQuickbar ()
 
bool IsQuickbarVisible ()
 
bool IsHudVisible ()
 
override void UpdateQuickbarGlobalVisibility ()
 
void RefreshQuickbarVisibility ()
 
void RefreshHudVisibility ()
 
void UpdateSpecialtyMeter (float x, float y)
 
bool IsHideQuickbarPlayer ()
 
bool IsHideHudPlayer ()
 
override void ShowQuickbarUI (bool show)
 
override void ShowQuickbarPlayer (bool show)
 
override void ShowHudPlayer (bool show)
 
override void ShowHudUI (bool show)
 
override void ShowHudInventory (bool show)
 
override void ToggleHeatBufferPlusSign (bool show)
 
override void ShowQuickBar (bool show)
 global setting; is quickbar visibility allowed?
 
override void ShowHud (bool show)
 
bool GetQuickBarState ()
 
bool GetHudState ()
 
override void SetConnectivityStatIcon (EConnectivityStatType type, EConnectivityStatLevel level)
 
void SetLeftStatsVisibility (bool visible)
 eg. stamina bar...
 
override void RefreshQuickbar (bool itemChanged=false)
 
Widget GetHudPanelWidget ()
 
override void UpdateBloodName ()
 
void RefreshPlayerTags ()
 
void ShowPlayerTag (float timeslice)
 
override void Update (float timeslice)
 
override void SpawnHitDirEffect (DayZPlayer player, float hit_direction, float intensity_max)
 
void UpdateHitDirEffects (float timeslice)
 
void CleanupHitDirEffects ()
 
void Debug ()
 
void HideQuickbarTimer ()
 

Защищенные данные

const float FADE_IN_TIME = 0.3
 
const float FADE_OUT_TIME = 0.3
 
const float HIDE_MENU_TIME = 5
 
ref map< int, stringm_StatesWidgetNames
 
ref map< int, ImageWidgetm_StatesWidgets
 
ref map< ImageWidget, intm_TendencyStatusCritical
 
const float TENDENCY_BLINK_TIME = 0.25
 
float m_BlinkTime
 
ref map< int, stringm_BadgesWidgetNames
 
ref map< int, intm_BadgesSupportedLevels
 
ref map< int, intm_BadgesWidgetDisplay
 
ref map< int, ImageWidgetm_BadgesWidgets
 
bool m_AnyBadgeVisible
 
bool m_IsTemperatureVisible
 
float m_TemperatureTimer
 
float m_TemperatureShowTime = 30
 
ImageWidget m_HeatBufferPlus
 
bool m_IsStaminaVisible
 
float m_StaminaTimer
 
float m_StaminaShowTime = 0.15
 
ref map< int, stringm_VehicleGearTable
 
ref map< int, stringm_VehicleGearTableAuto
 
Widget m_HudPanelWidget
 
Widget m_LeftHudPanelWidget
 
Widget m_QuickbarWidget
 
ref InventoryQuickbar m_Quickbar
 
Widget m_VehiclePanel
 
ImageWidget m_VehicleRPMPointer
 
ImageWidget m_VehicleRPMDial
 
ImageWidget m_VehicleRPMRedline
 
ImageWidget m_VehicleSpeedPointer
 
Widget m_VehicleTemperatureIndicator
 
ImageWidget m_VehicleTemperaturePointer
 
ImageWidget m_VehicleTemperatureLight
 
ImageWidget m_VehicleFuelPointer
 
ImageWidget m_VehicleFuelLight
 
TextWidget m_VehicleSpeedValue
 
TextWidget m_VehicleCurrentGearValue
 
TextWidget m_VehicleNextGearValue
 
TextWidget m_VehiclePrevGearValue
 
ImageWidget m_VehicleBatteryLight
 
ImageWidget m_VehicleEngineLight
 
ImageWidget m_VehicleOilLight
 
ImageWidget m_VehicleHandBrakeLight
 
ImageWidget m_VehicleWheelLight
 
bool m_VehicleDamageZoneHitEngineState
 
float m_VehicleDamageZonesHitTimer
 
bool m_InVehicleAsDriver
 
CarScript m_CurrentVehicle
 
Widget m_GameStatusIconsPanel
 
ImageWidget m_HighPingA
 
ImageWidget m_HighPingB
 
ImageWidget m_LowServerPerfA
 
ImageWidget m_LowServerPerfB
 
ImageWidget m_ConnectionLost
 
Widget m_Notifiers
 
TextWidget m_BloodType
 
TextWidget m_BloodPosType
 
Widget m_BadgeNotifierDivider
 
Widget m_Badges
 
ref Timer m_HideTimer
 
ref WidgetFadeTimer m_FadeTimerCrosshair
 
ref WidgetFadeTimer m_FadeTimerActionCursor
 
ref WidgetFadeTimer m_FadeTimerZeroingOld
 
ref WidgetFadeTimer m_FadeTimerMagazineName
 
ref WidgetFadeTimer m_FadeTimerWeaponName
 
ref WidgetFadeTimer m_FadeTimerWeaponStats
 
ref WidgetFadeTimer m_FadeTimerQuickbar
 
ref WidgetFadeTimer m_FadeTimerWalkieTalkie
 
ref WidgetFadeTimer m_FadeTimerWalkieTalkieText
 
ProgressBarWidget m_Stamina
 
Widget m_StaminaBackground
 
Widget m_Presence
 
Widget m_StanceProne
 
Widget m_StanceStand
 
Widget m_StanceStandWalk
 
Widget m_StanceCrouch
 
Widget m_StanceCar
 
Widget m_StancePanel
 
Widget m_PresenceLevel0
 
Widget m_PresenceLevel1
 
Widget m_PresenceLevel2
 
Widget m_PresenceLevel3
 
Widget m_PresenceLevel4
 
ref Timer myTimer
 
ref array< ref WidgetFadeTimer > m_FadeTimers = new array<ref WidgetFadeTimer>
 
Widget m_MouseSingleAction
 
Widget m_MouseContinuousAction
 
Widget m_RadialProgressBar1
 
Widget m_RadialProgressBarCrossHair
 
Widget m_RadialProgressBar
 
Widget m_CursorWidget
 
ImageWidget m_CursorIcon
 
Widget m_WalkieTalkie
 
Widget m_ActionWidget
 
TextWidget m_ActionDesc
 
TextWidget m_ActionItemDesc
 
ImageWidget m_ActionHealthMark
 
ProgressBarWidget m_ActionQuantityBar
 
Widget m_ActionQuantityBox
 
TextWidget m_ActionQuantityBoxText
 
ImageWidget m_ActionIcon
 
TextWidget m_ActionButtonText
 
Widget m_ActionIconFrame
 
Widget m_ActionMultipleItemsFrame
 
Widget m_ActionTarget
 
ActionTargetsCursor m_ActionTargetsCursor
 
ImageWidget m_PermanentCrossHair
 
bool m_HudHideUI
 
bool m_HudHidePlayer
 
bool m_HudInventory
 
bool m_HudState
 
bool m_QuickbarHideUI
 
bool m_QuickbarHidePlayer
 
bool m_QuickbarState
 
bool m_IsQuickbarVisible
 
bool m_IsHudVisible
 
bool m_Faded
 
bool m_ZeroingKeyPressed
 
Widget m_HitIndicatorUp
 
Widget m_HitIndicatorDown
 
Widget m_HitIndicatorLeft
 
Widget m_HitIndicatorRight
 
Widget m_HitIndicatorSingle
 
Widget m_SpecializatonPanel
 
Widget m_SpecializationIcon
 
ref array< ref HitDirectionEffectBasem_HitDirEffectArray
 
int m_VehicleGearCount = -1
 
float m_TimeSinceLastEngineLightChange
 
bool m_VehicleHasOil
 
bool m_VehicleHasCoolant
 
int m_PlayerSpineIndex
 
PlayerBase m_CurrentTaggedPlayer
 
Widget m_PlayerTag
 
TextWidget m_PlayerTagText
 

Закрытые члены

void Init (Widget hud_panel_widget)
 
void DisplayNotifier (int key, int tendency, int status)
 
void DisplayBadge (int key, int value)
 
void SetStamina (int value, int range)
 
void DisplayStance (int stance)
 
void DisplayPresence ()
 
void ShowCursor ()
 
void HideCursor ()
 
void SetCursorIcon (string icon)
 
void SetCursorIconScale (string type, float percentage)
 
void SetCursorIconOffset (string type, float x, float y)
 
void SetCursorIconSize (string type, float x, float y)
 
void ShowWalkieTalkie (bool show)
 
void ShowWalkieTalkie (int fadeOutSeconds)
 
void SetWalkieTalkieText (string text)
 
void RefreshQuickbar (bool itemChanged=false)
 
void Show (bool show)
 
void UpdateBloodName ()
 
void SetTemperature (string temp)
 
void SetStaminaBarVisibility (bool show)
 
void Update (float timeslice)
 
void ShowVehicleInfo ()
 
void HideVehicleInfo ()
 
void ToggleHeatBufferPlusSign (bool show)
 
void ShowQuickbarUI (bool show)
 
void ShowQuickbarPlayer (bool show)
 
void ShowHudPlayer (bool show)
 
void ShowHudUI (bool show)
 
void ShowHudInventory (bool show)
 
void ShowQuickBar (bool show)
 
void UpdateQuickbarGlobalVisibility ()
 
void ShowHud (bool show)
 
void OnResizeScreen ()
 
void SetPermanentCrossHair (bool show)
 
void SpawnHitDirEffect (DayZPlayer player, float hit_direction, float intensity_max)
 
void SetConnectivityStatIcon (EConnectivityStatType type, EConnectivityStatLevel level)
 
- Закрытые члены унаследованные от Managed
void IntroSceneCharacter ()
 
void ~IntroSceneCharacter ()
 
bool IsDefaultCharacter ()
 
void SetToDefaultCharacter ()
 
void SetCharacterID (int char_id)
 
int GetCharacterID ()
 
PlayerBase GetCharacterObj ()
 
TStringArray GetCharGenderList ()
 
TStringArray GetCharList (ECharGender gender)
 
TStringArray GetCharShirtsList ()
 
TStringArray GetCharPantsList ()
 
TStringArray GetCharShoesList ()
 
void SetCharacterGender (ECharGender gender)
 
bool IsCharacterFemale ()
 
ECharGender GetCharacterGender ()
 
vector GetPosition ()
 
int GetNextCharacterID ()
 
int GetPrevCharacterID ()
 
void CreateNewCharacterRandom ()
 
void CreateNewCharacterById (int character_id)
 
void CreateNewCharacterByName (string character_name, bool randomize_equip=true)
 
void CreateDefaultCharacter ()
 
void GetLastPlayedServer (int characterID, out string address, out string name, out int port)
 
void CreateNewCharacter ()
 
void LoadCharacterData (vector char_pos, vector char_rot, bool default_char=false)
 Generates random equip for the new IntroSceneCharacter, whatever is defined in 'cfgCharacterCreation'.
 
void CharacterUnload ()
 
void CharacterLoad (int character_id, vector char_pos, vector char_rot)
 
void SetupPlayerName (bool new_name)
 
void SetAttachment (string type, int slot)
 
string GetCharacterNameById (int char_id)
 
string GetCharacterName ()
 
void SaveCharName (string name)
 
void SaveDefaultCharacter ()
 
void TransferValues (PlayerBase player)
 
void Init ()
 
void OnScheduledTick (float deltatime)
 
void CheckValues ()
 
float GetBlood ()
 
float GetHealth ()
 
void CheckHealth ()
 
void CheckBlood ()
 
void SendInitValues ()
 Sends values on object creation.
 
void SendValue (int value_type, float value)
 
void ReceiveValue (int value_type, float value)
 
void OnRPC (ParamsReadContext ctx)
 
void ShowDebugValues (bool show)
 
void BleedingIndicator (int source_ID, int severity, GameplayEffectsDataBleeding parent)
 
void InitIndicator (vector position)
 
void StopIndicator (bool instant=false)
 
void StartRunningDrops ()
 
bool IsRunningDrops ()
 Are any drops currently being animated?
 
void TrySpawnNextDrop ()
 
void ResetSequence ()
 
void ResetIndicator ()
 
void Update (float timeSlice)
 
bool GetEndNow ()
 
int GetSeverity ()
 
void GameplayEffectsData (array< ref Widget > input, int type, int user_override=-1)
 
void Init (array< ref Widget > input, int type, Widget layout_root, int user_override=-1)
 
array< ref WidgetGetWidgetSet ()
 
int GetWidgetSetType ()
 
int GetWidgetSetID ()
 
bool HasDefinedHandle ()
 Returns 'true' if this class contains update info.
 
bool DataInitialized ()
 
void UpdateVisibility (bool state)
 
void RegisterData (Param p)
 
void Update (float timeSlice=0, Param p=null, int handle=-1)
 
void ForceStop ()
 

Закрытые данные

ref Timer m_Timer
 
- Закрытые данные унаследованные от Managed
int m_CharacterId
 
string m_CharacterType
 
MenuData m_CharacterDta
 
PlayerBase m_CharacterObj
 
vector m_CharacterPos
 
vector m_CharacterRot
 
ref TStringArray m_CharGenderList = new TStringArray
 
ref TStringArray m_CharShirtList = new TStringArray
 
ref TStringArray m_CharPantsList = new TStringArray
 
ref TStringArray m_CharShoesList = new TStringArray
 
ref map< ECharGender, ref array< string > > m_Characters = new map<ECharGender, ref array<string>>
 
ECharGender m_CharGender
 
bool m_InitialSyncSent
 
bool m_Initialized
 
bool m_Terminating = false
 
bool m_EndNow = false
 
bool m_IsRunning = false
 
int m_DropSpawnsQueued
 
int m_ActiveDropsCount
 
int m_Severity
 
int m_SourceID
 
GameplayEffectsDataBleeding m_ParentMetaData
 
array< floatm_DropProbabilityArray
 
float m_AverageFrequency
 
float m_SequenceTick
 
float m_SequenceDuration
 
float m_TimeElapsedTotal
 
float m_TimeElapsedSequence
 
float m_LastDropSpawnTime
 
float m_DropSpawnMinDelay
 
float m_DropSpawnMaxDelay
 
int m_CurrentDropProbabilityStep
 
int m_DropProbabilityRollsCount
 
vector m_BasePosition
 
ref set< ref BleedingIndicatorDropDatam_ActiveDrops
 
ref set< intm_CleanupQueue
 
ref array< ref Widgetm_WidgetArray
 
int m_Type
 
int m_WidgetSetIdentifier
 
Widget m_LayoutRoot
 

Подробное описание

Методы

◆ CleanupHitDirEffects()

void CleanupHitDirEffects ( )
inlineprotected
1523 {
1524 for (int i = m_HitDirEffectArray.Count() - 1; i > -1; i--)
1525 {
1526 if ( m_HitDirEffectArray[i].DurationCheck() )
1527 {
1528 m_HitDirEffectArray.Remove(i);
1529 }
1530 }
1531 }
ref array< ref HitDirectionEffectBase > m_HitDirEffectArray
Definition IngameHud.c:157
Definition EntityAI.c:95

Используется в Update().

◆ Debug()

void Debug ( )
inlineprotected
1534 {
1535 foreach (int val:m_BadgesWidgetDisplay)
1536 {
1537 int key = m_BadgesWidgetDisplay.GetKeyByValue(val);
1539 Print(val);
1540 Print("---------------------");
1541 }
1542 }
Definition EnConvert.c:590
static string EnumToString(typename e, int enumValue)
Return string name of enum value.
Definition EnConvert.c:601
ref map< int, int > m_BadgesWidgetDisplay
Definition IngameHud.c:16
proto void Print(void var)
Prints content of variable to console/log.

Перекрестные ссылки EnumTools::EnumToString(), m_BadgesWidgetDisplay и Print().

◆ DisplayBadge() [1/2]

void DisplayBadge ( int key,
int value )
inlineprivate
638{}

◆ DisplayBadge() [2/2]

override void DisplayBadge ( int key,
int value )
inlineprotected
630 {
631 TextWidget bleed_count = TextWidget.Cast( m_Badges.FindAnyWidget( "BleedingCount" ) );
632
634 m_AnyBadgeVisible = false;
635 for ( int i = 0; i < m_BadgesWidgetDisplay.Count(); i++ )
636 {
637 int badge_key = m_BadgesWidgetDisplay.GetKey( i );
640
642 Class.CastTo(badge_widget, m_Badges.FindAnyWidget( badge_name ) );
643 if ( badge_widget )
644 {
645 if ( badge_value > 0 )
646 {
648 {
649 int levelIndex = badge_value - 1;
652 badge_widget.SetImage(levelIndex);
653 }
654
655 badge_widget.Show( true );
656 m_AnyBadgeVisible = true;
658 {
659 bleed_count.Show( true );
660 bleed_count.SetText( m_BadgesWidgetDisplay.Get( badge_key ).ToString() );
661 }
662 }
663 else
664 {
666 {
667 bleed_count.Show( false );
668 }
669 badge_widget.Show( false );
670 }
671 }
672 }
673
675 }
const int NTFKEY_BLEEDISH
Definition _constants.c:42
Super root of all classes in Enforce script.
Definition EnScript.c:11
Widget m_Badges
Definition IngameHud.c:78
void RefreshHudVisibility()
Definition IngameHud.c:1103
ref map< int, int > m_BadgesSupportedLevels
Definition IngameHud.c:15
ref map< int, string > m_BadgesWidgetNames
Definition IngameHud.c:14
bool m_AnyBadgeVisible
Definition IngameHud.c:18
Definition EnWidgets.c:220
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.

Перекрестные ссылки Class::CastTo(), NTFKEY_BLEEDISH и RefreshHudVisibility().

◆ DisplayNotifier() [1/2]

void DisplayNotifier ( int key,
int tendency,
int status )
inlineprivate
637{}

◆ DisplayNotifier() [2/2]

override void DisplayNotifier ( int key,
int tendency,
int status )
inlineprotected
493 {
495 if ( key == NTFKEY_FEVERISH )
496 {
498 }
499 else
500 {
502 }
503
504 // tendency arrows
505 string arrow_name = "ArrowUp";
506 if ( tendency < 0 )
507 {
508 arrow_name = "ArrowDown";
509 }
511
512 for ( int x = 1; x < 4; x++ )
513 {
514 Class.CastTo(w, m_Notifiers.FindAnyWidget( String( m_StatesWidgetNames.Get( key ) + "ArrowUp" + x.ToString() ) ) );
515 if( w )
516 w.Show( false );
517 Class.CastTo(w, m_Notifiers.FindAnyWidget( String( m_StatesWidgetNames.Get( key ) + "ArrowDown" + x.ToString() ) ) );
518 if( w )
519 w.Show( false );
520 }
521
522 if( tendency > 0 )
523 {
524 string widget_name = m_StatesWidgetNames.Get( key ) + arrow_name + Math.Clamp( tendency, 1, 3 );
525 Class.CastTo(w, m_Notifiers.FindAnyWidget( widget_name ) );
526 if( w )
527 w.Show( true );
528 }
529 }
const int NTFKEY_FEVERISH
Definition _constants.c:39
Icon x
Widget m_Notifiers
Definition IngameHud.c:74
ref map< int, string > m_StatesWidgetNames
Definition IngameHud.c:7
void DisplayTendencyNormal(int key, int tendency, int status)
Definition IngameHud.c:531
void DisplayTendencyTemp(int key, int tendency, int status)
Definition IngameHud.c:565
Definition EnMath.c:7
string String(string s)
Helper for passing string expression to functions with void parameter. Example: Print(String("Hello "...
Definition EnScript.c:339
static proto float Clamp(float value, float min, float max)
Clamps 'value' to 'min' if it is lower than 'min', or to 'max' if it is higher than 'max'.
static proto int AbsInt(int i)
Returns absolute value.

Перекрестные ссылки Math::AbsInt(), Class::CastTo(), Math::Clamp(), DisplayTendencyNormal(), DisplayTendencyTemp(), m_Notifiers, NTFKEY_FEVERISH, String() и x.

◆ DisplayPresence() [1/2]

void DisplayPresence ( )
inlineprivate
641{}

Используется в Update().

◆ DisplayPresence() [2/2]

override void DisplayPresence ( )
inlineprotected
824 {
826
827 if ( Class.CastTo(player, GetGame().GetPlayer()) )
828 {
829 int presence_level = player.GetNoisePresenceInAI();
830 m_PresenceLevel0.Show( false );
831 m_PresenceLevel1.Show( false );
832 m_PresenceLevel2.Show( false );
833 m_PresenceLevel3.Show( false );
834 m_PresenceLevel4.Show( false );
835
836 if ( presence_level > 0 )
837 {
838 m_PresenceLevel0.Show( true );
839 }
840 if ( presence_level > 1 )
841 {
842 m_PresenceLevel1.Show( true );
843 }
844 if ( presence_level > 2 )
845 {
846 m_PresenceLevel2.Show( true );
847 }
848 if ( presence_level > 3 )
849 {
850 m_PresenceLevel3.Show( true );
851 }
852 if ( presence_level > 4 )
853 {
854 m_PresenceLevel4.Show( true );
855 }
856 }
857 }
PlayerBase GetPlayer()
Definition ModifierBase.c:47
Widget m_PresenceLevel2
Definition IngameHud.c:103
Widget m_PresenceLevel3
Definition IngameHud.c:104
Widget m_PresenceLevel4
Definition IngameHud.c:105
Widget m_PresenceLevel0
Definition IngameHud.c:101
Widget m_PresenceLevel1
Definition IngameHud.c:102
Definition PlayerBaseClient.c:2
proto native CGame GetGame()

Перекрестные ссылки Class::CastTo(), GetGame() и GetPlayer().

◆ DisplayStance() [1/2]

void DisplayStance ( int stance)
inlineprivate
640{}

◆ DisplayStance() [2/2]

override void DisplayStance ( int stance)
inlineprotected
782 {
785 Car car;
786 if ( !Class.CastTo(car, player.GetDrivingVehicle()) )
787 {
788 if( stance == 1 )
789 {
790 bool is_walking;
793 m_StanceCrouch.Show(false);
794 m_StanceProne.Show(false);
795 m_StanceCar.Show( false );
796 }
797 if( stance == 2 )
798 {
799 m_StanceStand.Show(false);
800 m_StanceStandWalk.Show(false);
801 m_StanceCrouch.Show(true);
802 m_StanceProne.Show(false);
803 m_StanceCar.Show( false );
804 }
805 if( stance == 3 )
806 {
807 m_StanceStand.Show(false);
808 m_StanceStandWalk.Show(false);
809 m_StanceCrouch.Show(false);
810 m_StanceProne.Show(true);
811 m_StanceCar.Show( false );
812 }
813 }
814 else
815 {
816 m_StanceStand.Show(false);
817 m_StanceCrouch.Show(false);
818 m_StanceProne.Show(false);
819 m_StanceCar.Show( true );
820 }
821 }
Widget m_StanceStandWalk
Definition IngameHud.c:97
Widget m_StanceCrouch
Definition IngameHud.c:98
Widget m_StanceProne
Definition IngameHud.c:95
Widget m_StanceCar
Definition IngameHud.c:99
Widget m_StanceStand
Definition IngameHud.c:96

Перекрестные ссылки Class::CastTo(), GetGame() и GetPlayer().

◆ DisplayTendencyNormal()

void DisplayTendencyNormal ( int key,
int tendency,
int status )
inlineprotected
532 {
534 Class.CastTo(w, m_Notifiers.FindAnyWidget( String( "Icon" + m_StatesWidgetNames.Get( key ) ) ) );
535
536 if( w )
537 {
538 w.SetImage( Math.Clamp( status - 1, 0, 4 ) );
539 float alpha = w.GetAlpha();
540
541 switch( status )
542 {
543 case 3:
544 w.SetColor( ARGB( alpha * 255, 220, 220, 0 ) ); //yellow
545 m_TendencyStatusCritical.Remove( w ); //remove from blinking group
546 break;
547 case 4:
548 w.SetColor( ARGB( alpha * 255, 220, 0, 0 ) ); //red
549 m_TendencyStatusCritical.Remove( w ); //remove from blinking group
550 break;
551 case 5:
552 if ( !m_TendencyStatusCritical.Contains( w ) )
553 {
554 m_TendencyStatusCritical.Insert( w, ARGB( alpha * 255, 220, 0, 0 ) ); //add to blinking group
555 }
556 break;
557 default:
558 w.SetColor( ARGB( alpha * 255, 220, 220, 220 ) ); //white
559 m_TendencyStatusCritical.Remove( w ); //remove from blinking group
560 break;
561 }
562 }
563 }
ref map< ImageWidget, int > m_TendencyStatusCritical
Definition IngameHud.c:10
int ARGB(int a, int r, int g, int b)
Definition proto.c:322

Перекрестные ссылки ARGB(), Class::CastTo(), Math::Clamp(), m_Notifiers и String().

Используется в DisplayNotifier().

◆ DisplayTendencyTemp()

void DisplayTendencyTemp ( int key,
int tendency,
int status )
inlineprotected
566 {
567 ImageWidget w = ImageWidget.Cast( m_Notifiers.FindAnyWidget( String( "Icon" + m_StatesWidgetNames.Get( key ) ) ) );
568 TextWidget temp_top = TextWidget.Cast( m_Notifiers.FindAnyWidget( "TemperatureValueTop" ) );
569 TextWidget temp_bot = TextWidget.Cast( m_Notifiers.FindAnyWidget( "TemperatureValueBottom" ) );
570 //string temp = player..ToString() + "°C";
571 float alpha = w.GetAlpha();
572
573 if ( tendency < 0 )
574 {
575 temp_top.Show( true );
576 temp_bot.Show( false );
577 }
578 else
579 {
580 temp_top.Show( false );
581 temp_bot.Show( true );
582 }
583
584 switch( status )
585 {
586 case 2:
587 w.SetColor( ARGB( alpha * 255, 220, 220, 0 ) ); //WARNING_PLUS
588 m_TendencyStatusCritical.Remove( w );
589 w.SetImage( 1 );
590
591 break;
592 case 3:
593 w.SetColor( ARGB( alpha * 255, 220, 0, 0 ) ); //CRITICAL_PLUS
594 m_TendencyStatusCritical.Remove( w );
595 w.SetImage( 0 );
596 break;
597 case 4:
598 if ( !m_TendencyStatusCritical.Contains( w ) ) //BLINKING_PLUS
599 {
600 m_TendencyStatusCritical.Insert( w, ARGB( alpha * 255, 220, 0, 0 ) );
601 }
602 w.SetImage( 0 );
603 break;
604 case 5:
605 w.SetColor( ARGB( alpha * 255, 0, 206, 209 ) ); //WARNING_MINUS
606 m_TendencyStatusCritical.Remove( w );
607 w.SetImage( 3 );
608 break;
609 case 6:
610 w.SetColor( ARGB( alpha * 255, 30, 144, 220 ) ); //CRITICAL_MINUS
611 m_TendencyStatusCritical.Remove( w );
612 w.SetImage( 4 );
613 break;
614 case 7: //BLINKING_MINUS
615 if ( !m_TendencyStatusCritical.Contains( w ) )
616 {
617 m_TendencyStatusCritical.Insert( w, ARGB( alpha * 255, 30, 144, 220 ) );
618 }
619 w.SetImage( 4 );
620 break;
621 default:
622 w.SetColor( ARGB( alpha * 255, 220, 220, 220 ) ); //DEFAULT
623 m_TendencyStatusCritical.Remove( w );
624 w.SetImage( 2 );
625 break;
626 }
627 }

Перекрестные ссылки ARGB(), m_Notifiers и String().

Используется в DisplayNotifier().

◆ GetHudPanelWidget()

Widget GetHudPanelWidget ( )
inlineprotected
1303 {
1304 return m_HudPanelWidget;
1305 }
Widget m_HudPanelWidget
Definition IngameHud.c:31

Перекрестные ссылки m_HudPanelWidget.

◆ GetHudState()

bool GetHudState ( )
inlineprotected
1198 {
1199 return m_HudState;
1200 }
bool m_HudState
Definition IngameHud.c:140

Перекрестные ссылки m_HudState.

◆ GetQuickbar()

InventoryQuickbar GetQuickbar ( )
inlineprotected
1074 {
1075 return m_Quickbar;
1076 }
ref InventoryQuickbar m_Quickbar
Definition IngameHud.c:34

Перекрестные ссылки m_Quickbar.

◆ GetQuickBarState()

bool GetQuickBarState ( )
inlineprotected
1193 {
1194 return m_QuickbarState;
1195 }
bool m_QuickbarState
Definition IngameHud.c:143

Перекрестные ссылки m_QuickbarState.

◆ HideCursor() [1/2]

void HideCursor ( )
inlineprivate
643{ }

◆ HideCursor() [2/2]

override void HideCursor ( )
inlineprotected
463 {
464 m_CursorWidget.Show( false );
465 }
Widget m_CursorWidget
Definition IngameHud.c:113

◆ HideQuickbarTimer()

void HideQuickbarTimer ( )
inlineprotected
1549 {
1550 }

◆ HideTemperature()

void HideTemperature ( )
inlineprotected
688 {
690 TextWidget temp_top = TextWidget.Cast( m_Notifiers.FindAnyWidget( "TemperatureValueTop" ) );
691 TextWidget temp_bot = TextWidget.Cast( m_Notifiers.FindAnyWidget( "TemperatureValueBottom" ) );
692 temp_top.SetText( "" );
693 temp_bot.SetText( "" );
695 }
bool m_IsTemperatureVisible
Definition IngameHud.c:19
float m_TemperatureTimer
Definition IngameHud.c:20

Перекрестные ссылки m_Notifiers.

Используется в Update().

◆ HideVehicleInfo() [1/2]

void HideVehicleInfo ( )
private

Используется в ManBase::OnVehicleSeatDriverLeft().

◆ HideVehicleInfo() [2/2]

override void HideVehicleInfo ( )
inlineprotected
894 {
895 m_HudPanelWidget.FindAnyWidget("PlayerPanel").Show(true);
896 m_Presence.Show(true);
897 m_StancePanel.Show(true);
898 m_VehiclePanel.Show(false);
899
900 m_InVehicleAsDriver = false;
903 }
Widget m_StancePanel
Definition IngameHud.c:100
int m_VehicleGearCount
Definition IngameHud.c:859
Widget m_Presence
Definition IngameHud.c:94
CarScript m_CurrentVehicle
Definition IngameHud.c:64
Widget m_VehiclePanel
Definition IngameHud.c:36
bool m_InVehicleAsDriver
Definition IngameHud.c:63

◆ IngameHud()

void IngameHud ( )
inlineprotected
160 {
161 m_FadeTimerCrosshair = new WidgetFadeTimer;
162 m_FadeTimerActionCursor = new WidgetFadeTimer;
163 m_FadeTimerQuickbar = new WidgetFadeTimer;
164 m_FadeTimerWalkieTalkie = new WidgetFadeTimer;
165 m_FadeTimerWalkieTalkieText = new WidgetFadeTimer;
166
167 m_StatesWidgets = new map<int, ImageWidget>; // [key] widgetName
169
171
172 m_BadgesWidgets = new map<int, ImageWidget>; // [key] widgetName
176
178
180 m_VehicleGearTable.Set(-1, "");
181 m_VehicleGearTable.Set(CarGear.REVERSE, "R");
182 m_VehicleGearTable.Set(CarGear.NEUTRAL, "N");
183 m_VehicleGearTable.Set(CarGear.FIRST, "1");
184 m_VehicleGearTable.Set(CarGear.SECOND, "2");
185 m_VehicleGearTable.Set(CarGear.THIRD, "3");
186 m_VehicleGearTable.Set(CarGear.FOURTH, "4");
187 m_VehicleGearTable.Set(CarGear.FIFTH, "5");
188 m_VehicleGearTable.Set(CarGear.SIXTH, "6");
189 m_VehicleGearTable.Set(CarGear.SEVENTH, "7");
190 m_VehicleGearTable.Set(CarGear.EIGTH, "8");
191
193 m_VehicleGearTableAuto.Set(-1, "");
197
198 }
CarAutomaticGearboxMode
Enumerated automatic gearbox modes. (native, do not change or extend)
Definition Car.c:69
ref WidgetFadeTimer m_FadeTimerCrosshair
Definition IngameHud.c:80
ref WidgetFadeTimer m_FadeTimerQuickbar
Definition IngameHud.c:88
ref WidgetFadeTimer m_FadeTimerActionCursor
Definition IngameHud.c:81
ref WidgetFadeTimer m_FadeTimerWalkieTalkieText
Definition IngameHud.c:90
ref map< int, string > m_VehicleGearTable
Definition IngameHud.c:28
ref WidgetFadeTimer m_FadeTimerWalkieTalkie
Definition IngameHud.c:89
float m_VehicleDamageZonesHitTimer
Definition IngameHud.c:61
ref map< int, string > m_VehicleGearTableAuto
Definition IngameHud.c:29
ref map< int, ImageWidget > m_StatesWidgets
Definition IngameHud.c:8
ref map< int, ImageWidget > m_BadgesWidgets
Definition IngameHud.c:17

◆ Init() [1/2]

void Init ( Widget hud_panel_widget)
inlineprivate
636{}

Используется в MissionBase::OnInit().

◆ Init() [2/2]

override void Init ( Widget hud_panel_widget)
inlineprotected

gets scripted handler from widget

201 {
203 m_HudPanelWidget.Show( true );
204
205 //Quickbar
206 m_QuickbarWidget = m_HudPanelWidget.FindAnyWidget("QuickbarGrid");
207 m_QuickbarWidget.Show( false );
208
209 //Left HUD Panel
210 m_LeftHudPanelWidget = m_HudPanelWidget.FindAnyWidget("LeftHUDPanel");
211
212 //TEMPORARY HACK!!! player is not present when Hud is being initialized
214 myTimer.Run( 1, this, "InitQuickbar" );
215
216 m_CursorWidget = m_HudPanelWidget.FindAnyWidget("CursorIcons");
217 m_CursorWidget.Show(true);
218 Class.CastTo(m_CursorIcon, m_HudPanelWidget.FindAnyWidget("Cursor"));
219
220 //Permanent Crosshair
221 Class.CastTo(m_PermanentCrossHair, m_HudPanelWidget.FindAnyWidget("PermanentCrossHair"));
222
223 m_WalkieTalkie = m_HudPanelWidget.FindAnyWidget("WalkieTalkie");
224
225 //Panels
226 Class.CastTo(m_Stamina, m_HudPanelWidget.FindAnyWidget("StaminaBar"));
227 m_Presence = m_HudPanelWidget.FindAnyWidget("PresencePanel");
228 m_Badges = hud_panel_widget.FindAnyWidget("BadgesPanel");
229 m_Notifiers = m_HudPanelWidget.FindAnyWidget("NotifiersPanel");
230 m_SpecializatonPanel = m_HudPanelWidget.FindAnyWidget("SpecializationPanel");
231 m_SpecializationIcon = m_HudPanelWidget.FindAnyWidget("SpecializationIcon");
232 m_BadgeNotifierDivider = m_HudPanelWidget.FindAnyWidget("BadgeNotifierDivider");
233 m_BloodType = TextWidget.Cast( m_HudPanelWidget.FindAnyWidget("BloodType") );
234 m_BloodPosType = TextWidget.Cast( m_HudPanelWidget.FindAnyWidget("BloodPosType") );
235
236 m_VehiclePanel = m_HudPanelWidget.FindAnyWidget("VehiclePanel");
237 m_VehiclePanel.Show(false);
238
239 m_VehicleRPMPointer = ImageWidget.Cast( m_VehiclePanel.FindAnyWidget("RPMPointer") );
240 m_VehicleRPMDial = ImageWidget.Cast( m_VehiclePanel.FindAnyWidget("RPMDial") );
241 m_VehicleRPMRedline = ImageWidget.Cast( m_VehiclePanel.FindAnyWidget("RPMDialRedline") );
242 m_VehicleSpeedPointer = ImageWidget.Cast( m_VehiclePanel.FindAnyWidget("SpeedPointer") );
243 m_VehicleSpeedValue = TextWidget.Cast( m_VehiclePanel.FindAnyWidget("SpeedValue") );
244
245 m_VehicleCurrentGearValue = TextWidget.Cast( m_VehiclePanel.FindAnyWidget("Current") );
246 m_VehicleNextGearValue = TextWidget.Cast( m_VehiclePanel.FindAnyWidget("Next") );
247 m_VehiclePrevGearValue = TextWidget.Cast( m_VehiclePanel.FindAnyWidget("Prev") );
248
249 m_VehicleBatteryLight = ImageWidget.Cast( m_VehiclePanel.FindAnyWidget("BatteryLight"));
250 m_VehicleEngineLight = ImageWidget.Cast( m_VehiclePanel.FindAnyWidget("EngineLight"));
251 m_VehicleOilLight = ImageWidget.Cast( m_VehiclePanel.FindAnyWidget("OilLight"));
252 m_VehicleHandBrakeLight = ImageWidget.Cast( m_VehiclePanel.FindAnyWidget("HandBrakeLight"));
253 m_VehicleWheelLight = ImageWidget.Cast( m_VehiclePanel.FindAnyWidget("WheelLight"));
254
255 m_VehicleTemperatureIndicator = m_VehiclePanel.FindAnyWidget("TemperatureIndicator");
256 m_VehicleTemperaturePointer = ImageWidget.Cast(m_VehiclePanel.FindAnyWidget("TemperaturePointer"));
257 m_VehicleTemperatureLight = ImageWidget.Cast(m_VehiclePanel.FindAnyWidget("TemperatureLight"));
258 m_VehicleFuelPointer = ImageWidget.Cast(m_VehiclePanel.FindAnyWidget("FuelPointer"));
259 m_VehicleFuelLight = ImageWidget.Cast(m_VehiclePanel.FindAnyWidget("FuelLight"));
260
261 m_StaminaBackground = m_HudPanelWidget.FindAnyWidget("StaminaBackground");
262 m_StaminaBackground.Show(true);
263 m_StanceProne = m_HudPanelWidget.FindAnyWidget("StanceProne");
264 m_StanceCrouch = m_HudPanelWidget.FindAnyWidget("StanceCrouch");
265 m_StanceStand = m_HudPanelWidget.FindAnyWidget("StanceStand");
266 m_StanceStandWalk = m_HudPanelWidget.FindAnyWidget("StanceStandWalk");
267 m_StanceCar = m_HudPanelWidget.FindAnyWidget("StanceCar");
268 m_StancePanel = m_HudPanelWidget.FindAnyWidget("StancePanel");
269
270 m_ActionTarget = m_HudPanelWidget.FindAnyWidget("ActionTargetsCursorWidget");
273
274 // heat buffer plus sign
275 m_HeatBufferPlus = ImageWidget.Cast( m_HudPanelWidget.FindAnyWidget( "HeatBuffer" ) );
276
277 //Game State Icons
278 m_GameStatusIconsPanel = m_HudPanelWidget.FindAnyWidget("GameStatusIcons");
279 m_HighPingA = ImageWidget.Cast(m_HudPanelWidget.FindAnyWidget("HighPingA"));
280 m_HighPingB = ImageWidget.Cast(m_HudPanelWidget.FindAnyWidget("HighPingB"));
281 m_LowServerPerfA = ImageWidget.Cast(m_HudPanelWidget.FindAnyWidget("LowServerPerfA"));
282 m_LowServerPerfB = ImageWidget.Cast(m_HudPanelWidget.FindAnyWidget("LowServerPerfB"));
283 m_ConnectionLost = ImageWidget.Cast(m_HudPanelWidget.FindAnyWidget("ConnectionLost"));
284
285 if ( m_HeatBufferPlus )
286 m_HeatBufferPlus.Show( false );
287
288 #ifndef NO_GUI
290 m_Timer.Run(0.333, this, "RefreshQuickbar", NULL, true );
291 #endif
293
294 m_PresenceLevel0 = hud_panel_widget.FindAnyWidget("Presence0");
295 m_PresenceLevel1 = hud_panel_widget.FindAnyWidget("Presence1");
296 m_PresenceLevel2 = hud_panel_widget.FindAnyWidget("Presence2");
297 m_PresenceLevel3 = hud_panel_widget.FindAnyWidget("Presence3");
298 m_PresenceLevel4 = hud_panel_widget.FindAnyWidget("Presence4");
299 m_PresenceLevel0.Show( false );
300 m_PresenceLevel1.Show( false );
301 m_PresenceLevel2.Show( false );
302 m_PresenceLevel3.Show( false );
303 m_PresenceLevel4.Show( false );
304
306 m_HudState = g_Game.GetProfileOption( EDayZProfilesOptions.HUD );
307 MissionGameplay.Cast(GetGame().GetMission()).GetConnectivityInvoker().Insert(OnConnectionIconsSettingsChanged);
308 m_GameStatusIconsPanel.Show(g_Game.GetProfileOption(EDayZProfilesOptions.CONNECTIVITY_INFO));
309 //ShowQuickBar(GetGame().GetInput().IsEnabledMouseAndKeyboardEvenOnServer() && g_Game.GetProfileOption(EDayZProfilesOptions.QUICKBAR)); //unreliable
310 }
DayZGame g_Game
Definition DayZGame.c:3746
EDayZProfilesOptions
Definition EDayZProfilesOptions.c:2
ImageWidget m_CursorIcon
Definition IngameHud.c:114
TextWidget m_VehiclePrevGearValue
Definition IngameHud.c:52
ImageWidget m_VehicleRPMDial
Definition IngameHud.c:39
void SetLeftStatsVisibility(bool visible)
eg. stamina bar...
Definition IngameHud.c:1257
Widget m_QuickbarWidget
Definition IngameHud.c:33
ImageWidget m_ConnectionLost
Definition IngameHud.c:72
ImageWidget m_HighPingA
Definition IngameHud.c:68
TextWidget m_VehicleSpeedValue
Definition IngameHud.c:48
Widget m_SpecializationIcon
Definition IngameHud.c:155
ImageWidget m_VehicleFuelPointer
Definition IngameHud.c:45
Widget m_VehicleTemperatureIndicator
Definition IngameHud.c:42
ImageWidget m_VehicleSpeedPointer
Definition IngameHud.c:41
ImageWidget m_HeatBufferPlus
Definition IngameHud.c:22
TextWidget m_VehicleCurrentGearValue
Definition IngameHud.c:50
Widget m_SpecializatonPanel
Definition IngameHud.c:154
ImageWidget m_LowServerPerfB
Definition IngameHud.c:71
Widget m_WalkieTalkie
Definition IngameHud.c:115
ImageWidget m_VehicleFuelLight
Definition IngameHud.c:46
ImageWidget m_PermanentCrossHair
Definition IngameHud.c:135
ActionTargetsCursor m_ActionTargetsCursor
Definition IngameHud.c:132
ImageWidget m_VehicleRPMPointer
Definition IngameHud.c:38
ImageWidget m_VehicleRPMRedline
Definition IngameHud.c:40
Widget m_StaminaBackground
Definition IngameHud.c:93
void OnConnectionIconsSettingsChanged(bool enabled)
Definition IngameHud.c:404
ProgressBarWidget m_Stamina
Definition IngameHud.c:92
Widget m_LeftHudPanelWidget
Definition IngameHud.c:32
ImageWidget m_VehicleTemperaturePointer
Definition IngameHud.c:43
ImageWidget m_HighPingB
Definition IngameHud.c:69
Widget m_GameStatusIconsPanel
Definition IngameHud.c:67
TextWidget m_BloodType
Definition IngameHud.c:75
ImageWidget m_VehicleOilLight
Definition IngameHud.c:56
ImageWidget m_VehicleEngineLight
Definition IngameHud.c:55
Widget m_ActionTarget
Definition IngameHud.c:131
Widget m_BadgeNotifierDivider
Definition IngameHud.c:77
ImageWidget m_VehicleWheelLight
Definition IngameHud.c:58
TextWidget m_VehicleNextGearValue
Definition IngameHud.c:51
void InitBadgesAndNotifiers()
Definition IngameHud.c:312
ref Timer m_Timer
Definition gameplay.c:635
TextWidget m_BloodPosType
Definition IngameHud.c:76
ImageWidget m_VehicleHandBrakeLight
Definition IngameHud.c:57
ImageWidget m_LowServerPerfA
Definition IngameHud.c:70
ImageWidget m_VehicleBatteryLight
Definition IngameHud.c:54
ref Timer myTimer
Definition IngameHud.c:106
ImageWidget m_VehicleTemperatureLight
Definition IngameHud.c:44
Definition DayZPlayerImplement.c:63
const int CALL_CATEGORY_GAMEPLAY
Definition tools.c:10

Перекрестные ссылки CALL_CATEGORY_GAMEPLAY, Class::CastTo(), g_Game, GetGame(), InitBadgesAndNotifiers(), m_BloodType, m_Notifiers, m_QuickbarWidget, m_SpecializationIcon, m_Stamina, m_Timer и SetLeftStatsVisibility().

◆ InitBadgesAndNotifiers()

void InitBadgesAndNotifiers ( )
inlineprotected
313 {
314 // state notifiers
315 m_StatesWidgetNames.Clear();
316 m_StatesWidgets.Clear();
317 m_StatesWidgetNames.Set( NTFKEY_THIRSTY, "Thirsty" );
318 m_StatesWidgetNames.Set( NTFKEY_HUNGRY, "Hungry" );
319 m_StatesWidgetNames.Set( NTFKEY_SICK, "Health" );
320 m_StatesWidgetNames.Set( NTFKEY_BLEEDISH, "Blood" );
321 m_StatesWidgetNames.Set( NTFKEY_FEVERISH, "Temperature" );
322
323 m_Notifiers.Show( true );
324 m_Badges.Show( true );
325
326 int i = 0;
327 int key = 0;
328 for ( i = 0; i < m_StatesWidgetNames.Count(); i++ )
329 {
330 string widget_name = m_StatesWidgetNames.GetElement(i);
331 key = m_StatesWidgetNames.GetKey(i);
333 Class.CastTo(w, m_Notifiers.FindAnyWidget( String( "Icon" + widget_name ) ) );
334 m_StatesWidgets.Set( key, w );
335 w.Show( true );
336 for ( int y = 0; y < 5; y++ )
337 {
338 w.LoadImageFile( y, "set:dayz_gui image:icon" + widget_name + y );
339 }
340
341 w.SetImage( 0 );
342 float alpha = w.GetAlpha();
343 w.SetColor( ARGB( alpha * 255, 220, 220, 220 ) ); //white
344 m_TendencyStatusCritical.Remove( w );
345 // clear all arrows
346 for ( int x = 1; x < 4; x++ )
347 {
348 Class.CastTo(w, m_Notifiers.FindAnyWidget( String( widget_name + "ArrowUp" + x.ToString() ) ) );
349 w.Show( false );
350 Class.CastTo(w, m_Notifiers.FindAnyWidget( String( widget_name + "ArrowDown" + x.ToString() ) ) );
351 w.Show( false );
352 }
353
354
355 }
356
357 // badges
358 m_BadgesWidgetNames.Clear();
359 m_BadgesWidgets.Clear();
360 m_BadgesWidgetDisplay.Clear();
362
363 m_BadgesWidgetNames.Set( NTFKEY_FRACTURE, "Fracture" );
364 m_BadgesWidgetNames.Set( NTFKEY_STUFFED, "Stomach" );
365 m_BadgesWidgetNames.Set( NTFKEY_SICK, "Sick" );
366 m_BadgesWidgetNames.Set( NTFKEY_WETNESS, "Wetness" );
367 m_BadgesWidgetNames.Set( NTFKEY_POISONED, "Poisoned" );
368 m_BadgesWidgetNames.Set( NTFKEY_BLEEDISH, "Bleeding" );
369 m_BadgesWidgetNames.Set( NTFKEY_LIVES, "Shock" );
370 m_BadgesWidgetNames.Set( NTFKEY_PILLS, "Pills" );
371 m_BadgesWidgetNames.Set( NTFKEY_LEGS, "InjuredLegs" );
372
373 // any badges not included bellow are just ON/OFF
375
376 for ( i = 0; i < m_BadgesWidgetNames.Count(); i++ )
377 {
378 string badge_name = m_BadgesWidgetNames.GetElement( i);
379 key = m_BadgesWidgetNames.GetKey( i );
381
382
383 Class.CastTo(badge_widget, m_Badges.FindAnyWidget( badge_name ) );
384
385 if (m_BadgesSupportedLevels.Contains(key))
386 {
388
389 for ( int q = 0; q < badgeCountMax; q++ )
390 {
391 badge_widget.LoadImageFile( q, "set:dayz_gui image:icon" + badge_name + q );
392 }
393 }
394
396 badge_widget.Show( false );
397 m_BadgesWidgetDisplay.Set( key, false );
398 }
399 m_AnyBadgeVisible = false;
400 m_BadgeNotifierDivider.Show(false);
401
402 }
const int NTFKEY_LIVES
Definition _constants.c:44
const int NTFKEY_WETNESS
Definition _constants.c:36
const int NTFKEY_POISONED
Definition _constants.c:46
const int NTFKEY_PILLS
Definition _constants.c:47
const int NTFKEY_SICK
Definition _constants.c:40
enum eBadgeLevel NTFKEY_THIRSTY
const int NTFKEY_HUNGRY
Definition _constants.c:34
const int NTFKEY_FRACTURE
Definition _constants.c:37
const int NTFKEY_LEGS
Definition _constants.c:49
const int NTFKEY_STUFFED
Definition _constants.c:41
Icon y

Перекрестные ссылки ARGB(), Class::CastTo(), m_Notifiers, NTFKEY_BLEEDISH, NTFKEY_FEVERISH, NTFKEY_FRACTURE, NTFKEY_HUNGRY, NTFKEY_LEGS, NTFKEY_LIVES, NTFKEY_PILLS, NTFKEY_POISONED, NTFKEY_SICK, NTFKEY_STUFFED, NTFKEY_THIRSTY, NTFKEY_WETNESS, String(), x и y.

Используется в Init().

◆ InitQuickbar()

void InitQuickbar ( )
inlineprotected
1066 {
1067 if (m_Quickbar == NULL)
1068 {
1069 m_Quickbar = new InventoryQuickbar( m_QuickbarWidget );
1070 }
1071 }

Перекрестные ссылки m_Quickbar и m_QuickbarWidget.

◆ IsHideHudPlayer()

bool IsHideHudPlayer ( )
inlineprotected
1131 {
1132 return m_HudHidePlayer;
1133 }
bool m_HudHidePlayer
Definition IngameHud.c:138

Перекрестные ссылки m_HudHidePlayer.

Используется в MissionBase::OnUpdate().

◆ IsHideQuickbarPlayer()

bool IsHideQuickbarPlayer ( )
inlineprotected
1126 {
1127 return m_QuickbarHidePlayer;
1128 }
bool m_QuickbarHidePlayer
Definition IngameHud.c:142

Перекрестные ссылки m_QuickbarHidePlayer.

Используется в MissionBase::OnUpdate().

◆ IsHudVisible()

bool IsHudVisible ( )
inlineprotected
1084 {
1085 return m_IsHudVisible;
1086 }
bool m_IsHudVisible
Definition IngameHud.c:145

Перекрестные ссылки m_IsHudVisible.

Используется в ScriptedWidgetEventHandler::Update().

◆ IsQuickbarVisible()

bool IsQuickbarVisible ( )
inlineprotected
1079 {
1080 return m_IsQuickbarVisible;
1081 }
bool m_IsQuickbarVisible
Definition IngameHud.c:144

Перекрестные ссылки m_IsQuickbarVisible.

◆ KeyPress()

bool KeyPress ( int key)
inlineprotected
772 {
773 return false;
774 }

Используется в MissionBase::OnKeyPress().

◆ OnConnectionIconsSettingsChanged()

void OnConnectionIconsSettingsChanged ( bool enabled)
inlineprotected
405 {
407 }

◆ OnResizeScreen() [1/2]

void OnResizeScreen ( )
private

Используется в MissionBase::OnEvent().

◆ OnResizeScreen() [2/2]

override void OnResizeScreen ( )
inlineprotected
410 {
411 float x, y;
412 m_HudPanelWidget.GetScreenSize( x, y );
413 m_HudPanelWidget.Update();
414 m_Badges.Update();
415 m_Notifiers.SetPos( 0, 0 );
416 }

Перекрестные ссылки m_Notifiers, x и y.

◆ RefreshHudVisibility()

void RefreshHudVisibility ( )
inlineprotected
1104 {
1106
1108 m_Badges.Show( m_IsHudVisible );
1111 #ifdef PLATFORM_CONSOLE
1113 #else
1114 m_SpecializatonPanel.Show(false);
1115 #endif
1116 }
bool m_HudHideUI
Definition IngameHud.c:137
bool m_HudInventory
Definition IngameHud.c:139

Перекрестные ссылки m_HudState, m_Notifiers и SetLeftStatsVisibility().

Используется в DisplayBadge(), ShowHud(), ShowHudInventory(), ShowHudPlayer() и ShowHudUI().

◆ RefreshPlayerTags()

void RefreshPlayerTags ( )
inlineprotected
1336 {
1337 if( GetGame().GetPlayer() )
1338 {
1339 bool found = false;
1340 vector head_pos = GetGame().GetCurrentCameraPosition();
1341 float distance;
1342 foreach( Man player : ClientData.m_PlayerBaseList )
1343 {
1344 vector target_player = player.GetPosition();
1346
1347 target_player[1] = target_player[1] + 1.2;
1348
1349 if( distance <= 15 && player != GetGame().GetPlayer() )
1350 {
1351 vector screen_pos = GetGame().GetScreenPosRelative( target_player );
1352 vector end_pos = head_pos + GetGame().GetCurrentCameraDirection() * 25;
1354 params.sorted = true;
1355
1358 if( results.Count() > 0 )
1359 {
1360 if( results.Get( 0 ).obj == player )
1361 {
1363 found = true;
1364 }
1365 }
1366 }
1367 }
1368 if( !found )
1369 {
1371 }
1372 }
1373 }
Definition ClientData.c:2
Definition DayZPhysics.c:124
static proto bool RaycastRVProxy(notnull RaycastRVParams in, out notnull array< ref RaycastRVResult > results, array< Object > excluded=null)
PlayerBase m_CurrentTaggedPlayer
Definition IngameHud.c:1376
Definition DayZPhysics.c:50
Definition EnConvert.c:106
static proto native float Distance(vector v1, vector v2)
Returns the distance between tips of two 3D vectors.

Перекрестные ссылки vector::Distance(), GetGame(), GetPlayer(), ClientData::m_PlayerBaseList и DayZPhysics::RaycastRVProxy().

Используется в Update().

◆ RefreshQuickbar() [1/2]

void RefreshQuickbar ( bool itemChanged = false)
inlineprivate
651{}

◆ RefreshQuickbar() [2/2]

override void RefreshQuickbar ( bool itemChanged = false)
inlineprotected
1274 {
1275 if ((!m_QuickbarState || m_QuickbarHidePlayer || m_QuickbarHideUI) && !itemChanged) // Don't update when it is hidden or disabled
1276 return;
1277
1278 if ( itemChanged )
1279 {
1280 UIManager manager = GetGame().GetUIManager();
1281
1283 MissionGameplay mission = MissionGameplay.Cast(GetGame().GetMission());
1284
1285 if ( mission )
1286 {
1287 inventory = mission.GetInventory();
1288 }
1289
1290 if ( inventory )
1291 {
1292 inventory.RefreshQuickbar();
1293 }
1294 }
1295
1296 if ( m_Quickbar )
1297 {
1298 m_Quickbar.UpdateItems( m_QuickbarWidget );
1299 }
1300 }
Mission mission
Definition DisplayStatus.c:28
void InventoryMenu()
Definition InventoryMenu.c:20
bool m_QuickbarHideUI
Definition IngameHud.c:141
Definition UIManager.c:2
const int MENU_INVENTORY
Definition constants.c:170

Перекрестные ссылки GetGame(), InventoryMenu(), m_Quickbar, m_QuickbarWidget, MENU_INVENTORY и mission.

◆ RefreshQuickbarVisibility()

void RefreshQuickbarVisibility ( )
inlineprotected

Перекрестные ссылки m_QuickbarState и m_QuickbarWidget.

Используется в ShowQuickBar(), ShowQuickbarPlayer() и ShowQuickbarUI().

◆ RefreshVehicleHud()

void RefreshVehicleHud ( float timeslice)
inlineprotected

engine

fuel tank

temperature

general hit timer reset

906 {
907 if (m_CurrentVehicle && !GetGame().GetUIManager().GetMenu())
908 {
909 m_VehiclePanel.Show(true);
910 float rpm_value = m_CurrentVehicle.EngineGetRPM() / m_CurrentVehicle.EngineGetRPMMax();
911 float rpm_value_red = m_CurrentVehicle.EngineGetRPMRedline() / m_CurrentVehicle.EngineGetRPMMax();
912 float speed_value = m_CurrentVehicle.GetSpeedometerAbsolute() / 200;
913
914 m_VehicleRPMPointer.SetRotation(0, 0, rpm_value * 270 - 130, true);
915 m_VehicleSpeedPointer.SetRotation(0, 0, speed_value * 260 - 130, true);
916 m_VehicleSpeedValue.SetText(Math.AbsInt(m_CurrentVehicle.GetSpeedometer()).ToString());
917
918 int engineHealthLevel = m_CurrentVehicle.GetHealthLevel("Engine");
919 int fuelTankHealthLevel = m_CurrentVehicle.GetHealthLevel("FuelTank");
920 bool newHealth = false;
921
923 if (m_CurrentVehicle.HasEngineZoneReceivedHit())
924 {
926 {
929 {
931 }
932 else
933 {
935 }
936
937 m_VehicleEngineLight.SetAlpha(1);
939 }
940
942 newHealth = true;
943 }
945 {
947 m_VehicleEngineLight.SetAlpha(1);
948 m_VehicleEngineLight.Show(true);
949 }
950 else
951 {
952 m_VehicleEngineLight.Show(false);
953 }
954
957 {
959 m_VehicleFuelLight.SetAlpha(1);
960 m_VehicleFuelLight.Show(true);
961 }
963 {
965 m_VehicleFuelLight.SetAlpha(1);
966 m_VehicleFuelLight.Show(true);
967 }
968
971 {
973 if (m_CurrentVehicle.HasRadiator())
974 {
975 int radiatorHealthLevel = m_CurrentVehicle.GetRadiator().GetHealthLevel("");
977 {
979 m_VehicleTemperatureLight.SetAlpha(1);
980 m_VehicleTemperatureLight.Show(true);
981 }
983 {
985 m_VehicleTemperatureLight.SetAlpha(1);
986 m_VehicleTemperatureLight.Show(true);
987 }
988 }
989 else
990 {
992 m_VehicleTemperatureLight.SetAlpha(1);
993 m_VehicleTemperatureLight.Show(true);
994 }
995 }
996 else
997 {
999 }
1000
1001 m_VehicleHandBrakeLight.Show(m_CurrentVehicle.IsHandbrakeActive());
1002 m_VehicleWheelLight.Show(m_CurrentVehicle.WheelIsAnyLocked());
1003
1004
1005 int engagedGear = -1;
1006 int prevGear = -1;
1007 int nextGear = -1;
1008
1009 if (m_CurrentVehicle.GearboxGetType() == CarGearboxType.MANUAL)
1010 {
1011 engagedGear = m_CurrentVehicle.GetGear();
1012 prevGear = engagedGear - 1;
1013 nextGear = engagedGear + 1;
1014
1015 if (engagedGear == CarGear.NEUTRAL)
1016 {
1017 prevGear = CarGear.REVERSE;
1018 }
1019 else if (engagedGear == CarGear.REVERSE)
1020 {
1021 prevGear = -1;
1022 nextGear = CarGear.NEUTRAL;
1023 }
1024
1027
1030 }
1031 else
1032 {
1033 engagedGear = m_CurrentVehicle.GearboxGetMode();
1034 prevGear = engagedGear - 1;
1035 nextGear = engagedGear + 1;
1036
1039
1042 }
1043
1044 // refresh backlit
1045 GetDayZGame().GetBacklit().RefreshVehicleLayout(engagedGear, newHealth);
1046
1047 m_VehicleFuelPointer.SetRotation( 0, 0, m_CurrentVehicle.GetFluidFraction( CarFluid.FUEL ) * 260 - 130, true );
1048 m_VehicleTemperaturePointer.SetRotation( 0, 0, -1 * m_CurrentVehicle.GetFluidFraction( CarFluid.COOLANT ) * 260 + 130, true );
1049
1052 {
1055 }
1056
1058 }
1059 else
1060 {
1061 m_VehiclePanel.Show(false);
1062 }
1063 }
CarFluid
Type of vehicle's fluid. (native, do not change or extend)
Definition Car.c:19
CarGearboxType
Enumerated gearbox types. (native, do not change or extend)
Definition Car.c:35
DayZGame GetDayZGame()
Definition DayZGame.c:3748
override bool IsVitalRadiator()
Definition Offroad_02.c:385
Definition Colors.c:4
const int WHITE
Definition Colors.c:15
const int COLOR_RUINED
Definition Colors.c:20
static int GetEnumSize(typename e)
Return amount of values in enum.
Definition EnConvert.c:623
Definition constants.c:615
float m_TimeSinceLastEngineLightChange
Definition IngameHud.c:860
bool m_VehicleDamageZoneHitEngineState
Definition IngameHud.c:60
Definition ItemManager.c:2
static int GetItemHealthColor(int pHealthLevel)
Definition ItemManager.c:410
const int STATE_WORN
Definition constants.c:763

Перекрестные ссылки Math::AbsInt(), Colors::COLOR_RUINED, GetDayZGame(), EnumTools::GetEnumSize(), GetGame(), ItemManager::GetItemHealthColor(), CarScript::IsVitalRadiator(), GameConstants::STATE_WORN и Colors::WHITE.

Используется в Update().

◆ SetConnectivityStatIcon() [1/2]

void SetConnectivityStatIcon ( EConnectivityStatType type,
EConnectivityStatLevel level )
private

◆ SetConnectivityStatIcon() [2/2]

override void SetConnectivityStatIcon ( EConnectivityStatType type,
EConnectivityStatLevel level )
inlineprotected
1205 {
1206 if (type == EConnectivityStatType.PING)
1207 {
1208 switch (level)
1209 {
1210 case EConnectivityStatLevel.OFF:
1211 m_HighPingA.Show(false);
1212 m_HighPingB.Show(false);
1213 break;
1214 case EConnectivityStatLevel.LEVEL1:
1215 m_HighPingA.Show(true);
1216 m_HighPingB.Show(false);
1217 break;
1218 case EConnectivityStatLevel.LEVEL2:
1219 m_HighPingA.Show(false);
1220 m_HighPingB.Show(true);
1221 break;
1222 }
1223 }
1224 else if (type == EConnectivityStatType.SERVER_PERF)
1225 {
1226 switch (level)
1227 {
1228 case EConnectivityStatLevel.OFF:
1229 m_LowServerPerfA.Show(false);
1230 m_LowServerPerfB.Show(false);
1231 break;
1232 case EConnectivityStatLevel.LEVEL1:
1233 m_LowServerPerfA.Show(true);
1234 m_LowServerPerfB.Show(false);
1235 break;
1236 case EConnectivityStatLevel.LEVEL2:
1237 m_LowServerPerfA.Show(false);
1238 m_LowServerPerfB.Show(true);
1239 break;
1240 }
1241 }
1242 else if (type == EConnectivityStatType.CONN_LOST)
1243 {
1244 switch (level)
1245 {
1246 case EConnectivityStatLevel.OFF:
1247 m_ConnectionLost.Show(false);
1248 break;
1249 case EConnectivityStatLevel.LEVEL1:
1250 m_ConnectionLost.Show(true);
1251 break
1252 }
1253 }
1254 }
EConnectivityStatType
Definition EGameStateIcons.c:2

◆ SetCursorIcon() [1/2]

void SetCursorIcon ( string icon)
inlineprivate
644{ }

◆ SetCursorIcon() [2/2]

override void SetCursorIcon ( string icon)
inlineprotected
447 {
448 if ( icon.Length() == 0 || icon == CursorIcons.None )
449 m_CursorIcon.Show(false);
450 else
451 {
452 m_CursorIcon.LoadImageFile( 0, icon );
453 m_CursorIcon.Show(true);
454 }
455 }
Definition gameplay.c:586
const string None
Definition gameplay.c:587

Перекрестные ссылки CursorIcons::None.

◆ SetCursorIconOffset() [1/2]

void SetCursorIconOffset ( string type,
float x,
float y )
inlineprivate
646{ }

◆ SetCursorIconOffset() [2/2]

override void SetCursorIconOffset ( string type,
float x,
float y )
inlineprotected
475 {
476 m_CursorIcon.FindAnyWidget( type ).GetParent().SetPos( x, y );
477 }

Перекрестные ссылки x и y.

◆ SetCursorIconScale() [1/2]

void SetCursorIconScale ( string type,
float percentage )
inlineprivate
645{ }

◆ SetCursorIconScale() [2/2]

override void SetCursorIconScale ( string type,
float percentage )
inlineprotected
468 {
469 float x, y;
470 m_CursorIcon.FindAnyWidget( type ).GetParent().GetSize( x, y );
471 m_CursorIcon.FindAnyWidget( type ).GetParent().SetSize( x * percentage, y * percentage );
472 }

Перекрестные ссылки x и y.

◆ SetCursorIconSize() [1/2]

void SetCursorIconSize ( string type,
float x,
float y )
inlineprivate
647{ }

◆ SetCursorIconSize() [2/2]

override void SetCursorIconSize ( string type,
float x,
float y )
inlineprotected
480 {
481 m_CursorIcon.FindAnyWidget( type ).GetParent().SetSize( x, y );
482 }

Перекрестные ссылки x и y.

◆ SetLeftStatsVisibility()

void SetLeftStatsVisibility ( bool visible)
inlineprotected

eg. stamina bar...

1258 {
1259 Widget child = m_LeftHudPanelWidget.GetChildren();
1260 while (child)
1261 {
1262 if (child.GetName() == "ChatFrameWidget")
1263 {
1264 child = child.GetSibling();
1265 continue
1266 }
1267
1268 child.Show(visible);
1269 child = child.GetSibling();
1270 }
1271 }
Definition EnWidgets.c:190

Используется в Init() и RefreshHudVisibility().

◆ SetPermanentCrossHair()

void SetPermanentCrossHair ( bool show)
inlineprivate
672{}

Используется в PluginBase::SwitchPermanentCrossHair().

◆ SetStamina() [1/2]

void SetStamina ( int value,
int range )
inlineprivate
639{}

◆ SetStamina() [2/2]

override void SetStamina ( int value,
int range )
inlineprotected
726 {
727 float sx, sy;
729 float percentage = 1;
730 if (max != 0)
731 {
732 percentage = range / max;
733 }
734
735 if (range != 0)
736 {
737 m_Stamina.SetCurrent(( value / range ) * 100);
738 }
739 else
740 {
741 m_Stamina.SetCurrent(0);
742 }
743
744 m_Stamina.GetSize(sx, sy);
745 m_Stamina.SetSize(percentage, sy);
746 m_StaminaBackground.SetSize(1 - percentage, sy);
747
748 // set health & blood values
749 if (!GetGame().IsMultiplayer())
750 {
751 if (GetGame().GetPlayer())
752 {
755
756 if (player)
757 {
758 float h1 = player.GetHealth("","");
759 float b1 = player.GetHealth("","Blood");
760
761 GetDayZGame().GetBacklit().SetHealth(h1);
762 GetDayZGame().GetBacklit().SetBlood(b1);
763 }
764 }
765 }
766
767 // update backlit
768 GetDayZGame().GetBacklit().UpdatePlayer(false);
769 }
Definition CfgGameplayHandler.c:2
static float GetStaminaMax()
Definition CfgGameplayHandler.c:207

Перекрестные ссылки Class::CastTo(), GetDayZGame(), GetGame(), GetPlayer(), CfgGameplayHandler::GetStaminaMax() и m_Stamina.

◆ SetStaminaBarVisibility() [1/2]

void SetStaminaBarVisibility ( bool show)
private

Используется в ManBase::StaminaHUDNotifier() и Update().

◆ SetStaminaBarVisibility() [2/2]

override void SetStaminaBarVisibility ( bool show)
inlineprotected
698 {
699 //m_StaminaBackground.Show( show );
700 //m_Stamina.Show( show );
701 if ( show )
702 {
703 m_Stamina.SetAlpha(1);
704 //m_Stamina.SetTextColor( ColorManager.COLOR_NORMAL_TEXT );
705 }
706 else
707 {
708 m_Stamina.SetAlpha(0.3);
709 //m_Stamina.SetTextColor( ColorManager.RED_COLOR );
710 }
711
712 m_IsStaminaVisible = show;
713 m_StaminaTimer = 0;
714 }
bool m_IsStaminaVisible
Definition IngameHud.c:24
float m_StaminaTimer
Definition IngameHud.c:25

Перекрестные ссылки m_Stamina.

◆ SetStomachState()

void SetStomachState ( int state)
inlineprotected
720 {
721 ImageWidget stomach = ImageWidget.Cast( m_Badges.FindAnyWidget( "Stomach" ) );
722 stomach.LoadImageFile( 0, "set:dayz_gui image:iconStomach" + state );
723 }

◆ SetTemperature() [1/2]

void SetTemperature ( string temp)
private

Используется в ManBase::OnRPC().

◆ SetTemperature() [2/2]

override void SetTemperature ( string temp)
inlineprotected
678 {
680 TextWidget temp_top = TextWidget.Cast( m_Notifiers.FindAnyWidget( "TemperatureValueTop" ) );
681 TextWidget temp_bot = TextWidget.Cast( m_Notifiers.FindAnyWidget( "TemperatureValueBottom" ) );
682 temp_top.SetText( temp );
683 temp_bot.SetText( temp );
685 }

Перекрестные ссылки m_Notifiers.

◆ SetWalkieTalkieText() [1/2]

void SetWalkieTalkieText ( string text)
inlineprivate
650{ }

◆ SetWalkieTalkieText() [2/2]

override void SetWalkieTalkieText ( string text)
inlineprotected
440 {
442 Class.CastTo(txt, m_WalkieTalkie.FindAnyWidget("Text"));
443 txt.SetText(text);
444 }

Перекрестные ссылки Class::CastTo().

◆ Show() [1/2]

void Show ( bool show)
inlineprivate
652{}

◆ Show() [2/2]

override void Show ( bool show)
inlineprotected
419 {
420 m_HudPanelWidget.Show( show );
421 }

◆ ShowCursor() [1/2]

void ShowCursor ( )
inlineprivate
642{ }

◆ ShowCursor() [2/2]

override void ShowCursor ( )
inlineprotected
458 {
459 m_CursorWidget.Show( true );
460 }

◆ ShowHud() [1/2]

void ShowHud ( bool show)
private

◆ ShowHud() [2/2]

override void ShowHud ( bool show)
inlineprotected
1186 {
1187 m_HudState = show;
1188 m_HudHidePlayer = false;
1190 }

Перекрестные ссылки RefreshHudVisibility().

◆ ShowHudInventory() [1/2]

void ShowHudInventory ( bool show)
private

◆ ShowHudInventory() [2/2]

override void ShowHudInventory ( bool show)
inlineprotected
1166 {
1167 m_HudInventory = show;
1169 }

Перекрестные ссылки RefreshHudVisibility().

◆ ShowHudPlayer() [1/2]

void ShowHudPlayer ( bool show)
private

Используется в ManBase::CloseMapEx() и MissionBase::OnUpdate().

◆ ShowHudPlayer() [2/2]

override void ShowHudPlayer ( bool show)
inlineprotected
1148 {
1149 m_HudHidePlayer = !show;
1150 if (m_HudState)
1151 {
1153 }
1154 }

Перекрестные ссылки RefreshHudVisibility().

◆ ShowHudUI() [1/2]

◆ ShowHudUI() [2/2]

override void ShowHudUI ( bool show)
inlineprotected
1157 {
1158 m_HudHideUI = !show;
1159 if (m_HudState)
1160 {
1162 }
1163 }

Перекрестные ссылки RefreshHudVisibility().

◆ ShowPlayerTag()

void ShowPlayerTag ( float timeslice)
inlineprotected
1381 {
1382 if ( m_CurrentTaggedPlayer && m_CurrentTaggedPlayer.GetIdentity() )
1383 {
1384 if ( !m_PlayerTag )
1385 {
1386 m_PlayerTag = GetGame().GetWorkspace().CreateWidgets("gui/layouts/new_ui/hud/hud_player_tag.layout");
1387 m_PlayerTagText = TextWidget.Cast( m_PlayerTag.FindAnyWidget( "TagText" ) );
1388 }
1389 m_PlayerSpineIndex = m_CurrentTaggedPlayer.GetBoneIndex( "Spine2" );
1391 vector screen_pos = GetGame().GetScreenPosRelative( player_pos );
1392
1393 if ( screen_pos[2] > 0 )
1394 {
1395 if ( screen_pos[0] > 0 && screen_pos[0] < 1 )
1396 {
1397 if ( screen_pos[1] > 0 && screen_pos[1] < 1 )
1398 {
1399 m_PlayerTagText.SetAlpha( Math.Clamp( m_PlayerTagText.GetAlpha() + timeslice * 10, 0, 1 ) );
1400 m_PlayerTag.SetPos( 0.55, 0.55 );
1401 m_PlayerTagText.SetText( m_CurrentTaggedPlayer.GetIdentity().GetPlainName() );
1402
1403 //m_PlayerTagText.SetSize( 1, 1 - screen_pos[2] / 25 );
1404 return;
1405 }
1406 }
1407 }
1408 }
1409
1410 if ( m_PlayerTag )
1411 {
1412 float new_alpha = Math.Clamp( m_PlayerTagText.GetAlpha() - timeslice * 10, 0, 1 );
1413 m_PlayerTagText.SetAlpha( Math.Clamp( m_PlayerTagText.GetAlpha() - timeslice * 10, 0, 1 ) );
1414 if ( new_alpha == 0 )
1415 {
1416 m_PlayerTagText.SetText( "" );
1418 }
1419 }
1420 }
int m_PlayerSpineIndex
Definition IngameHud.c:1375
TextWidget m_PlayerTagText
Definition IngameHud.c:1378
Widget m_PlayerTag
Definition IngameHud.c:1377

Перекрестные ссылки Math::Clamp() и GetGame().

Используется в Update().

◆ ShowQuickBar() [1/2]

void ShowQuickBar ( bool show)
private

Используется в UpdateQuickbarGlobalVisibility().

◆ ShowQuickBar() [2/2]

override void ShowQuickBar ( bool show)
inlineprotected

global setting; is quickbar visibility allowed?

1178 {
1179 m_QuickbarState = show;
1180 //shown by default
1181 m_QuickbarHidePlayer = false;
1183 }
void RefreshQuickbarVisibility()
Definition IngameHud.c:1097

Перекрестные ссылки RefreshQuickbarVisibility().

◆ ShowQuickbarPlayer() [1/2]

void ShowQuickbarPlayer ( bool show)
private

Используется в ManBase::CloseMapEx() и MissionBase::OnUpdate().

◆ ShowQuickbarPlayer() [2/2]

override void ShowQuickbarPlayer ( bool show)
inlineprotected
1142 {
1143 m_QuickbarHidePlayer = !show;
1145 }

Перекрестные ссылки RefreshQuickbarVisibility().

◆ ShowQuickbarUI() [1/2]

void ShowQuickbarUI ( bool show)
private

◆ ShowQuickbarUI() [2/2]

override void ShowQuickbarUI ( bool show)
inlineprotected
1136 {
1137 m_QuickbarHideUI = !show;
1139 }

Перекрестные ссылки RefreshQuickbarVisibility().

◆ ShowVehicleInfo() [1/2]

void ShowVehicleInfo ( )
private

Используется в ManBase::OnVehicleSeatDriverEnter().

◆ ShowVehicleInfo() [2/2]

override void ShowVehicleInfo ( )
inlineprotected
865 {
867 if (player)
868 {
869 HumanCommandVehicle hcv = player.GetCommand_Vehicle();
870 if (hcv)
871 {
872 m_CurrentVehicle = CarScript.Cast(hcv.GetTransport());
874 {
875 m_InVehicleAsDriver = true;
876 m_VehicleGearCount = m_CurrentVehicle.GetGearsCount();
878
879 float rpm_value_red = m_CurrentVehicle.EngineGetRPMRedline() / m_CurrentVehicle.EngineGetRPMMax();
880 m_VehicleRPMDial.SetMaskProgress(rpm_value_red);
881 m_VehicleRPMRedline.SetMaskProgress(1 - rpm_value_red);
882
883 m_HudPanelWidget.FindAnyWidget("PlayerPanel").Show(false);
884 m_Presence.Show(false);
885 m_StancePanel.Show(false);
886
887 m_VehiclePanel.Show(true);
888 }
889 }
890 }
891 }
Definition CivilianSedan.c:2
bool m_VehicleHasOil
Definition IngameHud.c:861
Definition human.c:690

Перекрестные ссылки GetGame() и GetPlayer().

◆ ShowWalkieTalkie() [1/4]

void ShowWalkieTalkie ( bool show)
inlineprivate
648{ }

◆ ShowWalkieTalkie() [2/4]

override void ShowWalkieTalkie ( bool show)
inlineprotected
424 {
427 m_WalkieTalkie.Show( show );
428 }

◆ ShowWalkieTalkie() [3/4]

void ShowWalkieTalkie ( int fadeOutSeconds)
inlineprivate
649{ }

◆ ShowWalkieTalkie() [4/4]

override void ShowWalkieTalkie ( int fadeOutSeconds)
inlineprotected
431 {
432 m_WalkieTalkie.Show(true);
435 m_FadeTimerWalkieTalkie.FadeOut( m_WalkieTalkie.FindAnyWidget("Icon") , fadeOutSeconds );
436 m_FadeTimerWalkieTalkieText.FadeOut( m_WalkieTalkie.FindAnyWidget("Text") , fadeOutSeconds );
437 }

◆ SpawnHitDirEffect() [1/2]

void SpawnHitDirEffect ( DayZPlayer player,
float hit_direction,
float intensity_max )
private

◆ SpawnHitDirEffect() [2/2]

override void SpawnHitDirEffect ( DayZPlayer player,
float hit_direction,
float intensity_max )
inlineprotected
1499 {
1501 {
1502 return;
1503 }
1504
1506 {
1508 }
1512 }
Definition HitDirectionArrow.c:3
static int m_Mode
Definition HitDirectionBase.c:170
static GetCurrentType()
Definition HitDirectionBase.c:206
HitDirectionModes
Definition constants.c:98

Перекрестные ссылки HitDirectionEffectBase::GetCurrentType() и HitDirectionEffectBase::m_Mode.

◆ ToggleHeatBufferPlusSign() [1/2]

void ToggleHeatBufferPlusSign ( bool show)
private

Используется в ManBase::EOnFrame().

◆ ToggleHeatBufferPlusSign() [2/2]

override void ToggleHeatBufferPlusSign ( bool show)
inlineprotected
1172 {
1173 m_HeatBufferPlus.Show( show );
1174 }

◆ Update() [1/2]

void Update ( float timeslice)
inlineprivate
656{}

Используется в ManBase::EOnFrame().

◆ Update() [2/2]

override void Update ( float timeslice)
inlineprotected
1423 {
1424 super.Update( timeslice );
1425
1428 //
1429 //modifiers - tendency status (critical)
1431 {
1432 //get color & alpha
1433 if ( m_TendencyStatusCritical.Count() > 0 )
1434 {
1435 for ( int i = 0; i < m_TendencyStatusCritical.Count(); ++i )
1436 {
1437
1439 int alpha = widget.GetAlpha() * 255;
1440 int color;
1441 int colorA = ARGB( alpha, 255, 255, 255 );
1443
1444 //set new color to different color
1445 if ( widget.GetColor() == colorA )
1446 {
1447 color = colorB;
1448 }
1449 else
1450 {
1451 color = colorA;
1452 }
1453
1454 widget.SetColor( color );
1455 }
1456 }
1457
1458 m_BlinkTime = 0; //reset
1459 }
1460 else
1461 {
1463 }
1464
1466 {
1469 {
1471 }
1472 }
1473
1474 if ( !m_IsStaminaVisible )
1475 {
1478 {
1480 }
1481
1482 }
1483
1484 if ( m_HitDirEffectArray && m_HitDirEffectArray.Count() > 0 )
1485 {
1488 }
1489
1491
1492 #ifdef PLATFORM_PS4
1495 #endif
1496 }
void Update()
Definition ActionTargetsCursor.c:301
void CleanupHitDirEffects()
Definition IngameHud.c:1522
void UpdateHitDirEffects(float timeslice)
Definition IngameHud.c:1514
void HideTemperature()
Definition IngameHud.c:687
void RefreshPlayerTags()
Definition IngameHud.c:1335
float m_BlinkTime
Definition IngameHud.c:12
const float TENDENCY_BLINK_TIME
Definition IngameHud.c:11
void ShowPlayerTag(float timeslice)
Definition IngameHud.c:1380
float m_TemperatureShowTime
Definition IngameHud.c:21
void RefreshVehicleHud(float timeslice)
Definition IngameHud.c:905
void DisplayPresence()
Definition gameplay.c:641
float m_StaminaShowTime
Definition IngameHud.c:26
void SetStaminaBarVisibility(bool show)

Перекрестные ссылки ARGB(), CleanupHitDirEffects(), DisplayPresence(), HideTemperature(), RefreshPlayerTags(), RefreshVehicleHud(), SetStaminaBarVisibility(), ShowPlayerTag(), ActionTargetsCursor::Update() и UpdateHitDirEffects().

◆ UpdateBloodName() [1/2]

void UpdateBloodName ( )
inlineprivate
653{}

Используется в ManBase::OnPlayerLoaded().

◆ UpdateBloodName() [2/2]

override void UpdateBloodName ( )
inlineprotected
1308 {
1311
1312 if( player )
1313 {
1314 string blood_name;
1315 bool positive;
1317 bool blood_type_visible = player.HasBloodTypeVisible();
1318
1319 if( blood_type_visible )
1320 {
1321 m_BloodType.SetText( blood_name );
1322 if( positive )
1323 m_BloodPosType.SetText( "+" );
1324 else
1325 m_BloodPosType.SetText( "-" );
1326 }
1327 else
1328 {
1329 m_BloodType.SetText( "" );
1330 m_BloodPosType.SetText( "" );
1331 }
1332 }
1333 }
Definition BloodType.c:2
static string GetBloodTypeName(int bloodtype, out string type, out bool positive)
Definition BloodType.c:89

Перекрестные ссылки Class::CastTo(), BloodTypes::GetBloodTypeName(), GetGame(), GetPlayer() и m_BloodType.

◆ UpdateHitDirEffects()

void UpdateHitDirEffects ( float timeslice)
inlineprotected
1515 {
1516 for (int i = 0; i < m_HitDirEffectArray.Count(); i++)
1517 {
1519 }
1520 }

Используется в Update().

◆ UpdateQuickbarGlobalVisibility() [1/2]

void UpdateQuickbarGlobalVisibility ( )
private

Используется в ManBase::OnPlayerLoaded().

◆ UpdateQuickbarGlobalVisibility() [2/2]

override void UpdateQuickbarGlobalVisibility ( )
inlineprotected
1089 {
1090 #ifdef PLATFORM_CONSOLE
1091 ShowQuickBar(GetGame().GetInput().IsEnabledMouseAndKeyboardEvenOnServer());
1092 #else
1093 ShowQuickBar(g_Game.GetProfileOption(EDayZProfilesOptions.QUICKBAR));
1094 #endif
1095 }
ActionInput GetInput()
Definition ActionBase.c:1066
void ShowQuickBar(bool show)

Перекрестные ссылки g_Game, GetGame(), GetInput() и ShowQuickBar().

◆ UpdateSpecialtyMeter()

void UpdateSpecialtyMeter ( float x,
float y )
inlineprotected
1119 {
1120 #ifdef PLATFORM_CONSOLE
1121 m_SpecializationIcon.SetPos(x, y, true);
1122 #endif
1123 }

Перекрестные ссылки m_SpecializationIcon, x и y.

◆ ZeroingKeyPress()

void ZeroingKeyPress ( )
inlineprotected
777 {
778 m_ZeroingKeyPressed = true;
779 }
bool m_ZeroingKeyPressed
Definition IngameHud.c:147

Используется в MissionBase::OnUpdate().

Поля

◆ FADE_IN_TIME

const float FADE_IN_TIME = 0.3
protected

◆ FADE_OUT_TIME

const float FADE_OUT_TIME = 0.3
protected

◆ HIDE_MENU_TIME

const float HIDE_MENU_TIME = 5
protected

◆ m_ActionButtonText

TextWidget m_ActionButtonText
protected

◆ m_ActionDesc

TextWidget m_ActionDesc
protected

◆ m_ActionHealthMark

ImageWidget m_ActionHealthMark
protected

◆ m_ActionIcon

ImageWidget m_ActionIcon
protected

◆ m_ActionIconFrame

Widget m_ActionIconFrame
protected

◆ m_ActionItemDesc

TextWidget m_ActionItemDesc
protected

◆ m_ActionMultipleItemsFrame

Widget m_ActionMultipleItemsFrame
protected

◆ m_ActionQuantityBar

ProgressBarWidget m_ActionQuantityBar
protected

◆ m_ActionQuantityBox

Widget m_ActionQuantityBox
protected

◆ m_ActionQuantityBoxText

TextWidget m_ActionQuantityBoxText
protected

◆ m_ActionTarget

Widget m_ActionTarget
protected

◆ m_ActionTargetsCursor

ActionTargetsCursor m_ActionTargetsCursor
protected

◆ m_ActionWidget

Widget m_ActionWidget
protected

◆ m_AnyBadgeVisible

bool m_AnyBadgeVisible
protected

◆ m_BadgeNotifierDivider

Widget m_BadgeNotifierDivider
protected

◆ m_Badges

Widget m_Badges
protected

◆ m_BadgesSupportedLevels

ref map<int,int> m_BadgesSupportedLevels
protected

◆ m_BadgesWidgetDisplay

ref map<int,int> m_BadgesWidgetDisplay
protected

Используется в Debug().

◆ m_BadgesWidgetNames

ref map<int,string> m_BadgesWidgetNames
protected

◆ m_BadgesWidgets

ref map<int,ImageWidget> m_BadgesWidgets
protected

◆ m_BlinkTime

float m_BlinkTime
protected

◆ m_BloodPosType

TextWidget m_BloodPosType
protected

◆ m_BloodType

TextWidget m_BloodType
protected

◆ m_ConnectionLost

ImageWidget m_ConnectionLost
protected

◆ m_CurrentTaggedPlayer

PlayerBase m_CurrentTaggedPlayer
protected

◆ m_CurrentVehicle

CarScript m_CurrentVehicle
protected

◆ m_CursorIcon

ImageWidget m_CursorIcon
protected

◆ m_CursorWidget

Widget m_CursorWidget
protected

◆ m_Faded

bool m_Faded
protected

◆ m_FadeTimerActionCursor

ref WidgetFadeTimer m_FadeTimerActionCursor
protected

◆ m_FadeTimerCrosshair

ref WidgetFadeTimer m_FadeTimerCrosshair
protected

◆ m_FadeTimerMagazineName

ref WidgetFadeTimer m_FadeTimerMagazineName
protected

◆ m_FadeTimerQuickbar

ref WidgetFadeTimer m_FadeTimerQuickbar
protected

◆ m_FadeTimers

ref array<ref WidgetFadeTimer> m_FadeTimers = new array<ref WidgetFadeTimer>
protected

◆ m_FadeTimerWalkieTalkie

ref WidgetFadeTimer m_FadeTimerWalkieTalkie
protected

◆ m_FadeTimerWalkieTalkieText

ref WidgetFadeTimer m_FadeTimerWalkieTalkieText
protected

◆ m_FadeTimerWeaponName

ref WidgetFadeTimer m_FadeTimerWeaponName
protected

◆ m_FadeTimerWeaponStats

ref WidgetFadeTimer m_FadeTimerWeaponStats
protected

◆ m_FadeTimerZeroingOld

ref WidgetFadeTimer m_FadeTimerZeroingOld
protected

◆ m_GameStatusIconsPanel

Widget m_GameStatusIconsPanel
protected

◆ m_HeatBufferPlus

ImageWidget m_HeatBufferPlus
protected

◆ m_HideTimer

ref Timer m_HideTimer
protected

◆ m_HighPingA

ImageWidget m_HighPingA
protected

◆ m_HighPingB

ImageWidget m_HighPingB
protected

◆ m_HitDirEffectArray

ref array<ref HitDirectionEffectBase> m_HitDirEffectArray
protected

◆ m_HitIndicatorDown

Widget m_HitIndicatorDown
protected

◆ m_HitIndicatorLeft

Widget m_HitIndicatorLeft
protected

◆ m_HitIndicatorRight

Widget m_HitIndicatorRight
protected

◆ m_HitIndicatorSingle

Widget m_HitIndicatorSingle
protected

◆ m_HitIndicatorUp

Widget m_HitIndicatorUp
protected

◆ m_HudHidePlayer

bool m_HudHidePlayer
protected

Используется в IsHideHudPlayer().

◆ m_HudHideUI

bool m_HudHideUI
protected

◆ m_HudInventory

bool m_HudInventory
protected

◆ m_HudPanelWidget

Widget m_HudPanelWidget
protected

Используется в GetHudPanelWidget().

◆ m_HudState

bool m_HudState
protected

Используется в GetHudState() и RefreshHudVisibility().

◆ m_InVehicleAsDriver

bool m_InVehicleAsDriver
protected

◆ m_IsHudVisible

bool m_IsHudVisible
protected

Используется в IsHudVisible().

◆ m_IsQuickbarVisible

bool m_IsQuickbarVisible
protected

Используется в IsQuickbarVisible().

◆ m_IsStaminaVisible

bool m_IsStaminaVisible
protected

◆ m_IsTemperatureVisible

bool m_IsTemperatureVisible
protected

◆ m_LeftHudPanelWidget

Widget m_LeftHudPanelWidget
protected

◆ m_LowServerPerfA

ImageWidget m_LowServerPerfA
protected

◆ m_LowServerPerfB

ImageWidget m_LowServerPerfB
protected

◆ m_MouseContinuousAction

Widget m_MouseContinuousAction
protected

◆ m_MouseSingleAction

Widget m_MouseSingleAction
protected

◆ m_Notifiers

Widget m_Notifiers
protected

◆ m_PermanentCrossHair

ImageWidget m_PermanentCrossHair
protected

◆ m_PlayerSpineIndex

int m_PlayerSpineIndex
protected

◆ m_PlayerTag

Widget m_PlayerTag
protected

◆ m_PlayerTagText

TextWidget m_PlayerTagText
protected

◆ m_Presence

Widget m_Presence
protected

◆ m_PresenceLevel0

Widget m_PresenceLevel0
protected

◆ m_PresenceLevel1

Widget m_PresenceLevel1
protected

◆ m_PresenceLevel2

Widget m_PresenceLevel2
protected

◆ m_PresenceLevel3

Widget m_PresenceLevel3
protected

◆ m_PresenceLevel4

Widget m_PresenceLevel4
protected

◆ m_Quickbar

ref InventoryQuickbar m_Quickbar
protected

Используется в GetQuickbar().

◆ m_QuickbarHidePlayer

bool m_QuickbarHidePlayer
protected

Используется в IsHideQuickbarPlayer().

◆ m_QuickbarHideUI

bool m_QuickbarHideUI
protected

◆ m_QuickbarState

bool m_QuickbarState
protected

Используется в GetQuickBarState() и RefreshQuickbarVisibility().

◆ m_QuickbarWidget

Widget m_QuickbarWidget
protected

◆ m_RadialProgressBar

Widget m_RadialProgressBar
protected

◆ m_RadialProgressBar1

Widget m_RadialProgressBar1
protected

◆ m_RadialProgressBarCrossHair

Widget m_RadialProgressBarCrossHair
protected

◆ m_SpecializationIcon

Widget m_SpecializationIcon
protected

◆ m_SpecializatonPanel

Widget m_SpecializatonPanel
protected

◆ m_Stamina

ProgressBarWidget m_Stamina
protected

◆ m_StaminaBackground

Widget m_StaminaBackground
protected

◆ m_StaminaShowTime

float m_StaminaShowTime = 0.15
protected

◆ m_StaminaTimer

float m_StaminaTimer
protected

◆ m_StanceCar

Widget m_StanceCar
protected

◆ m_StanceCrouch

Widget m_StanceCrouch
protected

◆ m_StancePanel

Widget m_StancePanel
protected

◆ m_StanceProne

Widget m_StanceProne
protected

◆ m_StanceStand

Widget m_StanceStand
protected

◆ m_StanceStandWalk

Widget m_StanceStandWalk
protected

◆ m_StatesWidgetNames

ref map<int,string> m_StatesWidgetNames
protected

◆ m_StatesWidgets

ref map<int,ImageWidget> m_StatesWidgets
protected

◆ m_TemperatureShowTime

float m_TemperatureShowTime = 30
protected

◆ m_TemperatureTimer

float m_TemperatureTimer
protected

◆ m_TendencyStatusCritical

ref map<ImageWidget, int> m_TendencyStatusCritical
protected

◆ m_Timer

ref Timer m_Timer
private

◆ m_TimeSinceLastEngineLightChange

float m_TimeSinceLastEngineLightChange
protected

◆ m_VehicleBatteryLight

ImageWidget m_VehicleBatteryLight
protected

◆ m_VehicleCurrentGearValue

TextWidget m_VehicleCurrentGearValue
protected

◆ m_VehicleDamageZoneHitEngineState

bool m_VehicleDamageZoneHitEngineState
protected

◆ m_VehicleDamageZonesHitTimer

float m_VehicleDamageZonesHitTimer
protected

◆ m_VehicleEngineLight

ImageWidget m_VehicleEngineLight
protected

◆ m_VehicleFuelLight

ImageWidget m_VehicleFuelLight
protected

◆ m_VehicleFuelPointer

ImageWidget m_VehicleFuelPointer
protected

◆ m_VehicleGearCount

int m_VehicleGearCount = -1
protected

◆ m_VehicleGearTable

ref map<int,string> m_VehicleGearTable
protected

◆ m_VehicleGearTableAuto

ref map<int,string> m_VehicleGearTableAuto
protected

◆ m_VehicleHandBrakeLight

ImageWidget m_VehicleHandBrakeLight
protected

◆ m_VehicleHasCoolant

bool m_VehicleHasCoolant
protected

◆ m_VehicleHasOil

bool m_VehicleHasOil
protected

◆ m_VehicleNextGearValue

TextWidget m_VehicleNextGearValue
protected

◆ m_VehicleOilLight

ImageWidget m_VehicleOilLight
protected

◆ m_VehiclePanel

Widget m_VehiclePanel
protected

◆ m_VehiclePrevGearValue

TextWidget m_VehiclePrevGearValue
protected

◆ m_VehicleRPMDial

ImageWidget m_VehicleRPMDial
protected

◆ m_VehicleRPMPointer

ImageWidget m_VehicleRPMPointer
protected

◆ m_VehicleRPMRedline

ImageWidget m_VehicleRPMRedline
protected

◆ m_VehicleSpeedPointer

ImageWidget m_VehicleSpeedPointer
protected

◆ m_VehicleSpeedValue

TextWidget m_VehicleSpeedValue
protected

◆ m_VehicleTemperatureIndicator

Widget m_VehicleTemperatureIndicator
protected

◆ m_VehicleTemperatureLight

ImageWidget m_VehicleTemperatureLight
protected

◆ m_VehicleTemperaturePointer

ImageWidget m_VehicleTemperaturePointer
protected

◆ m_VehicleWheelLight

ImageWidget m_VehicleWheelLight
protected

◆ m_WalkieTalkie

Widget m_WalkieTalkie
protected

◆ m_ZeroingKeyPressed

bool m_ZeroingKeyPressed
protected

◆ myTimer

ref Timer myTimer
protected

◆ TENDENCY_BLINK_TIME

const float TENDENCY_BLINK_TIME = 0.25
protected

Объявления и описания членов классов находятся в файлах: