DayZ 1.26
DayZ Explorer by KGB
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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 RefreshVehicleHudVisibility ()
 
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 ShowQuickBar (bool show)
 global setting; is quickbar visibility allowed?
 
override void ShowHud (bool show)
 
void ShowVehicleHud (bool state)
 enter/exit driver seat
 
void SetVehicleHudDisabled (bool state)
 game settings option
 
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 ()
 
override void InitHeatBufferUI (Man player)
 
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_PlayerPanelWidget
 
Widget m_QuickbarWidget
 
ref InventoryQuickbar m_Quickbar
 
Widget m_VehiclePanel
 
Widget m_VehicleHudPanels
 
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
 
VehicleHudBase m_ActiveVehicleHUD
 
ref array< VehicleHudBasem_VehicleHudArray
 
ref map< string, ref VehicleHudBasem_VehicleHudMap
 
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_VehicleHudState
 
bool m_VehicleHudDisabled
 
bool m_IsVehicleHudVisible
 
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
 
ref IngameHudHeatBuffer m_HeatBufferUI
 
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 InitHeatBufferUI (Man player)
 
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 GetLastPlayedServerEx (int characterID, out string address, out string name, out int port, out int steamQueryPort)
 
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
1649 {
1650 for (int i = m_HitDirEffectArray.Count() - 1; i > -1; i--)
1651 {
1652 if ( m_HitDirEffectArray[i].DurationCheck() )
1653 {
1654 m_HitDirEffectArray.Remove(i);
1655 }
1656 }
1657 }
ref array< ref HitDirectionEffectBase > m_HitDirEffectArray
Definition IngameHud.c:170
Definition EntityAI.c:95

Используется в Update().

◆ Debug()

void Debug ( )
inlineprotected
1665 {
1666 foreach (int val:m_BadgesWidgetDisplay)
1667 {
1668 int key = m_BadgesWidgetDisplay.GetKeyByValue(val);
1670 Print(val);
1671 Print("---------------------");
1672 }
1673 }
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
671 {
672 TextWidget bleed_count = TextWidget.Cast( m_Badges.FindAnyWidget( "BleedingCount" ) );
673
675 m_AnyBadgeVisible = false;
676 for ( int i = 0; i < m_BadgesWidgetDisplay.Count(); i++ )
677 {
678 int badge_key = m_BadgesWidgetDisplay.GetKey( i );
681
683 Class.CastTo(badge_widget, m_Badges.FindAnyWidget( badge_name ) );
684 if ( badge_widget )
685 {
686 if ( badge_value > 0 )
687 {
689 {
690 int levelIndex = badge_value - 1;
693 badge_widget.SetImage(levelIndex);
694 }
695
696 badge_widget.Show( true );
697 m_AnyBadgeVisible = true;
699 {
700 bleed_count.Show( true );
701 bleed_count.SetText( m_BadgesWidgetDisplay.Get( badge_key ).ToString() );
702 }
703 }
704 else
705 {
707 {
708 bleed_count.Show( false );
709 }
710 badge_widget.Show( false );
711 }
712 }
713 }
714
716 }
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:88
void RefreshHudVisibility()
Definition IngameHud.c:1216
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
534 {
536 if ( key == NTFKEY_FEVERISH )
537 {
539 }
540 else
541 {
543 }
544
545 // tendency arrows
546 string arrow_name = "ArrowUp";
547 if ( tendency < 0 )
548 {
549 arrow_name = "ArrowDown";
550 }
552
553 for ( int x = 1; x < 4; x++ )
554 {
555 Class.CastTo(w, m_Notifiers.FindAnyWidget( String( m_StatesWidgetNames.Get( key ) + "ArrowUp" + x.ToString() ) ) );
556 if( w )
557 w.Show( false );
558 Class.CastTo(w, m_Notifiers.FindAnyWidget( String( m_StatesWidgetNames.Get( key ) + "ArrowDown" + x.ToString() ) ) );
559 if( w )
560 w.Show( false );
561 }
562
563 if( tendency > 0 )
564 {
565 string widget_name = m_StatesWidgetNames.Get( key ) + arrow_name + Math.Clamp( tendency, 1, 3 );
566 Class.CastTo(w, m_Notifiers.FindAnyWidget( widget_name ) );
567 if( w )
568 w.Show( true );
569 }
570 }
const int NTFKEY_FEVERISH
Definition _constants.c:39
Icon x
Widget m_Notifiers
Definition IngameHud.c:84
ref map< int, string > m_StatesWidgetNames
Definition IngameHud.c:7
void DisplayTendencyNormal(int key, int tendency, int status)
Definition IngameHud.c:572
void DisplayTendencyTemp(int key, int tendency, int status)
Definition IngameHud.c:606
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
865 {
867
868 if ( Class.CastTo(player, GetGame().GetPlayer()) )
869 {
870 int presence_level = player.GetNoisePresenceInAI();
871 m_PresenceLevel0.Show( false );
872 m_PresenceLevel1.Show( false );
873 m_PresenceLevel2.Show( false );
874 m_PresenceLevel3.Show( false );
875 m_PresenceLevel4.Show( false );
876
877 if ( presence_level > 0 )
878 {
879 m_PresenceLevel0.Show( true );
880 }
881 if ( presence_level > 1 )
882 {
883 m_PresenceLevel1.Show( true );
884 }
885 if ( presence_level > 2 )
886 {
887 m_PresenceLevel2.Show( true );
888 }
889 if ( presence_level > 3 )
890 {
891 m_PresenceLevel3.Show( true );
892 }
893 if ( presence_level > 4 )
894 {
895 m_PresenceLevel4.Show( true );
896 }
897 }
898 }
PlayerBase GetPlayer()
Definition ModifierBase.c:51
Widget m_PresenceLevel2
Definition IngameHud.c:113
Widget m_PresenceLevel3
Definition IngameHud.c:114
Widget m_PresenceLevel4
Definition IngameHud.c:115
Widget m_PresenceLevel0
Definition IngameHud.c:111
Widget m_PresenceLevel1
Definition IngameHud.c:112
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
823 {
826 Car car;
827 if ( !Class.CastTo(car, player.GetDrivingVehicle()) )
828 {
829 if( stance == 1 )
830 {
831 bool is_walking;
834 m_StanceCrouch.Show(false);
835 m_StanceProne.Show(false);
836 m_StanceCar.Show( false );
837 }
838 if( stance == 2 )
839 {
840 m_StanceStand.Show(false);
841 m_StanceStandWalk.Show(false);
842 m_StanceCrouch.Show(true);
843 m_StanceProne.Show(false);
844 m_StanceCar.Show( false );
845 }
846 if( stance == 3 )
847 {
848 m_StanceStand.Show(false);
849 m_StanceStandWalk.Show(false);
850 m_StanceCrouch.Show(false);
851 m_StanceProne.Show(true);
852 m_StanceCar.Show( false );
853 }
854 }
855 else
856 {
857 m_StanceStand.Show(false);
858 m_StanceCrouch.Show(false);
859 m_StanceProne.Show(false);
860 m_StanceCar.Show( true );
861 }
862 }
Widget m_StanceStandWalk
Definition IngameHud.c:107
Widget m_StanceCrouch
Definition IngameHud.c:108
Widget m_StanceProne
Definition IngameHud.c:105
Widget m_StanceCar
Definition IngameHud.c:109
Widget m_StanceStand
Definition IngameHud.c:106

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

◆ DisplayTendencyNormal()

void DisplayTendencyNormal ( int key,
int tendency,
int status )
inlineprotected
573 {
575 Class.CastTo(w, m_Notifiers.FindAnyWidget( String( "Icon" + m_StatesWidgetNames.Get( key ) ) ) );
576
577 if( w )
578 {
579 w.SetImage( Math.Clamp( status - 1, 0, 4 ) );
580 float alpha = w.GetAlpha();
581
582 switch( status )
583 {
584 case 3:
585 w.SetColor( ARGB( alpha * 255, 220, 220, 0 ) ); //yellow
586 m_TendencyStatusCritical.Remove( w ); //remove from blinking group
587 break;
588 case 4:
589 w.SetColor( ARGB( alpha * 255, 220, 0, 0 ) ); //red
590 m_TendencyStatusCritical.Remove( w ); //remove from blinking group
591 break;
592 case 5:
593 if ( !m_TendencyStatusCritical.Contains( w ) )
594 {
595 m_TendencyStatusCritical.Insert( w, ARGB( alpha * 255, 220, 0, 0 ) ); //add to blinking group
596 }
597 break;
598 default:
599 w.SetColor( ARGB( alpha * 255, 220, 220, 220 ) ); //white
600 m_TendencyStatusCritical.Remove( w ); //remove from blinking group
601 break;
602 }
603 }
604 }
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
607 {
608 ImageWidget w = ImageWidget.Cast( m_Notifiers.FindAnyWidget( String( "Icon" + m_StatesWidgetNames.Get( key ) ) ) );
609 TextWidget temp_top = TextWidget.Cast( m_Notifiers.FindAnyWidget( "TemperatureValueTop" ) );
610 TextWidget temp_bot = TextWidget.Cast( m_Notifiers.FindAnyWidget( "TemperatureValueBottom" ) );
611 //string temp = player..ToString() + "°C";
612 float alpha = w.GetAlpha();
613
614 if ( tendency < 0 )
615 {
616 temp_top.Show( true );
617 temp_bot.Show( false );
618 }
619 else
620 {
621 temp_top.Show( false );
622 temp_bot.Show( true );
623 }
624
625 switch( status )
626 {
627 case 2:
628 w.SetColor( ARGB( alpha * 255, 220, 220, 0 ) ); //WARNING_PLUS
629 m_TendencyStatusCritical.Remove( w );
630 w.SetImage( 1 );
631
632 break;
633 case 3:
634 w.SetColor( ARGB( alpha * 255, 220, 0, 0 ) ); //CRITICAL_PLUS
635 m_TendencyStatusCritical.Remove( w );
636 w.SetImage( 0 );
637 break;
638 case 4:
639 if ( !m_TendencyStatusCritical.Contains( w ) ) //BLINKING_PLUS
640 {
641 m_TendencyStatusCritical.Insert( w, ARGB( alpha * 255, 220, 0, 0 ) );
642 }
643 w.SetImage( 0 );
644 break;
645 case 5:
646 w.SetColor( ARGB( alpha * 255, 0, 206, 209 ) ); //WARNING_MINUS
647 m_TendencyStatusCritical.Remove( w );
648 w.SetImage( 3 );
649 break;
650 case 6:
651 w.SetColor( ARGB( alpha * 255, 30, 144, 220 ) ); //CRITICAL_MINUS
652 m_TendencyStatusCritical.Remove( w );
653 w.SetImage( 4 );
654 break;
655 case 7: //BLINKING_MINUS
656 if ( !m_TendencyStatusCritical.Contains( w ) )
657 {
658 m_TendencyStatusCritical.Insert( w, ARGB( alpha * 255, 30, 144, 220 ) );
659 }
660 w.SetImage( 4 );
661 break;
662 default:
663 w.SetColor( ARGB( alpha * 255, 220, 220, 220 ) ); //DEFAULT
664 m_TendencyStatusCritical.Remove( w );
665 w.SetImage( 2 );
666 break;
667 }
668 }

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

Используется в DisplayNotifier().

◆ GetHudPanelWidget()

Widget GetHudPanelWidget ( )
inlineprotected
1426 {
1427 return m_HudPanelWidget;
1428 }
Widget m_HudPanelWidget
Definition IngameHud.c:33

Перекрестные ссылки m_HudPanelWidget.

◆ GetHudState()

bool GetHudState ( )
inlineprotected
1320 {
1321 return m_HudState;
1322 }
bool m_HudState
Definition IngameHud.c:150

Перекрестные ссылки m_HudState.

◆ GetQuickbar()

InventoryQuickbar GetQuickbar ( )
inlineprotected
1151 {
1152 return m_Quickbar;
1153 }
ref InventoryQuickbar m_Quickbar
Definition IngameHud.c:37

Перекрестные ссылки m_Quickbar.

◆ GetQuickBarState()

bool GetQuickBarState ( )
inlineprotected
1315 {
1316 return m_QuickbarState;
1317 }
bool m_QuickbarState
Definition IngameHud.c:156

Перекрестные ссылки m_QuickbarState.

◆ HideCursor() [1/2]

void HideCursor ( )
inlineprivate
643{ }

◆ HideCursor() [2/2]

override void HideCursor ( )
inlineprotected
504 {
505 m_CursorWidget.Show( false );
506 }
Widget m_CursorWidget
Definition IngameHud.c:123

◆ HideQuickbarTimer()

void HideQuickbarTimer ( )
inlineprotected
1680 {
1681 }

◆ HideTemperature()

void HideTemperature ( )
inlineprotected
729 {
731 TextWidget temp_top = TextWidget.Cast( m_Notifiers.FindAnyWidget( "TemperatureValueTop" ) );
732 TextWidget temp_bot = TextWidget.Cast( m_Notifiers.FindAnyWidget( "TemperatureValueBottom" ) );
733 temp_top.SetText( "" );
734 temp_bot.SetText( "" );
736 }
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
947 {
948 ShowVehicleHud(false);
949
951 {
954 if (m_IsHudVisible)
955 {
956 m_PlayerPanelWidget.Show(true);
957 m_Presence.Show(true);
958 m_StancePanel.Show(true);
959 }
960
961 return;
962 }
963
964 #ifndef VEH_UI_REFACTOR
965 if (m_IsHudVisible)
966 {
967 m_PlayerPanelWidget.Show(true);
968 m_Presence.Show(true);
969 m_StancePanel.Show(true);
970 }
971
974 #endif
975 }
void ShowVehicleHud(bool state)
enter/exit driver seat
Definition IngameHud.c:1301
Widget m_StancePanel
Definition IngameHud.c:110
bool m_IsHudVisible
Definition IngameHud.c:158
int m_VehicleGearCount
Definition IngameHud.c:900
Widget m_PlayerPanelWidget
Definition IngameHud.c:35
Widget m_Presence
Definition IngameHud.c:104
CarScript m_CurrentVehicle
Definition IngameHud.c:69
VehicleHudBase m_ActiveVehicleHUD
Definition IngameHud.c:72
void HideVehicleInfo()

Перекрестные ссылки VehicleHudBase::HideVehicleInfo() и ShowVehicleHud().

◆ IngameHud()

void IngameHud ( )
inlineprotected
175 {
176 m_FadeTimerCrosshair = new WidgetFadeTimer;
177 m_FadeTimerActionCursor = new WidgetFadeTimer;
178 m_FadeTimerQuickbar = new WidgetFadeTimer;
179 m_FadeTimerWalkieTalkie = new WidgetFadeTimer;
180 m_FadeTimerWalkieTalkieText = new WidgetFadeTimer;
181
182 m_StatesWidgets = new map<int, ImageWidget>; // [key] widgetName
184
186
187 m_BadgesWidgets = new map<int, ImageWidget>; // [key] widgetName
191
194
195 #ifndef VEH_UI_REFACTOR
197
199 m_VehicleGearTable.Set(-1, "");
200 m_VehicleGearTable.Set(CarGear.REVERSE, "R");
201 m_VehicleGearTable.Set(CarGear.NEUTRAL, "N");
202 m_VehicleGearTable.Set(CarGear.FIRST, "1");
203 m_VehicleGearTable.Set(CarGear.SECOND, "2");
204 m_VehicleGearTable.Set(CarGear.THIRD, "3");
205 m_VehicleGearTable.Set(CarGear.FOURTH, "4");
206 m_VehicleGearTable.Set(CarGear.FIFTH, "5");
207 m_VehicleGearTable.Set(CarGear.SIXTH, "6");
208 m_VehicleGearTable.Set(CarGear.SEVENTH, "7");
209 m_VehicleGearTable.Set(CarGear.EIGTH, "8");
210
212 m_VehicleGearTableAuto.Set(-1, "");
216 #endif
217 }
CarAutomaticGearboxMode
Enumerated automatic gearbox modes. (native, do not change or extend)
Definition Car.c:69
ref WidgetFadeTimer m_FadeTimerCrosshair
Definition IngameHud.c:90
ref map< string, ref VehicleHudBase > m_VehicleHudMap
Definition IngameHud.c:74
ref WidgetFadeTimer m_FadeTimerQuickbar
Definition IngameHud.c:98
ref WidgetFadeTimer m_FadeTimerActionCursor
Definition IngameHud.c:91
ref WidgetFadeTimer m_FadeTimerWalkieTalkieText
Definition IngameHud.c:100
ref map< int, string > m_VehicleGearTable
Definition IngameHud.c:29
ref WidgetFadeTimer m_FadeTimerWalkieTalkie
Definition IngameHud.c:99
ref array< VehicleHudBase > m_VehicleHudArray
Definition IngameHud.c:73
float m_VehicleDamageZonesHitTimer
Definition IngameHud.c:66
ref map< int, string > m_VehicleGearTableAuto
Definition IngameHud.c:30
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

220 {
222 m_HudPanelWidget.Show( true );
223
224 //Quickbar
225 m_QuickbarWidget = m_HudPanelWidget.FindAnyWidget("QuickbarGrid");
226 m_QuickbarWidget.Show( false );
227
228 //Left HUD Panel
229 m_LeftHudPanelWidget = m_HudPanelWidget.FindAnyWidget("LeftHUDPanel");
230 m_PlayerPanelWidget = m_LeftHudPanelWidget.FindAnyWidget("PlayerPanel");
231
232 //TEMPORARY HACK!!! player is not present when Hud is being initialized
234 myTimer.Run( 1, this, "InitQuickbar" );
235
236 m_CursorWidget = m_HudPanelWidget.FindAnyWidget("CursorIcons");
237 m_CursorWidget.Show(true);
238 Class.CastTo(m_CursorIcon, m_HudPanelWidget.FindAnyWidget("Cursor"));
239
240 //Permanent Crosshair
241 Class.CastTo(m_PermanentCrossHair, m_HudPanelWidget.FindAnyWidget("PermanentCrossHair"));
242
243 m_WalkieTalkie = m_HudPanelWidget.FindAnyWidget("WalkieTalkie");
244
245 //Panels
246 Class.CastTo(m_Stamina, m_HudPanelWidget.FindAnyWidget("StaminaBar"));
247 m_Presence = m_HudPanelWidget.FindAnyWidget("PresencePanel");
248 m_Badges = hud_panel_widget.FindAnyWidget("BadgesPanel");
249 m_Notifiers = m_HudPanelWidget.FindAnyWidget("NotifiersPanel");
250 m_SpecializatonPanel = m_HudPanelWidget.FindAnyWidget("SpecializationPanel");
251 m_SpecializationIcon = m_HudPanelWidget.FindAnyWidget("SpecializationIcon");
252 m_BadgeNotifierDivider = m_HudPanelWidget.FindAnyWidget("BadgeNotifierDivider");
253 m_BloodType = TextWidget.Cast( m_HudPanelWidget.FindAnyWidget("BloodType") );
254 m_BloodPosType = TextWidget.Cast( m_HudPanelWidget.FindAnyWidget("BloodPosType") );
255
256 m_VehiclePanel = m_HudPanelWidget.FindAnyWidget("VehiclePanel");
257 m_VehiclePanel.Show(false);
258
259 // Init vehicle HUDs
260 m_VehicleHudPanels = m_HudPanelWidget.FindAnyWidget("VehicleHUDPanels");
261
262 #ifdef VEH_UI_REFACTOR
263 CarHud carHud = new CarHud();
264 m_VehicleHudMap.Insert("VehicleTypeCar", carHud);
265 #endif
266
267 BoatHud boatHud = new BoatHud();
268 m_VehicleHudMap.Insert("VehicleTypeBoat", boatHud);
269
271 {
274 }
275
276 #ifndef VEH_UI_REFACTOR
277 m_VehicleRPMPointer = ImageWidget.Cast( m_VehiclePanel.FindAnyWidget("RPMPointer") );
278 m_VehicleRPMDial = ImageWidget.Cast( m_VehiclePanel.FindAnyWidget("RPMDial") );
279 m_VehicleRPMRedline = ImageWidget.Cast( m_VehiclePanel.FindAnyWidget("RPMDialRedline") );
280 m_VehicleSpeedPointer = ImageWidget.Cast( m_VehiclePanel.FindAnyWidget("SpeedPointer") );
281 m_VehicleSpeedValue = TextWidget.Cast( m_VehiclePanel.FindAnyWidget("SpeedValue") );
282
283 m_VehicleCurrentGearValue = TextWidget.Cast( m_VehiclePanel.FindAnyWidget("Current") );
284 m_VehicleNextGearValue = TextWidget.Cast( m_VehiclePanel.FindAnyWidget("Next") );
285 m_VehiclePrevGearValue = TextWidget.Cast( m_VehiclePanel.FindAnyWidget("Prev") );
286
287 m_VehicleBatteryLight = ImageWidget.Cast( m_VehiclePanel.FindAnyWidget("BatteryLight"));
288 m_VehicleEngineLight = ImageWidget.Cast( m_VehiclePanel.FindAnyWidget("EngineLight"));
289 m_VehicleOilLight = ImageWidget.Cast( m_VehiclePanel.FindAnyWidget("OilLight"));
290 m_VehicleHandBrakeLight = ImageWidget.Cast( m_VehiclePanel.FindAnyWidget("HandBrakeLight"));
291 m_VehicleWheelLight = ImageWidget.Cast( m_VehiclePanel.FindAnyWidget("WheelLight"));
292
293 m_VehicleTemperatureIndicator = m_VehiclePanel.FindAnyWidget("TemperatureIndicator");
294 m_VehicleTemperaturePointer = ImageWidget.Cast(m_VehiclePanel.FindAnyWidget("TemperaturePointer"));
295 m_VehicleTemperatureLight = ImageWidget.Cast(m_VehiclePanel.FindAnyWidget("TemperatureLight"));
296 m_VehicleFuelPointer = ImageWidget.Cast(m_VehiclePanel.FindAnyWidget("FuelPointer"));
297 m_VehicleFuelLight = ImageWidget.Cast(m_VehiclePanel.FindAnyWidget("FuelLight"));
298 #endif
299
300
301 m_StaminaBackground = m_HudPanelWidget.FindAnyWidget("StaminaBackground");
302 m_StaminaBackground.Show(true);
303 m_StanceProne = m_HudPanelWidget.FindAnyWidget("StanceProne");
304 m_StanceCrouch = m_HudPanelWidget.FindAnyWidget("StanceCrouch");
305 m_StanceStand = m_HudPanelWidget.FindAnyWidget("StanceStand");
306 m_StanceStandWalk = m_HudPanelWidget.FindAnyWidget("StanceStandWalk");
307 m_StanceCar = m_HudPanelWidget.FindAnyWidget("StanceCar");
308 m_StancePanel = m_HudPanelWidget.FindAnyWidget("StancePanel");
309
310 m_ActionTarget = m_HudPanelWidget.FindAnyWidget("ActionTargetsCursorWidget");
313
314 // heat buffer plus sign
315 m_HeatBufferPlus = ImageWidget.Cast( m_HudPanelWidget.FindAnyWidget( "HeatBuffer1" ) );
316
317 //Game State Icons
318 m_GameStatusIconsPanel = m_HudPanelWidget.FindAnyWidget("GameStatusIcons");
319 m_HighPingA = ImageWidget.Cast(m_HudPanelWidget.FindAnyWidget("HighPingA"));
320 m_HighPingB = ImageWidget.Cast(m_HudPanelWidget.FindAnyWidget("HighPingB"));
321 m_LowServerPerfA = ImageWidget.Cast(m_HudPanelWidget.FindAnyWidget("LowServerPerfA"));
322 m_LowServerPerfB = ImageWidget.Cast(m_HudPanelWidget.FindAnyWidget("LowServerPerfB"));
323 m_ConnectionLost = ImageWidget.Cast(m_HudPanelWidget.FindAnyWidget("ConnectionLost"));
324
325 if ( m_HeatBufferPlus )
326 m_HeatBufferPlus.Show( false );
327
328 #ifndef NO_GUI
330 m_Timer.Run(0.333, this, "RefreshQuickbar", NULL, true );
331 #endif
333
334 m_PresenceLevel0 = hud_panel_widget.FindAnyWidget("Presence0");
335 m_PresenceLevel1 = hud_panel_widget.FindAnyWidget("Presence1");
336 m_PresenceLevel2 = hud_panel_widget.FindAnyWidget("Presence2");
337 m_PresenceLevel3 = hud_panel_widget.FindAnyWidget("Presence3");
338 m_PresenceLevel4 = hud_panel_widget.FindAnyWidget("Presence4");
339 m_PresenceLevel0.Show( false );
340 m_PresenceLevel1.Show( false );
341 m_PresenceLevel2.Show( false );
342 m_PresenceLevel3.Show( false );
343 m_PresenceLevel4.Show( false );
344
346 m_HudState = g_Game.GetProfileOption( EDayZProfilesOptions.HUD );
347 m_VehicleHudDisabled = !g_Game.GetProfileOption( EDayZProfilesOptions.HUD_VEHICLE );
348 MissionGameplay.Cast(GetGame().GetMission()).GetConnectivityInvoker().Insert(OnConnectionIconsSettingsChanged);
349 m_GameStatusIconsPanel.Show(g_Game.GetProfileOption(EDayZProfilesOptions.CONNECTIVITY_INFO));
350 //ShowQuickBar(GetGame().GetInput().IsEnabledMouseAndKeyboardEvenOnServer() && g_Game.GetProfileOption(EDayZProfilesOptions.QUICKBAR)); //unreliable
351 }
DayZGame g_Game
Definition DayZGame.c:3815
EDayZProfilesOptions
Definition EDayZProfilesOptions.c:2
Definition BoatHud.c:3
Definition CarHud.c:3
ImageWidget m_CursorIcon
Definition IngameHud.c:124
TextWidget m_VehiclePrevGearValue
Definition IngameHud.c:57
ImageWidget m_VehicleRPMDial
Definition IngameHud.c:44
void SetLeftStatsVisibility(bool visible)
eg. stamina bar...
Definition IngameHud.c:1377
Widget m_QuickbarWidget
Definition IngameHud.c:36
ImageWidget m_ConnectionLost
Definition IngameHud.c:82
ImageWidget m_HighPingA
Definition IngameHud.c:78
TextWidget m_VehicleSpeedValue
Definition IngameHud.c:53
Widget m_SpecializationIcon
Definition IngameHud.c:168
Widget m_VehicleHudPanels
Definition IngameHud.c:40
ImageWidget m_VehicleFuelPointer
Definition IngameHud.c:50
Widget m_VehicleTemperatureIndicator
Definition IngameHud.c:47
ImageWidget m_VehicleSpeedPointer
Definition IngameHud.c:46
ImageWidget m_HeatBufferPlus
Definition IngameHud.c:22
bool m_VehicleHudDisabled
Definition IngameHud.c:152
TextWidget m_VehicleCurrentGearValue
Definition IngameHud.c:55
Widget m_SpecializatonPanel
Definition IngameHud.c:167
ImageWidget m_LowServerPerfB
Definition IngameHud.c:81
Widget m_WalkieTalkie
Definition IngameHud.c:125
ImageWidget m_VehicleFuelLight
Definition IngameHud.c:51
ImageWidget m_PermanentCrossHair
Definition IngameHud.c:145
ActionTargetsCursor m_ActionTargetsCursor
Definition IngameHud.c:142
ImageWidget m_VehicleRPMPointer
Definition IngameHud.c:43
ImageWidget m_VehicleRPMRedline
Definition IngameHud.c:45
Widget m_StaminaBackground
Definition IngameHud.c:103
void OnConnectionIconsSettingsChanged(bool enabled)
Definition IngameHud.c:445
ProgressBarWidget m_Stamina
Definition IngameHud.c:102
Widget m_LeftHudPanelWidget
Definition IngameHud.c:34
ImageWidget m_VehicleTemperaturePointer
Definition IngameHud.c:48
ImageWidget m_HighPingB
Definition IngameHud.c:79
Widget m_GameStatusIconsPanel
Definition IngameHud.c:77
TextWidget m_BloodType
Definition IngameHud.c:85
ImageWidget m_VehicleOilLight
Definition IngameHud.c:61
ImageWidget m_VehicleEngineLight
Definition IngameHud.c:60
Widget m_ActionTarget
Definition IngameHud.c:141
Widget m_BadgeNotifierDivider
Definition IngameHud.c:87
ImageWidget m_VehicleWheelLight
Definition IngameHud.c:63
TextWidget m_VehicleNextGearValue
Definition IngameHud.c:56
void InitBadgesAndNotifiers()
Definition IngameHud.c:353
ref Timer m_Timer
Definition gameplay.c:635
TextWidget m_BloodPosType
Definition IngameHud.c:86
ImageWidget m_VehicleHandBrakeLight
Definition IngameHud.c:62
ImageWidget m_LowServerPerfA
Definition IngameHud.c:80
ImageWidget m_VehicleBatteryLight
Definition IngameHud.c:59
ref Timer myTimer
Definition IngameHud.c:116
Widget m_VehiclePanel
Definition IngameHud.c:39
ImageWidget m_VehicleTemperatureLight
Definition IngameHud.c:49
Definition DayZPlayerImplement.c:63
Definition VehicleHudBase.c:3
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, m_VehicleHudMap и SetLeftStatsVisibility().

◆ InitBadgesAndNotifiers()

void InitBadgesAndNotifiers ( )
inlineprotected
354 {
355 // state notifiers
356 m_StatesWidgetNames.Clear();
357 m_StatesWidgets.Clear();
358 m_StatesWidgetNames.Set( NTFKEY_THIRSTY, "Thirsty" );
359 m_StatesWidgetNames.Set( NTFKEY_HUNGRY, "Hungry" );
360 m_StatesWidgetNames.Set( NTFKEY_SICK, "Health" );
361 m_StatesWidgetNames.Set( NTFKEY_BLEEDISH, "Blood" );
362 m_StatesWidgetNames.Set( NTFKEY_FEVERISH, "Temperature" );
363
364 m_Notifiers.Show( true );
365 m_Badges.Show( true );
366
367 int i = 0;
368 int key = 0;
369 for ( i = 0; i < m_StatesWidgetNames.Count(); i++ )
370 {
371 string widget_name = m_StatesWidgetNames.GetElement(i);
372 key = m_StatesWidgetNames.GetKey(i);
374 Class.CastTo(w, m_Notifiers.FindAnyWidget( String( "Icon" + widget_name ) ) );
375 m_StatesWidgets.Set( key, w );
376 w.Show( true );
377 for ( int y = 0; y < 5; y++ )
378 {
379 w.LoadImageFile( y, "set:dayz_gui image:icon" + widget_name + y );
380 }
381
382 w.SetImage( 0 );
383 float alpha = w.GetAlpha();
384 w.SetColor( ARGB( alpha * 255, 220, 220, 220 ) ); //white
385 m_TendencyStatusCritical.Remove( w );
386 // clear all arrows
387 for ( int x = 1; x < 4; x++ )
388 {
389 Class.CastTo(w, m_Notifiers.FindAnyWidget( String( widget_name + "ArrowUp" + x.ToString() ) ) );
390 w.Show( false );
391 Class.CastTo(w, m_Notifiers.FindAnyWidget( String( widget_name + "ArrowDown" + x.ToString() ) ) );
392 w.Show( false );
393 }
394
395
396 }
397
398 // badges
399 m_BadgesWidgetNames.Clear();
400 m_BadgesWidgets.Clear();
401 m_BadgesWidgetDisplay.Clear();
403
404 m_BadgesWidgetNames.Set( NTFKEY_FRACTURE, "Fracture" );
405 m_BadgesWidgetNames.Set( NTFKEY_STUFFED, "Stomach" );
406 m_BadgesWidgetNames.Set( NTFKEY_SICK, "Sick" );
407 m_BadgesWidgetNames.Set( NTFKEY_WETNESS, "Wetness" );
408 m_BadgesWidgetNames.Set( NTFKEY_POISONED, "Poisoned" );
409 m_BadgesWidgetNames.Set( NTFKEY_BLEEDISH, "Bleeding" );
410 m_BadgesWidgetNames.Set( NTFKEY_LIVES, "Shock" );
411 m_BadgesWidgetNames.Set( NTFKEY_PILLS, "Pills" );
412 m_BadgesWidgetNames.Set( NTFKEY_LEGS, "InjuredLegs" );
413
414 // any badges not included bellow are just ON/OFF
416
417 for ( i = 0; i < m_BadgesWidgetNames.Count(); i++ )
418 {
419 string badge_name = m_BadgesWidgetNames.GetElement( i);
420 key = m_BadgesWidgetNames.GetKey( i );
422
423
424 Class.CastTo(badge_widget, m_Badges.FindAnyWidget( badge_name ) );
425
426 if (m_BadgesSupportedLevels.Contains(key))
427 {
429
430 for ( int q = 0; q < badgeCountMax; q++ )
431 {
432 badge_widget.LoadImageFile( q, "set:dayz_gui image:icon" + badge_name + q );
433 }
434 }
435
437 badge_widget.Show( false );
438 m_BadgesWidgetDisplay.Set( key, false );
439 }
440 m_AnyBadgeVisible = false;
441 m_BadgeNotifierDivider.Show(false);
442
443 }
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().

◆ InitHeatBufferUI() [1/2]

void InitHeatBufferUI ( Man player)
private

Используется в ManBase::OnPlayerLoaded().

◆ InitHeatBufferUI() [2/2]

override void InitHeatBufferUI ( Man player)
inlineprotected
1660 {
1662 }
ref IngameHudHeatBuffer m_HeatBufferUI
Definition IngameHud.c:172
Definition IngameHudHeatBuffer.c:3

◆ InitQuickbar()

void InitQuickbar ( )
inlineprotected
1143 {
1144 if (m_Quickbar == NULL)
1145 {
1146 m_Quickbar = new InventoryQuickbar( m_QuickbarWidget );
1147 }
1148 }

Перекрестные ссылки m_Quickbar и m_QuickbarWidget.

◆ IsHideHudPlayer()

bool IsHideHudPlayer ( )
inlineprotected
1244 {
1245 return m_HudHidePlayer;
1246 }
bool m_HudHidePlayer
Definition IngameHud.c:148

Перекрестные ссылки m_HudHidePlayer.

Используется в MissionBase::OnUpdate().

◆ IsHideQuickbarPlayer()

bool IsHideQuickbarPlayer ( )
inlineprotected
1239 {
1240 return m_QuickbarHidePlayer;
1241 }
bool m_QuickbarHidePlayer
Definition IngameHud.c:155

Перекрестные ссылки m_QuickbarHidePlayer.

Используется в MissionBase::OnUpdate().

◆ IsHudVisible()

bool IsHudVisible ( )
inlineprotected
1161 {
1162 return m_IsHudVisible;
1163 }

Перекрестные ссылки m_IsHudVisible.

Используется в ScriptedWidgetEventHandler::Update().

◆ IsQuickbarVisible()

bool IsQuickbarVisible ( )
inlineprotected
1156 {
1157 return m_IsQuickbarVisible;
1158 }
bool m_IsQuickbarVisible
Definition IngameHud.c:157

Перекрестные ссылки m_IsQuickbarVisible.

◆ KeyPress()

bool KeyPress ( int key)
inlineprotected
813 {
814 return false;
815 }

Используется в MissionBase::OnKeyPress().

◆ OnConnectionIconsSettingsChanged()

void OnConnectionIconsSettingsChanged ( bool enabled)
inlineprotected
446 {
448 }

◆ OnResizeScreen() [1/2]

void OnResizeScreen ( )
private

Используется в MissionBase::OnEvent().

◆ OnResizeScreen() [2/2]

override void OnResizeScreen ( )
inlineprotected
451 {
452 float x, y;
453 m_HudPanelWidget.GetScreenSize( x, y );
454 m_HudPanelWidget.Update();
455 m_Badges.Update();
456 m_Notifiers.SetPos( 0, 0 );
457 }

Перекрестные ссылки m_Notifiers, x и y.

◆ RefreshHudVisibility()

void RefreshHudVisibility ( )
inlineprotected
1217 {
1219
1221 m_Badges.Show( m_IsHudVisible );
1224 #ifdef PLATFORM_CONSOLE
1226 #else
1227 m_SpecializatonPanel.Show(false);
1228 #endif
1229 }
bool m_HudHideUI
Definition IngameHud.c:147
bool m_HudInventory
Definition IngameHud.c:149

Перекрестные ссылки m_HudState, m_Notifiers и SetLeftStatsVisibility().

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

◆ RefreshPlayerTags()

void RefreshPlayerTags ( )
inlineprotected
1459 {
1460 if( GetGame().GetPlayer() )
1461 {
1462 bool found = false;
1463 vector head_pos = GetGame().GetCurrentCameraPosition();
1464 float distance;
1465 foreach( Man player : ClientData.m_PlayerBaseList )
1466 {
1467 vector target_player = player.GetPosition();
1469
1470 target_player[1] = target_player[1] + 1.2;
1471
1472 if( distance <= 15 && player != GetGame().GetPlayer() )
1473 {
1474 vector screen_pos = GetGame().GetScreenPosRelative( target_player );
1475 vector end_pos = head_pos + GetGame().GetCurrentCameraDirection() * 25;
1477 params.sorted = true;
1478
1481 if( results.Count() > 0 )
1482 {
1483 if( results.Get( 0 ).obj == player )
1484 {
1486 found = true;
1487 }
1488 }
1489 }
1490 }
1491 if( !found )
1492 {
1494 }
1495 }
1496 }
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:1499
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
1397 {
1398 if ((!m_QuickbarState || m_QuickbarHidePlayer || m_QuickbarHideUI) && !itemChanged) // Don't update when it is hidden or disabled
1399 return;
1400
1401 if ( itemChanged )
1402 {
1403 UIManager manager = GetGame().GetUIManager();
1404
1406 MissionGameplay mission = MissionGameplay.Cast(GetGame().GetMission());
1407
1408 if ( mission )
1409 {
1410 inventory = mission.GetInventory();
1411 }
1412
1413 if ( inventory )
1414 {
1415 inventory.RefreshQuickbar();
1416 }
1417 }
1418
1419 if ( m_Quickbar )
1420 {
1421 m_Quickbar.UpdateItems( m_QuickbarWidget );
1422 }
1423 }
Mission mission
Definition DisplayStatus.c:28
void InventoryMenu()
Definition InventoryMenu.c:20
bool m_QuickbarHideUI
Definition IngameHud.c:154
Definition UIManager.c:2
const int MENU_INVENTORY
Definition constants.c:178

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

978 {
979 RefreshVehicleHudVisibility(); // these run in frame because they are overriden by close menu logic which forces everything in left HUD panel visible atm
980
983
984 #ifndef VEH_UI_REFACTOR
986 {
987 m_PlayerPanelWidget.Show(false);
988 m_StancePanel.Show(false);
989 m_Presence.Show(false);
990 float rpm_value = m_CurrentVehicle.EngineGetRPM() / m_CurrentVehicle.EngineGetRPMMax();
991 float rpm_value_red = m_CurrentVehicle.EngineGetRPMRedline() / m_CurrentVehicle.EngineGetRPMMax();
992 float speed_value = m_CurrentVehicle.GetSpeedometerAbsolute() / 200;
993
994 m_VehicleRPMPointer.SetRotation(0, 0, rpm_value * 270 - 130, true);
995 m_VehicleSpeedPointer.SetRotation(0, 0, speed_value * 260 - 130, true);
996 m_VehicleSpeedValue.SetText(Math.AbsInt(m_CurrentVehicle.GetSpeedometer()).ToString());
997
998 int engineHealthLevel = m_CurrentVehicle.GetHealthLevel("Engine");
999 int fuelTankHealthLevel = m_CurrentVehicle.GetHealthLevel("FuelTank");
1000 bool newHealth = false;
1001
1003 if (m_CurrentVehicle.HasEngineZoneReceivedHit())
1004 {
1006 {
1007 m_VehicleEngineLight.Show(!m_VehicleEngineLight.IsVisible());
1009 {
1011 }
1012 else
1013 {
1015 }
1016
1017 m_VehicleEngineLight.SetAlpha(1);
1019 }
1020
1022 newHealth = true;
1023 }
1025 {
1027 m_VehicleEngineLight.SetAlpha(1);
1028 m_VehicleEngineLight.Show(true);
1029 }
1030 else
1031 {
1032 m_VehicleEngineLight.Show(false);
1033 }
1034
1037 {
1039 m_VehicleFuelLight.SetAlpha(1);
1040 m_VehicleFuelLight.Show(true);
1041 }
1043 {
1045 m_VehicleFuelLight.SetAlpha(1);
1046 m_VehicleFuelLight.Show(true);
1047 }
1048
1051 {
1053 if (m_CurrentVehicle.HasRadiator())
1054 {
1055 int radiatorHealthLevel = m_CurrentVehicle.GetRadiator().GetHealthLevel("");
1057 {
1059 m_VehicleTemperatureLight.SetAlpha(1);
1060 m_VehicleTemperatureLight.Show(true);
1061 }
1063 {
1065 m_VehicleTemperatureLight.SetAlpha(1);
1066 m_VehicleTemperatureLight.Show(true);
1067 }
1068 }
1069 else
1070 {
1072 m_VehicleTemperatureLight.SetAlpha(1);
1073 m_VehicleTemperatureLight.Show(true);
1074 }
1075 }
1076 else
1077 {
1079 }
1080
1081 m_VehicleHandBrakeLight.Show(m_CurrentVehicle.IsHandbrakeActive());
1082 m_VehicleWheelLight.Show(m_CurrentVehicle.WheelIsAnyLocked());
1083
1084
1085 int engagedGear = -1;
1086 int prevGear = -1;
1087 int nextGear = -1;
1088
1089 if (m_CurrentVehicle.GearboxGetType() == CarGearboxType.MANUAL)
1090 {
1091 engagedGear = m_CurrentVehicle.GetGear();
1092 prevGear = engagedGear - 1;
1093 nextGear = engagedGear + 1;
1094
1095 if (engagedGear == CarGear.NEUTRAL)
1096 {
1097 prevGear = CarGear.REVERSE;
1098 }
1099 else if (engagedGear == CarGear.REVERSE)
1100 {
1101 prevGear = -1;
1102 nextGear = CarGear.NEUTRAL;
1103 }
1104
1107
1110 }
1111 else
1112 {
1113 engagedGear = m_CurrentVehicle.GearboxGetMode();
1114 prevGear = engagedGear - 1;
1115 nextGear = engagedGear + 1;
1116
1119
1122 }
1123
1124 // refresh backlit
1125 GetDayZGame().GetBacklit().RefreshVehicleLayout(engagedGear, newHealth);
1126
1127 m_VehicleFuelPointer.SetRotation( 0, 0, m_CurrentVehicle.GetFluidFraction( CarFluid.FUEL ) * 260 - 130, true );
1128 m_VehicleTemperaturePointer.SetRotation( 0, 0, -1 * m_CurrentVehicle.GetFluidFraction( CarFluid.COOLANT ) * 260 + 130, true );
1129
1132 {
1135 }
1136
1138 }
1139 #endif
1140 }
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:3817
override bool IsVitalRadiator()
Definition Offroad_02.c:386
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:638
float m_TimeSinceLastEngineLightChange
Definition IngameHud.c:901
bool m_VehicleDamageZoneHitEngineState
Definition IngameHud.c:65
void RefreshVehicleHudVisibility()
Definition IngameHud.c:1180
Definition ItemManager.c:2
static int GetItemHealthColor(int pHealthLevel)
Definition ItemManager.c:410
void RefreshVehicleHud(float timeslice)
const int STATE_WORN
Definition constants.c:810

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

Используется в Update().

◆ RefreshVehicleHudVisibility()

void RefreshVehicleHudVisibility ( )
inlineprotected
1181 {
1182 m_IsVehicleHudVisible = !m_VehicleHudDisabled && m_VehicleHudState && !GetGame().GetUIManager().GetMenu();
1183
1184 if (m_VehicleHudState) // being in vehicle should hide stamina and others
1185 {
1186 m_PlayerPanelWidget.Show(false);
1187 m_StancePanel.Show(false);
1188 m_Presence.Show(false);
1189 }
1190
1192 {
1193 m_VehicleHudPanels.Show(true);
1194
1195 foreach (VehicleHudBase hudBase : m_VehicleHudArray) // hide inactive vehicle huds
1196 {
1198 hudBase.HidePanel();
1199 }
1200 }
1201 else
1202 m_VehicleHudPanels.Show(false);
1203
1204 #ifdef VEH_UI_REFACTOR
1205 m_VehiclePanel.Show(false); // Temp
1206 #endif
1207
1208 #ifndef VEH_UI_REFACTOR
1210 m_VehiclePanel.Show(true);
1211 else
1212 m_VehiclePanel.Show(false);
1213 #endif
1214 }
bool m_IsVehicleHudVisible
Definition IngameHud.c:153
bool m_VehicleHudState
Definition IngameHud.c:151

Перекрестные ссылки GetGame() и m_VehicleHudArray.

Используется в RefreshVehicleHud(), SetVehicleHudDisabled() и ShowVehicleHud().

◆ SetConnectivityStatIcon() [1/2]

void SetConnectivityStatIcon ( EConnectivityStatType type,
EConnectivityStatLevel level )
private

◆ SetConnectivityStatIcon() [2/2]

override void SetConnectivityStatIcon ( EConnectivityStatType type,
EConnectivityStatLevel level )
inlineprotected
1325 {
1326 if (type == EConnectivityStatType.PING)
1327 {
1328 switch (level)
1329 {
1330 case EConnectivityStatLevel.OFF:
1331 m_HighPingA.Show(false);
1332 m_HighPingB.Show(false);
1333 break;
1334 case EConnectivityStatLevel.LEVEL1:
1335 m_HighPingA.Show(true);
1336 m_HighPingB.Show(false);
1337 break;
1338 case EConnectivityStatLevel.LEVEL2:
1339 m_HighPingA.Show(false);
1340 m_HighPingB.Show(true);
1341 break;
1342 }
1343 }
1344 else if (type == EConnectivityStatType.SERVER_PERF)
1345 {
1346 switch (level)
1347 {
1348 case EConnectivityStatLevel.OFF:
1349 m_LowServerPerfA.Show(false);
1350 m_LowServerPerfB.Show(false);
1351 break;
1352 case EConnectivityStatLevel.LEVEL1:
1353 m_LowServerPerfA.Show(true);
1354 m_LowServerPerfB.Show(false);
1355 break;
1356 case EConnectivityStatLevel.LEVEL2:
1357 m_LowServerPerfA.Show(false);
1358 m_LowServerPerfB.Show(true);
1359 break;
1360 }
1361 }
1362 else if (type == EConnectivityStatType.CONN_LOST)
1363 {
1364 switch (level)
1365 {
1366 case EConnectivityStatLevel.OFF:
1367 m_ConnectionLost.Show(false);
1368 break;
1369 case EConnectivityStatLevel.LEVEL1:
1370 m_ConnectionLost.Show(true);
1371 break
1372 }
1373 }
1374 }
EConnectivityStatType
Definition EGameStateIcons.c:2

◆ SetCursorIcon() [1/2]

void SetCursorIcon ( string icon)
inlineprivate
644{ }

◆ SetCursorIcon() [2/2]

override void SetCursorIcon ( string icon)
inlineprotected
488 {
489 if ( icon.Length() == 0 || icon == CursorIcons.None )
490 m_CursorIcon.Show(false);
491 else
492 {
493 m_CursorIcon.LoadImageFile( 0, icon );
494 m_CursorIcon.Show(true);
495 }
496 }
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
516 {
517 m_CursorIcon.FindAnyWidget( type ).GetParent().SetPos( x, y );
518 }

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
509 {
510 float x, y;
511 m_CursorIcon.FindAnyWidget( type ).GetParent().GetSize( x, y );
512 m_CursorIcon.FindAnyWidget( type ).GetParent().SetSize( x * percentage, y * percentage );
513 }

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
521 {
522 m_CursorIcon.FindAnyWidget( type ).GetParent().SetSize( x, y );
523 }

Перекрестные ссылки x и y.

◆ SetLeftStatsVisibility()

void SetLeftStatsVisibility ( bool visible)
inlineprotected

eg. stamina bar...

1378 {
1379 if (!m_IsHudVisible)
1380 visible = false;
1381
1382 Widget child = m_LeftHudPanelWidget.GetChildren();
1383 while (child)
1384 {
1385 if (child.GetName() == "ChatFrameWidget")
1386 {
1387 child = child.GetSibling();
1388 continue
1389 }
1390
1391 child.Show(visible);
1392 child = child.GetSibling();
1393 }
1394 }
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
767 {
768 float sx, sy;
770 float percentage = 1;
771 if (max != 0)
772 {
773 percentage = range / max;
774 }
775
776 if (range != 0)
777 {
778 m_Stamina.SetCurrent(( value / range ) * 100);
779 }
780 else
781 {
782 m_Stamina.SetCurrent(0);
783 }
784
785 m_Stamina.GetSize(sx, sy);
786 m_Stamina.SetSize(percentage, sy);
787 m_StaminaBackground.SetSize(1 - percentage, sy);
788
789 // set health & blood values
790 if (!GetGame().IsMultiplayer())
791 {
792 if (GetGame().GetPlayer())
793 {
796
797 if (player)
798 {
799 float h1 = player.GetHealth("","");
800 float b1 = player.GetHealth("","Blood");
801
802 GetDayZGame().GetBacklit().SetHealth(h1);
803 GetDayZGame().GetBacklit().SetBlood(b1);
804 }
805 }
806 }
807
808 // update backlit
809 GetDayZGame().GetBacklit().UpdatePlayer(false);
810 }
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
739 {
740 //m_StaminaBackground.Show( show );
741 //m_Stamina.Show( show );
742 if ( show )
743 {
744 m_Stamina.SetAlpha(1);
745 //m_Stamina.SetTextColor( ColorManager.COLOR_NORMAL_TEXT );
746 }
747 else
748 {
749 m_Stamina.SetAlpha(0.3);
750 //m_Stamina.SetTextColor( ColorManager.RED_COLOR );
751 }
752
753 m_IsStaminaVisible = show;
754 m_StaminaTimer = 0;
755 }
bool m_IsStaminaVisible
Definition IngameHud.c:24
float m_StaminaTimer
Definition IngameHud.c:25

Перекрестные ссылки m_Stamina.

◆ SetStomachState()

void SetStomachState ( int state)
inlineprotected
761 {
762 ImageWidget stomach = ImageWidget.Cast( m_Badges.FindAnyWidget( "Stomach" ) );
763 stomach.LoadImageFile( 0, "set:dayz_gui image:iconStomach" + state );
764 }

◆ SetTemperature() [1/2]

void SetTemperature ( string temp)
private

Используется в ManBase::OnRPC().

◆ SetTemperature() [2/2]

override void SetTemperature ( string temp)
inlineprotected
719 {
721 TextWidget temp_top = TextWidget.Cast( m_Notifiers.FindAnyWidget( "TemperatureValueTop" ) );
722 TextWidget temp_bot = TextWidget.Cast( m_Notifiers.FindAnyWidget( "TemperatureValueBottom" ) );
723 temp_top.SetText( temp );
724 temp_bot.SetText( temp );
726 }

Перекрестные ссылки m_Notifiers.

◆ SetVehicleHudDisabled()

void SetVehicleHudDisabled ( bool state)
inlineprotected

game settings option

Перекрестные ссылки RefreshVehicleHudVisibility().

◆ SetWalkieTalkieText() [1/2]

void SetWalkieTalkieText ( string text)
inlineprivate
650{ }

◆ SetWalkieTalkieText() [2/2]

override void SetWalkieTalkieText ( string text)
inlineprotected
481 {
483 Class.CastTo(txt, m_WalkieTalkie.FindAnyWidget("Text"));
484 txt.SetText(text);
485 }

Перекрестные ссылки Class::CastTo().

◆ Show() [1/2]

void Show ( bool show)
inlineprivate
652{}

◆ Show() [2/2]

override void Show ( bool show)
inlineprotected
460 {
461 m_HudPanelWidget.Show( show );
462 }

◆ ShowCursor() [1/2]

void ShowCursor ( )
inlineprivate
642{ }

◆ ShowCursor() [2/2]

override void ShowCursor ( )
inlineprotected
499 {
500 m_CursorWidget.Show( true );
501 }

◆ ShowHud() [1/2]

void ShowHud ( bool show)
private

◆ ShowHud() [2/2]

override void ShowHud ( bool show)
inlineprotected
1294 {
1295 m_HudState = show;
1296 m_HudHidePlayer = false;
1298 }

Перекрестные ссылки RefreshHudVisibility().

◆ ShowHudInventory() [1/2]

void ShowHudInventory ( bool show)
private

◆ ShowHudInventory() [2/2]

override void ShowHudInventory ( bool show)
inlineprotected
1279 {
1280 m_HudInventory = show;
1282 }

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
1261 {
1262 m_HudHidePlayer = !show;
1263 if (m_HudState)
1264 {
1266 }
1267 }

Перекрестные ссылки RefreshHudVisibility().

◆ ShowHudUI() [1/2]

◆ ShowHudUI() [2/2]

override void ShowHudUI ( bool show)
inlineprotected
1270 {
1271 m_HudHideUI = !show;
1272 if (m_HudState)
1273 {
1275 }
1276 }

Перекрестные ссылки RefreshHudVisibility().

◆ ShowPlayerTag()

void ShowPlayerTag ( float timeslice)
inlineprotected
1504 {
1505 if ( m_CurrentTaggedPlayer && m_CurrentTaggedPlayer.GetIdentity() )
1506 {
1507 if ( !m_PlayerTag )
1508 {
1509 m_PlayerTag = GetGame().GetWorkspace().CreateWidgets("gui/layouts/new_ui/hud/hud_player_tag.layout");
1510 m_PlayerTagText = TextWidget.Cast( m_PlayerTag.FindAnyWidget( "TagText" ) );
1511 }
1512 m_PlayerSpineIndex = m_CurrentTaggedPlayer.GetBoneIndex( "Spine2" );
1514 vector screen_pos = GetGame().GetScreenPosRelative( player_pos );
1515
1516 if ( screen_pos[2] > 0 )
1517 {
1518 if ( screen_pos[0] > 0 && screen_pos[0] < 1 )
1519 {
1520 if ( screen_pos[1] > 0 && screen_pos[1] < 1 )
1521 {
1522 m_PlayerTagText.SetAlpha( Math.Clamp( m_PlayerTagText.GetAlpha() + timeslice * 10, 0, 1 ) );
1523 m_PlayerTag.SetPos( 0.55, 0.55 );
1524 m_PlayerTagText.SetText( m_CurrentTaggedPlayer.GetIdentity().GetPlainName() );
1525
1526 //m_PlayerTagText.SetSize( 1, 1 - screen_pos[2] / 25 );
1527 return;
1528 }
1529 }
1530 }
1531 }
1532
1533 if ( m_PlayerTag )
1534 {
1535 float new_alpha = Math.Clamp( m_PlayerTagText.GetAlpha() - timeslice * 10, 0, 1 );
1536 m_PlayerTagText.SetAlpha( Math.Clamp( m_PlayerTagText.GetAlpha() - timeslice * 10, 0, 1 ) );
1537 if ( new_alpha == 0 )
1538 {
1539 m_PlayerTagText.SetText( "" );
1541 }
1542 }
1543 }
int m_PlayerSpineIndex
Definition IngameHud.c:1498
TextWidget m_PlayerTagText
Definition IngameHud.c:1501
Widget m_PlayerTag
Definition IngameHud.c:1500

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?

1286 {
1287 m_QuickbarState = show;
1288 //shown by default
1289 m_QuickbarHidePlayer = false;
1291 }
void RefreshQuickbarVisibility()
Definition IngameHud.c:1174

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
1255 {
1256 m_QuickbarHidePlayer = !show;
1258 }

Перекрестные ссылки RefreshQuickbarVisibility().

◆ ShowQuickbarUI() [1/2]

void ShowQuickbarUI ( bool show)
private

◆ ShowQuickbarUI() [2/2]

override void ShowQuickbarUI ( bool show)
inlineprotected
1249 {
1250 m_QuickbarHideUI = !show;
1252 }

Перекрестные ссылки RefreshQuickbarVisibility().

◆ ShowVehicleHud()

void ShowVehicleHud ( bool state)
inlineprotected

enter/exit driver seat

1302 {
1305 }

Перекрестные ссылки RefreshVehicleHudVisibility().

Используется в HideVehicleInfo() и ShowVehicleInfo().

◆ ShowVehicleInfo() [1/2]

void ShowVehicleInfo ( )
private

Используется в ManBase::OnVehicleSeatDriverEnter().

◆ ShowVehicleInfo() [2/2]

override void ShowVehicleInfo ( )
inlineprotected
906 {
908 if (!currentPlayer)
909 return;
910
911 Transport vehicle = Transport.Cast(currentPlayer.GetDrivingVehicle());
912 if (!vehicle)
913 return;
914
915 VehicleHudBase vehHud = m_VehicleHudMap.Get(vehicle.GetVehicleType());
916 if (vehHud)
917 {
918 vehHud.ShowVehicleInfo(currentPlayer);
920 }
921
922 #ifndef VEH_UI_REFACTOR
924 if (player)
925 {
926 HumanCommandVehicle hcv = player.GetCommand_Vehicle();
927 if (hcv)
928 {
929 m_CurrentVehicle = CarScript.Cast(hcv.GetTransport());
931 {
932 m_VehicleGearCount = m_CurrentVehicle.GetGearsCount();
934
935 float rpm_value_red = m_CurrentVehicle.EngineGetRPMRedline() / m_CurrentVehicle.EngineGetRPMMax();
936 m_VehicleRPMDial.SetMaskProgress(rpm_value_red);
937 m_VehicleRPMRedline.SetMaskProgress(1 - rpm_value_red);
938 }
939 }
940 }
941 #endif
942
943 ShowVehicleHud(true);
944 }
Definition CivilianSedan.c:2
bool m_VehicleHasOil
Definition IngameHud.c:902
Definition human.c:690
Base native class for all motorized wheeled vehicles.
Definition Boat.c:28

Перекрестные ссылки GetGame(), GetPlayer() и ShowVehicleHud().

◆ ShowWalkieTalkie() [1/4]

void ShowWalkieTalkie ( bool show)
inlineprivate
648{ }

◆ ShowWalkieTalkie() [2/4]

override void ShowWalkieTalkie ( bool show)
inlineprotected
465 {
468 m_WalkieTalkie.Show( show );
469 }

◆ ShowWalkieTalkie() [3/4]

void ShowWalkieTalkie ( int fadeOutSeconds)
inlineprivate
649{ }

◆ ShowWalkieTalkie() [4/4]

override void ShowWalkieTalkie ( int fadeOutSeconds)
inlineprotected
472 {
473 m_WalkieTalkie.Show(true);
476 m_FadeTimerWalkieTalkie.FadeOut( m_WalkieTalkie.FindAnyWidget("Icon") , fadeOutSeconds );
477 m_FadeTimerWalkieTalkieText.FadeOut( m_WalkieTalkie.FindAnyWidget("Text") , fadeOutSeconds );
478 }

◆ 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
1625 {
1627 {
1628 return;
1629 }
1630
1632 {
1634 }
1638 }
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.

◆ Update() [1/2]

void Update ( float timeslice)
inlineprivate
656{}

Используется в ManBase::EOnFrame().

◆ Update() [2/2]

override void Update ( float timeslice)
inlineprotected
1546 {
1547 super.Update( timeslice );
1548
1551 //
1552 //modifiers - tendency status (critical)
1554 {
1555 //get color & alpha
1556 if ( m_TendencyStatusCritical.Count() > 0 )
1557 {
1558 for ( int i = 0; i < m_TendencyStatusCritical.Count(); ++i )
1559 {
1560
1562 int alpha = widget.GetAlpha() * 255;
1563 int color;
1564 int colorA = ARGB( alpha, 255, 255, 255 );
1566
1567 //set new color to different color
1568 if ( widget.GetColor() == colorA )
1569 {
1570 color = colorB;
1571 }
1572 else
1573 {
1574 color = colorA;
1575 }
1576
1577 widget.SetColor( color );
1578 }
1579 }
1580
1581 m_BlinkTime = 0; //reset
1582 }
1583 else
1584 {
1586 }
1587
1589 {
1592 {
1594 }
1595 }
1596
1597 if ( !m_IsStaminaVisible )
1598 {
1601 {
1603 }
1604
1605 }
1606
1607 if ( m_HitDirEffectArray && m_HitDirEffectArray.Count() > 0 )
1608 {
1611 }
1612
1614
1615 if (m_IsHudVisible && m_HeatBufferUI && m_HeatBufferUI.CanUpdate())
1616 m_HeatBufferUI.Update(timeslice);
1617
1618 #ifdef PLATFORM_PS4
1621 #endif
1622 }
void Update()
Definition ActionTargetsCursor.c:305
void CleanupHitDirEffects()
Definition IngameHud.c:1648
void UpdateHitDirEffects(float timeslice)
Definition IngameHud.c:1640
void HideTemperature()
Definition IngameHud.c:728
void RefreshPlayerTags()
Definition IngameHud.c:1458
float m_BlinkTime
Definition IngameHud.c:12
const float TENDENCY_BLINK_TIME
Definition IngameHud.c:11
void ShowPlayerTag(float timeslice)
Definition IngameHud.c:1503
float m_TemperatureShowTime
Definition IngameHud.c:21
void RefreshVehicleHud(float timeslice)
Definition IngameHud.c:977
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
1431 {
1434
1435 if( player )
1436 {
1437 string blood_name;
1438 bool positive;
1440 bool blood_type_visible = player.HasBloodTypeVisible();
1441
1442 if( blood_type_visible )
1443 {
1444 m_BloodType.SetText( blood_name );
1445 if( positive )
1446 m_BloodPosType.SetText( "+" );
1447 else
1448 m_BloodPosType.SetText( "-" );
1449 }
1450 else
1451 {
1452 m_BloodType.SetText( "" );
1453 m_BloodPosType.SetText( "" );
1454 }
1455 }
1456 }
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
1641 {
1642 for (int i = 0; i < m_HitDirEffectArray.Count(); i++)
1643 {
1645 }
1646 }

Используется в Update().

◆ UpdateQuickbarGlobalVisibility() [1/2]

void UpdateQuickbarGlobalVisibility ( )
private

Используется в ManBase::OnPlayerLoaded().

◆ UpdateQuickbarGlobalVisibility() [2/2]

override void UpdateQuickbarGlobalVisibility ( )
inlineprotected
1166 {
1167 #ifdef PLATFORM_CONSOLE
1168 ShowQuickBar(GetGame().GetInput().IsEnabledMouseAndKeyboardEvenOnServer());
1169 #else
1170 ShowQuickBar(g_Game.GetProfileOption(EDayZProfilesOptions.QUICKBAR));
1171 #endif
1172 }
void ShowQuickBar(bool show)

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

◆ UpdateSpecialtyMeter()

void UpdateSpecialtyMeter ( float x,
float y )
inlineprotected
1232 {
1233 #ifdef PLATFORM_CONSOLE
1234 m_SpecializationIcon.SetPos(x, y, true);
1235 #endif
1236 }

Перекрестные ссылки m_SpecializationIcon, x и y.

◆ ZeroingKeyPress()

void ZeroingKeyPress ( )
inlineprotected
818 {
819 m_ZeroingKeyPressed = true;
820 }
bool m_ZeroingKeyPressed
Definition IngameHud.c:160

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_ActiveVehicleHUD

VehicleHudBase m_ActiveVehicleHUD
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_HeatBufferUI

ref IngameHudHeatBuffer m_HeatBufferUI
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_IsVehicleHudVisible

bool m_IsVehicleHudVisible
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_PlayerPanelWidget

Widget m_PlayerPanelWidget
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_VehicleHudArray

ref array<VehicleHudBase> m_VehicleHudArray
protected

Используется в RefreshVehicleHudVisibility().

◆ m_VehicleHudDisabled

bool m_VehicleHudDisabled
protected

◆ m_VehicleHudMap

ref map<string, ref VehicleHudBase> m_VehicleHudMap
protected

Используется в Init().

◆ m_VehicleHudPanels

Widget m_VehicleHudPanels
protected

◆ m_VehicleHudState

bool m_VehicleHudState
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: