DayZ 1.27
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 OnPlayerLoaded ()
 
void OnUnconsciousStart ()
 
void OnUnconsciousStop ()
 
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 ()
 
IngameHudVisibility GetHudVisibility ()
 
override void UpdateQuickbarGlobalVisibility ()
 
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 -> used to determine visibility based on platform
 
override void ShowHud (bool show)
 
void ShowVehicleHud (bool state)
 enter/exit driver seat
 
void SetVehicleHudDisabled (bool state)
 disable vehicle HUD through options menu
 
override void SetConnectivityStatIcon (EConnectivityStatType type, EConnectivityStatLevel level)
 
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 ()
 
void RefreshVehicleHudVisibility ()
 
void RefreshQuickbarVisibility ()
 
void RefreshHudVisibility ()
 
void UpdateSpecialtyMeter (float x, float y)
 
void SetLeftStatsVisibility (bool visible)
 
bool IsQuickbarVisible ()
 
bool IsHideQuickbarPlayer ()
 
bool GetQuickBarState ()
 
bool IsHudVisible ()
 
bool IsHideHudPlayer ()
 
bool GetHudState ()
 

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, ImageWidget > m_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, ImageWidget > m_BadgesWidgets
 
bool m_IsTemperatureVisible
 
float m_TemperatureTimer
 
float m_TemperatureShowTime = 30
 
ImageWidget m_HeatBufferPlus
 
bool m_IsStaminaVisible
 
float m_StaminaTimer
 
float m_StaminaShowTime = 0.15
 
Widget m_HudPanelWidget
 
Widget m_QuickbarWidget
 
Widget m_VehicleHudPanels
 
ref InventoryQuickbar m_Quickbar
 
VehicleHudBase m_ActiveVehicleHUD
 
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_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_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_ZeroingKeyPressed
 
Widget m_HitIndicatorUp
 
Widget m_HitIndicatorDown
 
Widget m_HitIndicatorLeft
 
Widget m_HitIndicatorRight
 
Widget m_HitIndicatorSingle
 
ref array< ref HitDirectionEffectBasem_HitDirEffectArray
 
ref IngameHudHeatBuffer m_HeatBufferUI
 
ref IngameHudVisibility m_HudVisibility
 
int m_PlayerSpineIndex
 
PlayerBase m_CurrentTaggedPlayer
 
Widget m_PlayerTag
 
TextWidget m_PlayerTagText
 
Widget m_VehiclePanel
 
Widget m_LeftHudPanelWidget
 
Widget m_PlayerPanelWidget
 
Widget m_StancePanel
 
Widget m_SpecializatonPanel
 
Widget m_SpecializationIcon
 
Widget m_BadgeNotifierDivider
 
bool m_VehicleHudState
 
bool m_VehicleHudDisabled
 
bool m_IsVehicleHudVisible
 
bool m_AnyBadgeVisible
 
bool m_IsQuickbarVisible
 
bool m_QuickbarHideUI
 
bool m_QuickbarHidePlayer
 
bool m_QuickbarState
 
bool m_HudHideUI
 
bool m_HudHidePlayer
 
bool m_HudInventory
 
bool m_HudState
 
bool m_IsHudVisible
 
bool m_Faded
 
bool m_IsInVehicle
 
ref array< VehicleHudBasem_VehicleHudArray
 
int m_VehicleGearCount = -1
 
float m_TimeSinceLastEngineLightChange
 
bool m_VehicleHasOil
 
bool m_VehicleHasCoolant
 

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 OnPlayerLoaded ()
 
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

См. определение в файле gameplay.c строка 638