DayZ 1.30
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◆ DisplayBadge() [2/2]

override void Hud::DisplayBadge ( int key,
int value )
inlineprotected

См. определение в файле IngameHud.c строка 584

585 {
586 TextWidget bleed_count = TextWidget.Cast( m_Badges.FindAnyWidget( "BleedingCount" ) );
587
588 m_BadgesWidgetDisplay.Set( key, value );
589 m_HudVisibility.SetContextFlag(EHudContextFlags.NO_BADGE, true);
590 for ( int i = 0; i < m_BadgesWidgetDisplay.Count(); i++ )
591 {
592 int badge_key = m_BadgesWidgetDisplay.GetKey( i );
593 int badge_value = m_BadgesWidgetDisplay.Get( badge_key );
594 string badge_name = m_BadgesWidgetNames.Get( badge_key );
595
596 ImageWidget badge_widget
597 Class.CastTo(badge_widget, m_Badges.FindAnyWidget( badge_name ) );
598 if ( badge_widget )
599 {
600 if ( badge_value > 0 )
601 {
602 if (m_BadgesSupportedLevels.Contains(badge_key))
603 {
604 int levelIndex = badge_value - 1;
605 int maxSupportedIndex = m_BadgesSupportedLevels.Get(badge_key) - 1;
606 if (maxSupportedIndex >= levelIndex)
607 badge_widget.SetImage(levelIndex);
608 }
609
610 badge_widget.Show( true );
611 m_HudVisibility.SetContextFlag(EHudContextFlags.NO_BADGE, false);
612 if( badge_key == NTFKEY_BLEEDISH )
613 {
614 bleed_count.Show( true );
615 bleed_count.SetText( m_BadgesWidgetDisplay.Get( badge_key ).ToString() );
616 }
617 }
618 else
619 {
620 if( badge_key == NTFKEY_BLEEDISH )
621 {
622 bleed_count.Show( false );
623 }
624 badge_widget.Show( false );
625 }
626 }
627 }
628 }
const int NTFKEY_BLEEDISH
ref map< int, int > m_BadgesSupportedLevels
Определения IngameHud.c:15
ref map< int, int > m_BadgesWidgetDisplay
Определения IngameHud.c:16
ref IngameHudVisibility m_HudVisibility
Определения IngameHud.c:113
ref map< int, string > m_BadgesWidgetNames
Определения IngameHud.c:14
Widget m_Badges
Определения IngameHud.c:45

Перекрестные ссылки Class::CastTo(), m_Badges, m_BadgesSupportedLevels, m_BadgesWidgetDisplay, m_BadgesWidgetNames, m_HudVisibility и NTFKEY_BLEEDISH.