Закрытые члены | |
proto native int | GetAccessType () |
AccessType of current option. | |
proto native int | GetControlType () |
Current option controller type. OA_CT_NUMERIC = 0, OA_CT_SWITCH = 1, OA_CT_LIST = 2. | |
proto native void | Apply () |
Applies the option value if the value has changed and forgets the old value. This function has no effect on internal options, see OptionsAccess::Test. | |
proto native void | Test () |
Sets the option value internaly if the value has changed and wasnt set immediately upon change. | |
proto native void | Revert () |
Reverts the option value to old value if the value has changed and wasnt applied. This function has effect on internal options. | |
proto native int | IsChanged () |
If the option value is changed and not applied or reverted. Value can already be set internally if the value was changed immediately. | |
proto native int | NeedRestart () |
If the option value will take effect only after the game is restarted. | |
proto native int | SetChangeImmediately () |
If the value is changed internally immediately upon change. | |
proto native int | GetIndex () |
proto native int | GetDefaultIndex () |
proto native void | SetIndex (int index) |
proto native int | GetItemsCount () |
proto void | GetItemText (int index, out string value) |
void | GetAllItemsText (array< string > output) |
proto native void | Switch () |
proto void | GetItemText (out string value) |
proto native int | GetIndex () |
proto native int | GetDefaultIndex () |
Script Events API | |
Setting and getting of ScriptEvents | |
proto void | SetScriptEvents (Managed events) |
Set the events. | |
proto Managed | GetScriptEvents () |
Get the events. | |
OptionsAccessEvents | GetEvents () |
Get the events. | |
Events | |
Events called from C++ | |
void | OnRevert () |
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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 Widget > | GetWidgetSet () |
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 () |
См. определение в файле gameplay.c строка 1320