Граф наследования:OptionsAccess: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 () |
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 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