DayZ 1.28
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◆ StopAllEffects()

override void GameplayEffectWidgets_base::StopAllEffects ( )
inlineprotected

См. определение в файле GameplayEffectWidgets.c строка 346

347 {
348 m_Root.Show(false); //to avoid visual 'peeling'
349
350 if (IsAnyEffectRunning())
351 {
352 int count = m_RunningEffects.Count();
353 GameplayEffectsData data;
354 for (int i = 0; i < count; i++) //iterates over running metadata, in case anything requires its own stop handling
355 {
356 data = m_WidgetDataMap.Get(m_RunningEffects[i]);
357 data.ForceStop();
358 }
359 }
360
362 m_RunningEffects.Clear();
364 }
override bool IsAnyEffectRunning()
Определения GameplayEffectWidgets.c:366
ref set< int > m_RunningEffects
Определения GameplayEffectWidgets.c:12
ref GameplayEffectDataMap m_WidgetDataMap
Определения GameplayEffectWidgets.c:11
ref set< int > m_RunningEffectsPrevious
Определения GameplayEffectWidgets.c:13
ref Widget m_Root
Определения GameplayEffectWidgets.c:8
override void ForceStop()
stops and re-sets indicators and images even out of sequence. Should still be tied to the 'player' up...
Определения GEWidgetsMetaDataBleeding.c:210

Перекрестные ссылки GameplayEffectsData::ForceStop(), IsAnyEffectRunning(), m_Root, m_RunningEffects, m_RunningEffectsPrevious, m_WidgetDataMap и UpdateVisibility().