1class IngameHud
extends Hud
86 protected Widget m_ActionItemQuantityWrapper
154 myTimer.Run( 1,
this,
"InitQuickbar" );
168 m_Badges = hud_panel_widget.FindAnyWidget(
"BadgesPanel");
219 m_Timer.Run(0.333,
this,
"RefreshQuickbar", NULL,
true );
269 for (
int y = 0;
y < 5;
y++ )
271 w.LoadImageFile(
y,
"set:dayz_gui image:icon" + widget_name +
y );
275 float alpha = w.GetAlpha();
276 w.SetColor(
ARGB( alpha * 255, 220, 220, 220 ) );
279 for (
int x = 1;
x < 4;
x++ )
313 ImageWidget badge_widget;
322 for (
int q = 0; q < badgeCountMax; q++ )
324 badge_widget.LoadImageFile( q,
"set:dayz_gui image:icon" + badge_name + q );
329 badge_widget.Show(
false );
353 Error(
"OnPlayerLoaded: Cannot retreive player");
355 if (!player.IsUnconscious())
373 override void Show(
bool show )
426 m_CursorIcon.FindAnyWidget( type ).GetParent().SetSize(
x * percentage,
y * percentage );
443 m_PermanentCrossHair.Show(show);
460 string arrow_name =
"ArrowUp";
463 arrow_name =
"ArrowDown";
467 for (
int x = 1;
x < 4;
x++ )
493 w.SetImage(
Math.
Clamp( status - 1, 0, 4 ) );
494 float alpha = w.GetAlpha();
499 w.SetColor(
ARGB( alpha * 255, 220, 220, 0 ) );
503 w.SetColor(
ARGB( alpha * 255, 220, 0, 0 ) );
513 w.SetColor(
ARGB( alpha * 255, 220, 220, 220 ) );
526 float alpha = w.GetAlpha();
530 temp_top.Show(
true );
531 temp_bot.Show(
false );
535 temp_top.Show(
false );
536 temp_bot.Show(
true );
542 w.SetColor(
ARGB( alpha * 255, 220, 220, 0 ) );
548 w.SetColor(
ARGB( alpha * 255, 220, 0, 0 ) );
560 w.SetColor(
ARGB( alpha * 255, 0, 206, 209 ) );
565 w.SetColor(
ARGB( alpha * 255, 30, 144, 220 ) );
577 w.SetColor(
ARGB( alpha * 255, 220, 220, 220 ) );
596 ImageWidget badge_widget
600 if ( badge_value > 0 )
604 int levelIndex = badge_value - 1;
606 if (maxSupportedIndex >= levelIndex)
607 badge_widget.SetImage(levelIndex);
610 badge_widget.Show(
true );
614 bleed_count.Show(
true );
622 bleed_count.Show(
false );
624 badge_widget.Show(
false );
635 temp_top.SetText( temp );
636 temp_bot.SetText( temp );
645 temp_top.SetText(
"" );
646 temp_bot.SetText(
"" );
674 ImageWidget stomach = ImageWidget.Cast(
m_Badges.FindAnyWidget(
"Stomach" ) );
675 stomach.LoadImageFile( 0,
"set:dayz_gui image:iconStomach" + state );
682 float percentage = 1;
685 percentage = range / max;
690 m_Stamina.SetCurrent(( value / range ) * 100);
702 if (!
g_Game.IsMultiplayer())
711 float h1 = player.GetHealth(
"",
"");
712 float b1 = player.GetHealth(
"",
"Blood");
739 if ( !
Class.
CastTo(car, player.GetDrivingVehicle()) )
782 int presence_level = player.GetNoisePresenceInAI();
789 if ( presence_level > 0 )
793 if ( presence_level > 1 )
797 if ( presence_level > 2 )
801 if ( presence_level > 3 )
805 if ( presence_level > 4 )
856 else if (
m_HudVisibility.IsContextFlagActive(EHudContextFlags.VEHICLE))
883 #ifdef PLATFORM_CONSOLE
893 m_HudVisibility.SetContextFlag(EHudContextFlags.QUICKBAR_DISABLE, !show);
923 m_HudVisibility.SetContextFlag(EHudContextFlags.QUICKBAR_GLOBAL, !show,
true);
942 m_HudVisibility.SetContextFlag(EHudContextFlags.VEHICLE_DISABLE, state);
951 case EConnectivityStatLevel.OFF:
955 case EConnectivityStatLevel.LEVEL1:
959 case EConnectivityStatLevel.LEVEL2:
969 case EConnectivityStatLevel.OFF:
973 case EConnectivityStatLevel.LEVEL1:
977 case EConnectivityStatLevel.LEVEL2:
987 case EConnectivityStatLevel.OFF:
990 case EConnectivityStatLevel.LEVEL1:
1007 MissionGameplay
mission = MissionGameplay.Cast(
g_Game.GetMission());
1011 inventory =
mission.GetInventory();
1016 inventory.RefreshQuickbar();
1041 bool blood_type_visible = player.HasBloodTypeVisible();
1043 if( blood_type_visible )
1068 vector target_player = player.GetPosition();
1071 target_player[1] = target_player[1] + 1.2;
1073 if( distance <= 15 && player !=
g_Game.GetPlayer() )
1075 vector screen_pos =
g_Game.GetScreenPosRelative( target_player );
1076 vector end_pos = head_pos +
g_Game.GetCurrentCameraDirection() * 25;
1082 if( results.Count() > 0 )
1084 if( results.Get( 0 ).
obj == player )
1105 m_PlayerTag =
g_Game.GetWorkspace().CreateWidgets(
"gui/layouts/new_ui/hud/hud_player_tag.layout");
1110 vector screen_pos =
g_Game.GetScreenPosRelative( player_pos );
1112 if ( screen_pos[2] > 0 )
1114 if ( screen_pos[0] > 0 && screen_pos[0] < 1 )
1116 if ( screen_pos[1] > 0 && screen_pos[1] < 1 )
1133 if ( new_alpha == 0 )
1143 super.Update( timeslice );
1158 int alpha = widget.GetAlpha() * 255;
1160 int colorA =
ARGB( alpha, 255, 255, 255 );
1164 if ( widget.GetColor() == colorA )
1173 widget.SetColor( color );
1232 hiteff.
Init(player,hit_direction,intensity_max);
1267 Print(
"---------------------");
const int NTFKEY_POISONED
enum eBadgeLevel NTFKEY_THIRSTY
const int NTFKEY_FRACTURE
const int NTFKEY_BLEEDISH
const int NTFKEY_FEVERISH
static string GetBloodTypeName(int bloodtype, out string type, out bool positive)
static float GetStaminaMax()
Super root of all classes in Enforce script.
static ref array< Man > m_PlayerBaseList
static proto bool RaycastRVProxy(notnull RaycastRVParams in, out notnull array< ref RaycastRVResult > results, array< Object > excluded=null)
void Init(DayZPlayer player, float hit_direction, float intensity_max)
Called manually after object spawn.
void RefreshVehicleHud(float timeslice)
void RefreshVehicleHudVisibility()
ref WidgetFadeTimer m_FadeTimerWalkieTalkieText
Widget m_StaminaBackground
ref array< ref HitDirectionEffectBase > m_HitDirEffectArray
bool m_VehicleHudDisabled
TextWidget m_PlayerTagText
void ShowPlayerTag(float timeslice)
TextWidget m_ActionItemDesc
ref IngameHudHeatBuffer m_HeatBufferUI
override void HideVehicleInfo()
void SetLeftStatsVisibility(bool visible)
TextWidget m_ActionButtonText
ref map< ImageWidget, int > m_TendencyStatusCritical
ref array< VehicleHudBase > m_VehicleHudArray
void RefreshHudVisibility()
override void ShowVehicleInfo()
override void SetTemperature(string temp)
override void DisplayNotifier(int key, int tendency, int status)
ref map< int, string > m_StatesWidgetNames
override void OnResizeScreen()
override void DisplayBadge(int key, int value)
override void ShowHudPlayer(bool show)
ref InventoryQuickbar m_Quickbar
bool m_QuickbarHidePlayer
override void ShowHud(bool show)
const float FADE_OUT_TIME
Widget m_VehicleHudPanels
Widget m_PlayerPanelWidget
TextWidget m_BloodPosType
override void ShowHudInventory(bool show)
override void ShowWalkieTalkie(int fadeOutSeconds)
void SetPermanentCrossHair(bool show)
ImageWidget m_LowServerPerfA
void ShowVehicleHud(bool state)
enter/exit driver seat
ref WidgetFadeTimer m_FadeTimerActionCursor
Widget m_ActionQuantityBox
override void SetCursorIcon(string icon)
ref WidgetFadeTimer m_FadeTimerWeaponName
float m_TimeSinceLastEngineLightChange
Widget m_SpecializationIcon
ImageWidget m_PermanentCrossHair
Widget m_RadialProgressBarCrossHair
const float TENDENCY_BLINK_TIME
override void UpdateBloodName()
override void ShowWalkieTalkie(bool show)
Widget m_ActionMultipleItemsFrame
override void Init(Widget hud_panel_widget)
ref map< int, ImageWidget > m_BadgesWidgets
override void ShowHudUI(bool show)
override void SetConnectivityStatIcon(EConnectivityStatType type, EConnectivityStatLevel level)
void UpdateSpecialtyMeter(float x, float y)
override void HideCursor()
ref WidgetFadeTimer m_FadeTimerZeroingOld
ImageWidget m_ConnectionLost
override void DisplayStance(int stance)
bool m_IsTemperatureVisible
Widget m_HitIndicatorLeft
ref array< ref WidgetFadeTimer > m_FadeTimers
void OnConnectionIconsSettingsChanged(bool enabled)
const float HIDE_MENU_TIME
ref map< int, int > m_BadgesSupportedLevels
Widget m_MouseContinuousAction
ref map< int, int > m_BadgesWidgetDisplay
bool m_IsVehicleHudVisible
IngameHudVisibility GetHudVisibility()
TextWidget m_ActionQuantityBoxText
ActionTargetsCursor m_ActionTargetsCursor
ref IngameHudVisibility m_HudVisibility
override void SetCursorIconScale(string type, float percentage)
ref map< int, string > m_BadgesWidgetNames
void SetStomachState(int state)
Widget m_RadialProgressBar
Widget m_HitIndicatorSingle
Widget m_BadgeNotifierDivider
override void ShowQuickbarPlayer(bool show)
override void DisplayPresence()
void DisplayTendencyTemp(int key, int tendency, int status)
void SetStaminaBarVisibility(bool show)
ref map< int, ImageWidget > m_StatesWidgets
ProgressBarWidget m_ActionQuantityBar
float m_TemperatureShowTime
ImageWidget m_LowServerPerfB
void UpdateHitDirEffects(float timeslice)
void SetVehicleHudDisabled(bool state)
disable vehicle HUD through options menu
ref WidgetFadeTimer m_FadeTimerWeaponStats
Widget m_MouseSingleAction
void ShowQuickBar(bool show)
ref WidgetFadeTimer m_FadeTimerMagazineName
void DisplayTendencyNormal(int key, int tendency, int status)
Widget m_SpecializatonPanel
override void ShowQuickbarUI(bool show)
override void SetStamina(int value, int range)
ref WidgetFadeTimer m_FadeTimerQuickbar
Widget m_HitIndicatorDown
override void SetCursorIconOffset(string type, float x, float y)
InventoryQuickbar GetQuickbar()
ref WidgetFadeTimer m_FadeTimerCrosshair
ProgressBarWidget m_Stamina
ImageWidget m_HeatBufferPlus
Widget GetHudPanelWidget()
override void ShowQuickBar(bool show)
global setting -> used to determine visibility based on platform
void OnUnconsciousStart()
ref map< string, ref VehicleHudBase > m_VehicleHudMap
VehicleHudBase m_ActiveVehicleHUD
Widget m_RadialProgressBar1
void ShowHudPlayer(bool show)
override void ShowCursor()
override void RefreshQuickbar(bool itemChanged=false)
override void InitHeatBufferUI(Man player)
ref WidgetFadeTimer m_FadeTimerWalkieTalkie
Widget m_GameStatusIconsPanel
override void SetStaminaBarVisibility(bool show)
Widget m_HitIndicatorRight
void InitBadgesAndNotifiers()
override void Show(bool show)
override void Update(float timeslice)
override void OnPlayerLoaded()
Widget m_LeftHudPanelWidget
void RefreshQuickbarVisibility()
bool IsHideQuickbarPlayer()
override void SpawnHitDirEffect(DayZPlayer player, float hit_direction, float intensity_max)
PlayerBase m_CurrentTaggedPlayer
void CleanupHitDirEffects()
override void UpdateQuickbarGlobalVisibility()
override void SetWalkieTalkieText(string text)
override void SetCursorIconSize(string type, float x, float y)
ImageWidget m_ActionHealthMark
proto native Transport GetTransport()
bool sorted
used only if groundOnly = false
Native class for boats - handles physics simulation.
UIScriptedMenu FindMenu(int id)
Returns menu with specific ID if it is open (see MenuID)
void ShowVehicleInfo(PlayerBase player)
Object obj
Object inside of box.
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
static proto native float Distance(vector v1, vector v2)
Returns the distance between tips of two 3D vectors.
void Error(string err)
Messagebox with error message.
proto void Print(void var)
Prints content of variable to console/log.
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
string String(string s)
Helper for passing string expression to functions with void parameter. Example: Print(String("Hello "...
static proto int AbsInt(int i)
Returns absolute value.
static proto float Clamp(float value, float min, float max)
Clamps 'value' to 'min' if it is lower than 'min', or to 'max' if it is higher than 'max'.
proto native int Length()
Returns length of string.
int ARGB(int a, int r, int g, int b)