33 m_EmoteClass = player.GetEmoteManager().GetNameEmoteMap().Get(
id);
49 if (button_map && button_map.Count() > 0)
52 for (
int j = 0; j < button_map.Count(); j++)
59 buttons = button_map.GetElement(j);
60 for (
int i = 0; i < buttons.Count(); i++)
185 #ifdef PLATFORM_CONSOLE
201 RadialMenu.GetInstance().RegisterClass(
this );
204 RadialMenu.GetInstance().SetWidgetInitialized(
false);
207 RadialMenu.GetInstance().SetWidgetProperties(
"gui/layouts/radial_menu/radial_gestures/day_z_gesture_delimiter.layout" );
228 IngameHud hud = IngameHud.Cast(
mission.GetHud());
231 hud.ShowQuickbarUI(
false);
246 IngameHud hud = IngameHud.Cast(
mission.GetHud());
249 hud.ShowQuickbarUI(
true);
258 super.OnController( w, control, value );
267 super.OnMouseEnter( w,
x,
y );
286 super.Update(timeslice);
304 bool can = player.GetEmoteManager().CanPlayEmote(gesture_item.GetID()) && !player.GetEmoteManager().IsEmotePlaying();
305 gesture_item.SetCanPerformEmote(can);
315 if ( category_id > -1 )
324 instance.m_IsCategorySelected =
false;
333 gesture_items.Clear();
413 gesture_item.SetRadialItemCard( gesture_item_card_widget );
419 gesture_item_card_widget.SetUserData( gesture_item );
426 radial_menu.SetRadiusOffset( 0 );
427 radial_menu.SetExecuteDistOffset( 0.5 );
428 radial_menu.SetOffsetFromTop( 0 );
429 radial_menu.SetItemCardRadiusOffset( 0.25 );
430 radial_menu.ActivateControllerTimeout(
false );
439 Widget gesture_item_card_widget = gesture_item.GetRadialItemCard();
443 gesture_text.SetText( gesture_item.GetName() );
444 bool input_name_available = gesture_item.GetBoundButtonText() !=
"";
445 input_text.Show(input_name_available);
446 if (input_name_available)
448 input_text.SetText(gesture_item.GetBoundButtonText());
452 if (gesture_item.GetCanPerformEmote())
454 gesture_item_card_widget.SetFlags(
WidgetFlags.DISABLED);
455 gesture_text.SetColor(
ARGB(255,255,255,255));
456 input_text.SetColor(
ARGB(255,255,255,255));
460 gesture_item_card_widget.ClearFlags(
WidgetFlags.DISABLED);
461 gesture_text.SetColor(
ARGB(255,150,150,150));
462 input_text.SetColor(
ARGB(255,150,150,150));
474 child_to_destroy = child;
475 child = child.GetSibling();
477 delete child_to_destroy;
576 w.GetUserData( gesture_item );
597 w.GetUserData( gesture_item );
617 w.GetUserData( gesture_item );
623 instance.m_IsCategorySelected =
true;
644 if ( !
GetGame().IsDedicatedServer() )
649 instance.m_SelectedItem.GetUserData( gesture_item );
653 if( player.GetEmoteManager() )
655 player.GetEmoteManager().CreateEmoteCBFromMenu( gesture_item.GetID() );
681 Widget toolbarBackSpacer = layoutRoot.FindAnyWidget(
"BackSpacer");
690 if (
GetGame().GetInput().IsEnabledMouseAndKeyboardEvenOnServer() &&
GetGame().GetInput().GetCurrentInputDevice() ==
EInputDeviceType.MOUSE_AND_KEYBOARD)
692 selectAction =
"UAMenuSelect";
693 backAction =
"UAMenuBack";
694 controllerID = EUAINPUT_DEVICE_KEYBOARDMOUSE;
698 selectAction =
"UAUISelect";
699 backAction =
"UAUIBack";
700 controllerID = EUAINPUT_DEVICE_CONTROLLER;
705 toolbarBackSpacer.Show(
instance.m_IsCategorySelected);
PlayerSpawnPresetDiscreteItemSetSlotData name
one set for cargo
int GetID()
Get the ID registered in SEffectManager.
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
proto native UIManager GetUIManager()
proto native WorkspaceWidget GetWorkspace()
proto native Mission GetMission()
Super root of all classes in Enforce script.
ScriptInvoker GetOnInputPresetChanged()
void RemoveActiveInputExcludes(array< string > excludes, bool bForceSupress=false)
deprecated
proto bool Insert(func fn, int flags=EScriptInvokerInsertFlags.IMMEDIATE)
insert method to list
proto native UIScriptedMenu EnterScriptedMenu(int id, UIMenuPanel parent)
Create & open menu with specific id (see MenuID) and set its parent.
bool Back()
Close top window on windows stack, returns true when any window is closed.
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
proto native CGame GetGame()
const int ID_EMOTE_LOOKATME
const int ID_EMOTE_TIMEOUT
const int ID_EMOTE_CAMPFIRE
const int ID_EMOTE_SURRENDER
const int ID_EMOTE_FACEPALM
const int ID_EMOTE_SILENT
const int ID_EMOTE_POINTSELF
const int ID_EMOTE_LISTENING
const int ID_EMOTE_WATCHING
const int ID_EMOTE_GREETING
const int ID_EMOTE_THROAT
const int ID_EMOTE_SUICIDE
const int ID_EMOTE_TAUNTTHINK
const int ID_EMOTE_SALUTE
const int ID_EMOTE_LYINGDOWN
const int ID_EMOTE_TAUNTKISS
const int ID_EMOTE_THUMBDOWN
const int ID_EMOTE_TAUNTELBOW
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
array< string > TStringArray
string m_Category
folder structure eg. StaticEntities/Walls
int ARGB(int a, int r, int g, int b)