DayZ 1.27
DayZ Explorer by KGB
 
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Класс UIMenuPanel

Part of main menu hierarchy to create custom menus from script. Подробнее...

+ Граф наследования:UIMenuPanel:

Закрытые члены

proto native UIMenuPanel GetSubMenu ()
 
proto native UIMenuPanel GetParentMenu ()
 
proto native UIMenuPanel GetVisibleMenu ()
 
proto native void SetSubMenu (UIMenuPanel submenu)
 
proto native void SetParentMenu (UIMenuPanel parent)
 
proto native bool CanClose ()
 
proto native bool CanCloseOnEscape ()
 
proto native UIScriptedMenu EnterScriptedMenu (int id)
 Create & open menu with specific id (see MenuID) and set this menu as its parent.
 
proto native void DestroySubmenu ()
 
proto native bool IsAnyMenuVisible ()
 
proto native bool IsVisible ()
 
void OnVisibilityChanged (bool isVisible)
 
proto native void Close ()
 Safe way to close window, using this function can even window safely close itself.
 
bool UseMouse ()
 
bool UseKeyboard ()
 
bool UseGamepad ()
 
int GetID ()
 Returns MenuID.
 
void Refresh ()
 Refresh request, called from anywhere.
 
Widget GetLayoutRoot ()
 
void LockControls ()
 
void UnlockControls ()
 
void UIScriptedMenu ()
 
void ~UIScriptedMenu ()
 
void SetID (int id)
 Sets MenuID.
 
override int GetID ()
 Returns MenuID.
 
void SetWidgetAnimAlpha (Widget widget)
 
Widget Init ()
 
void Cleanup ()
 
void OnShow ()
 
void OnHide ()
 
void Update (float timeslice)
 Per frame update, called from engine.
 
proto native void SetFadingPanels (Widget panel0, Widget panel1, Widget panel2, Widget panel3, Widget panel4)
 Refresh request, called from anywhere.
 
bool OnClick (Widget w, int x, int y, int button)
 
bool OnModalResult (Widget w, int x, int y, int code, int result)
 
bool OnDoubleClick (Widget w, int x, int y, int button)
 
bool OnSelect (Widget w, int x, int y)
 
bool OnItemSelected (Widget w, int x, int y, int row, int column, int oldRow, int oldColumn)
 
bool OnFocus (Widget w, int x, int y)
 
bool OnFocusLost (Widget w, int x, int y)
 
bool OnMouseEnter (Widget w, int x, int y)
 
bool OnMouseLeave (Widget w, Widget enterW, int x, int y)
 
bool OnMouseButtonDown (Widget w, int x, int y, int button)
 
bool OnMouseButtonUp (Widget w, int x, int y, int button)
 
bool OnMouseWheel (Widget w, int x, int y, int wheel)
 
bool OnController (Widget w, int control, int value)
 
bool OnKeyDown (Widget w, int x, int y, int key)
 
bool OnKeyUp (Widget w, int x, int y, int key)
 
bool OnKeyPress (Widget w, int x, int y, int key)
 
bool OnChange (Widget w, int x, int y, bool finished)
 
bool OnDrag (Widget w, int x, int y)
 
bool OnDragging (Widget w, int x, int y, Widget reciever)
 
bool OnDraggingOver (Widget w, int x, int y, Widget reciever)
 
bool OnDrop (Widget w, int x, int y, Widget reciever)
 
bool OnDropReceived (Widget w, int x, int y, Widget reciever)
 
bool OnEvent (EventType eventType, Widget target, int parameter0, int parameter1)
 
ScriptedWidgetEventHandler GetContextMenu ()
 
bool OnXboxEvent (int xboxEvent)
 
void OnRPC (ParamsReadContext ctx)
 
void OnRPCEx (int rpc_type, ParamsReadContext ctx)
 
void InitNoteWrite (EntityAI paper, EntityAI pen, string text="")
 
void InitNoteRead (string text="")
 
void InitMapItem (EntityAI item)
 
void LoadMapMarkers ()
 
bool IsHandlingPlayerDeathEvent ()
 
void OnPlayerDeath ()
 
- 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 WidgetGetWidgetSet ()
 
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 ()
 

Закрытые данные

int m_id
 
Widget layoutRoot
 
Widget m_AnimAlphaWidget
 
bool m_AnimAlphaIsIncreasing
 
float m_AnimAlphaValue
 
ScriptInvoker m_PlayerDeathInvoker
 
- Закрытые данные унаследованные от Managed
int m_CharacterId
 
string m_CharacterType
 
MenuData m_CharacterDta
 
PlayerBase m_CharacterObj
 
vector m_CharacterPos
 
vector m_CharacterRot
 
ref TStringArray m_CharGenderList = new TStringArray
 
ref TStringArray m_CharShirtList = new TStringArray
 
ref TStringArray m_CharPantsList = new TStringArray
 
ref TStringArray m_CharShoesList = new TStringArray
 
ref map< ECharGender, ref array< string > > m_Characters = new map<ECharGender, ref array<string>>
 
ECharGender m_CharGender
 
bool m_InitialSyncSent
 
bool m_Initialized
 
bool m_Terminating = false
 
bool m_EndNow = false
 
bool m_IsRunning = false
 
int m_DropSpawnsQueued
 
int m_ActiveDropsCount
 
int m_Severity
 
int m_SourceID
 
GameplayEffectsDataBleeding m_ParentMetaData
 
array< floatm_DropProbabilityArray
 
float m_AverageFrequency
 
float m_SequenceTick
 
float m_SequenceDuration
 
float m_TimeElapsedTotal
 
float m_TimeElapsedSequence
 
float m_LastDropSpawnTime
 
float m_DropSpawnMinDelay
 
float m_DropSpawnMaxDelay
 
int m_CurrentDropProbabilityStep
 
int m_DropProbabilityRollsCount
 
vector m_BasePosition
 
ref set< ref BleedingIndicatorDropDatam_ActiveDrops
 
ref set< intm_CleanupQueue
 
ref array< ref Widgetm_WidgetArray
 
int m_Type
 
int m_WidgetSetIdentifier
 
Widget m_LayoutRoot
 

Подробное описание

Part of main menu hierarchy to create custom menus from script.

См. определение в файле UIScriptedMenu.c строка 2