DIFF

class BleedingIndicatorSource

BleedingIndicator Managed

All members, including inherited

indicator wrapper for a specific bleeding source.

Constructors 1

void BleedingIndicator(int source_ID, int severity, GameplayEffectsDataBleeding parent)

Members 23

protected bool m_Initialized
protected bool m_Terminating = false

doesn't spawn more drops and ends when the last one does

protected bool m_EndNow = false
Referenced by GetEndNow(), ResetIndicator(), StopIndicator()
Show 1 more, Update()
protected bool m_IsRunning = false
protected int m_DropSpawnsQueued
protected int m_ActiveDropsCount
Referenced by IsRunningDrops(), StartRunningDrops(), TrySpawnNextDrop()
Show 1 more, Update()
protected int m_Severity
protected int m_SourceID

pairs this with the 'BleedingSource' bit/ID

Referenced by BleedingIndicator()
protected GameplayEffectsDataBleeding m_ParentMetaData
protected array<float> m_DropProbabilityArray
Referenced by BleedingIndicator(), and Update()
protected float m_AverageFrequency

average drops per interval. NOT changeable on the fly, just a helper value!

protected float m_SequenceTick
Referenced by Update()
protected float m_SequenceDuration
Referenced by BleedingIndicator(), and Update()
protected float m_TimeElapsedTotal
Referenced by BleedingIndicator(), ResetIndicator(), TrySpawnNextDrop()
Show 1 more, Update()
protected float m_TimeElapsedSequence
Referenced by BleedingIndicator(), ResetIndicator(), ResetSequence()
Show 1 more, Update()
protected float m_LastDropSpawnTime

relative to the TOTAL time, not the sequence!

protected float m_DropSpawnMinDelay
Referenced by BleedingIndicator(), and Update()
protected float m_DropSpawnMaxDelay
Referenced by BleedingIndicator(), and Update()
protected int m_CurrentDropProbabilityStep
protected int m_DropProbabilityRollsCount
protected vector m_BasePosition
ref set<int> m_CleanupQueue
Referenced by BleedingIndicator(), and Update()

Methods 10

protected void StartRunningDrops()
Referenced by Update()
protected bool IsRunningDrops()

Are any drops currently being animated?

Referenced by Update()
protected void ResetSequence()
Referenced by Update()
int GetSeverity()
References m_Severity