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)References array.Count(), GameplayEffectsDataBleeding.GetProbabilities(), Debug.Log()
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, BleedingIndicationConstants.INDICATOR_SEVERITY_HIGH, BleedingIndicationConstants.INDICATOR_SEVERITY_LOW, BleedingIndicationConstants.INDICATOR_SEVERITY_MEDIUM, m_ActiveDrops, m_AverageFrequency, m_CleanupQueue, m_CurrentDropProbabilityStep, DbgBleedingIndicationStaticInfo.m_DbgDropMaxDelay, DbgBleedingIndicationStaticInfo.m_DbgDropMinDelay, DbgBleedingIndicationStaticInfo.m_DbgSequenceDuration, DbgBleedingIndicationStaticInfo.m_DbgUseOverrideValues, m_DropProbabilityArray, m_DropProbabilityRollsCount, m_DropSpawnMaxDelay, m_DropSpawnMinDelay, m_Initialized, m_ParentMetaData, m_SequenceDuration, m_Severity, m_SourceID, m_TimeElapsedSequence, m_TimeElapsedTotal, BleedingIndicationConstants.SEQUENCE_DROP_AVERAGE_HIGH, BleedingIndicationConstants.SEQUENCE_DROP_AVERAGE_LOW, BleedingIndicationConstants.SEQUENCE_DROP_AVERAGE_MEDIUM, BleedingIndicationConstants.SEQUENCE_DROP_DELAY_MAX_HIGH, BleedingIndicationConstants.SEQUENCE_DROP_DELAY_MAX_LOW, BleedingIndicationConstants.SEQUENCE_DROP_DELAY_MAX_MEDIUM, BleedingIndicationConstants.SEQUENCE_DROP_DELAY_MIN_HIGH, BleedingIndicationConstants.SEQUENCE_DROP_DELAY_MIN_LOW, BleedingIndicationConstants.SEQUENCE_DROP_DELAY_MIN_MEDIUM, BleedingIndicationConstants.SEQUENCE_DURATION_HIGH, BleedingIndicationConstants.SEQUENCE_DURATION_LOW, and BleedingIndicationConstants.SEQUENCE_DURATION_MEDIUMMembers 23
protected bool m_Initializedprotected bool m_Terminating = falsedoesn't spawn more drops and ends when the last one does
protected bool m_EndNow = falseprotected bool m_IsRunning = falseprotected int m_DropSpawnsQueuedReferenced by ResetIndicator(), ResetSequence(), StartRunningDrops()
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, TrySpawnNextDrop(), and Update()protected int m_ActiveDropsCountprotected int m_Severityprotected int m_SourceIDpairs this with the 'BleedingSource' bit/ID
Referenced by BleedingIndicator()
protected GameplayEffectsDataBleeding m_ParentMetaDataprotected float m_AverageFrequencyaverage drops per interval. NOT changeable on the fly, just a helper value!
protected float m_SequenceDurationprotected float m_TimeElapsedTotalprotected float m_TimeElapsedSequenceprotected float m_LastDropSpawnTimerelative to the TOTAL time, not the sequence!
protected float m_DropSpawnMinDelayprotected float m_DropSpawnMaxDelayprotected int m_CurrentDropProbabilityStepReferenced by BleedingIndicator(), ResetIndicator(), ResetSequence()
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, StartRunningDrops(), and Update()protected int m_DropProbabilityRollsCountprotected vector m_BasePositionref set<ref BleedingIndicatorDropData> m_ActiveDropsMethods 10
void InitIndicator(vector position)Referenced by GameplayEffectsDataBleeding.SpawnBleedingIndicator()
void StopIndicator(bool instant = false)protected void StartRunningDrops()References TrySpawnNextDrop(), m_ActiveDropsCount, m_AverageFrequency
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, m_CurrentDropProbabilityStep, m_DropProbabilityRollsCount, m_DropSpawnsQueued, and m_IsRunningReferenced by Update()
protected bool IsRunningDrops()Are any drops currently being animated?
References m_ActiveDropsCount
Referenced by Update()
void TrySpawnNextDrop()protected void ResetSequence()Referenced by Update()
void ResetIndicator()References m_CurrentDropProbabilityStep, m_DropSpawnsQueued, m_EndNow
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, m_LastDropSpawnTime, m_Terminating, m_TimeElapsedSequence, and m_TimeElapsedTotalReferenced by InitIndicator()
void Update(float timeSlice)References set.Clear(), set.Count(), set.Insert()
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, IsRunning(), IsRunningDrops(), Math.RandomFloat01(), set.Remove(), ResetSequence(), StartRunningDrops(), BleedingIndicatorDropData.StopDrop(), TrySpawnNextDrop(), Update(), m_ActiveDrops, m_ActiveDropsCount, m_CleanupQueue, m_CurrentDropProbabilityStep, DbgBleedingIndicationStaticInfo.m_DbgSequenceDuration, DbgBleedingIndicationStaticInfo.m_DbgUseOverrideValues, m_DropProbabilityArray, m_DropProbabilityRollsCount, m_DropSpawnMaxDelay, m_DropSpawnMinDelay, m_DropSpawnsQueued, m_EndNow, m_Initialized, m_IsRunning, m_LastDropSpawnTime, m_SequenceDuration, m_SequenceTick, m_Terminating, m_TimeElapsedSequence, and m_TimeElapsedTotalReferenced by GameplayEffectsDataBleeding.UpdateBleedingIndicators()
bool GetEndNow()References m_EndNow
Referenced by GameplayEffectsDataBleeding.UpdateBleedingIndicators()
int GetSeverity()References m_Severity