class GameplayEffectWidgetsSource
GameplayEffectWidgets › GameplayEffectWidgets_base › Managed
All members, including inherited
grouped gameplay effect widgets and their handling
Constructors 2
void GameplayEffectWidgets()void ~GameplayEffectWidgets()Constants 5
protected const int WIDGETSET_BREATH = 100const float BREATH_COLOR_MULT_MIN = 0.5const float BREATH_COLOR_MULT_MAX = 0.8Members 17
protected ref Widget m_Rootdummy parent node
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, StopAllEffects(), and UpdateVisibility()Show 2 more
, InitWidgetSet(), and RegisterLayouts()protected ref GameplayEffectDataMap m_WidgetDataMapShow 5 more
, InitWidgetSet(), RegisterGameplayEffectData(), StopAllEffects(), UpdateVisibility(), and UpdateWidgets()Show 4 more
, RemoveActiveEffects(), StopAllEffects(), UpdateVisibility(), and UpdateWidgets()Show 2 more
, StopAllEffects(), and UpdateVisibility()to make sure widgets are not updated over and over (case of multiple IDs sharing same widget set)
to make sure sets are not updated over and over (case of multiple IDs sharing same widget set)
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, GetSuspendRequestCount(), RemoveSuspendRequest(), Update(), and UpdateVisibility()protected float m_TimeProgBreathprotected float m_BreathMultStaminaprotected float m_BreathResidueprotected int m_BreathColorprotected float m_BreathAlphaValprotected float m_FlashbangCoverAlphaValMethods 31
protected void Init()protected void PairIDToTypes()Links types to unique handler types, if needed. Vanilla stuff was already handled in the generic update, left that as it was. (naming!)
protected void InitLayouts()protected void InitWidgetSets()Registers new layout and ties effect IDs to it
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, map.Set(), Widget.Show(), m_Layouts, m_Root, and m_UniqueLayoutsInitWidgetSet
typeintID of effect widget typeupdatingboolMarks widgets for 'PlayerBase.EOnFrame' updatinguser_id_overrideintUserID of a widget to be used instead (allows multiple types to use single widget)
InitWidgetSet(EffectWidgetsTypes.MASK_BREATH,true,BREATH);bool CreateHandledClass(typename handled_type, array<ref Widget> input, int type, int user_override)Show 4 more
, map.Set(), typename.Spawn(), m_Layouts, and m_WidgetDataMapreturns all vanilla effects, nested in a vanilla layout. If using different layouts for custom effects, please register and link separately
protected void UpdateVisibility()Show 22 more
, set.Count(), Count(), set.Find(), set.Get(), set.Get(), map.Get(), Get(), Widget.GetParent(), GameplayEffectsData.GetWidgetSet(), GameplayEffectsData.HasDefinedHandle(), Widget.Show(), Widget.Show(), Widget.Show(), Widget.Show(), Widget.Update(), GameplayEffectsData.UpdateVisibility(), GameplayEffectsData.m_LayoutRoot, m_Root, m_RunningEffects, m_RunningEffectsPrevious, m_SuspendRequests, and m_WidgetDataMapShow 4 more
, GameplayEffectWidgets(), RemoveActiveEffects(), RemoveSuspendRequest(), and StopAllEffects()Show 6 more
, set.Count(), array.Get(), set.Insert(), UpdateVisibility(), m_RunningEffects, and m_RunningEffectsPreviousShow 7 more
, set.Count(), set.Find(), array.Get(), set.Remove(), UpdateVisibility(), m_RunningEffects, and m_RunningEffectsPreviousoverride void StopAllEffects()override bool IsAnyEffectRunning()override void AddSuspendRequest(int request_id)override void RemoveSuspendRequest(int request_id)override void ClearSuspendRequests()override int GetSuspendRequestCount()Usually called in course of an OnFrame update, can be manually called from elsewhere with parameters
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, array.Count(), GameplayEffectsData.DataInitialized(), set.Find(), array.Find(), array.Get(), map.Get(), GameplayEffectsData.GetWidgetSet(), HandleWidgetRoot(), GameplayEffectsData.HasDefinedHandle(), array.Insert(), Widget.IsVisibleHierarchy(), Widget.IsVisibleHierarchy(), ProcessWidgetUpdate(), GameplayEffectsData.Update(), m_RunningEffects, m_UpdatedWidgetsCheck, m_UpdatedWidgetSetsCheck, m_UpdatingEffects, and m_WidgetDataMapOnly one calculation per unique WidgetSet
protected void ProcessWidgetUpdate(Widget w, int type, float timeSlice = 0, Param p = null, int handle = -1)Show 1 more
, UpdateOccluderEffect()protected void UpdateBreathEffect(ImageWidget w)protected void UpdateOccluderEffect(ImageWidget w, int type, float timeSlice, Param p, int handle)protected void UpdateFlashbangEffect(ImageWidget w)override void Update(float timeSlice)Generic update, called on frame from the player
override void OnVoiceEvent(float breathing_resistance01)