class GameplayEffectsDataBleedingSource
GameplayEffectsDataBleeding › GameplayEffectsData › Managed
All members, including inherited
Manages all bleeding indicators and their updates
Constructors 1
Members 11
protected bool m_Initializedtied to initialization of 'BleedingSourcesManagerBase' on player object, skips updates until ready, even when formally active
protected ref map<int,ref BleedingIndicator> m_RegisteredInstancesReferenced by ForceStop(), GameplayEffectsDataBleeding(), RegisterBleedingIndicatorInstance()
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, SpawnBleedingIndicator(), StopBleedingIndicator(), and UpdateBleedingIndicators()Referenced by CleanupBleedingIndicators(), GameplayEffectsDataBleeding(), and UpdateBleedingIndicators()
Referenced by CleanupBleedingIndicators(), ForceStop(), GameplayEffectsDataBleeding()
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, SpawnBleedingIndicator(), Update(), and UpdateBleedingIndicators()protected int m_LastDropIdxprotected int m_ImageWidgetCountnumber of available blood drop image widgets
protected Widget m_BloodDropsFrameprotected int m_LastPositionFrameUsedMethods 18
References BuildPositioningData(), BuildProbabilityData(), array.Count()
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, Widget.FindAnyWidgetById(), DayZGame.GetProfileOption(), GameplayEffectsData.Init(), Widget.Show(), array.ShuffleArray(), BleedingIndicationConstants.INDICATOR_SEVERITY_HIGH, BleedingIndicationConstants.INDICATOR_SEVERITY_LOW, BleedingIndicationConstants.INDICATOR_SEVERITY_MEDIUM, m_BloodDropsFrame, m_ImageWidgetCount, m_LastDropIdx, m_LastPositionFrameUsed, GameplayEffectsData.m_LayoutRoot, m_Visible, GameplayEffectsData.m_WidgetArray, BleedingIndicationConstants.SEQUENCE_DROP_AVERAGE_HIGH, BleedingIndicationConstants.SEQUENCE_DROP_AVERAGE_LOW, and BleedingIndicationConstants.SEQUENCE_DROP_AVERAGE_MEDIUMoverride bool HasDefinedHandle()override bool DataInitialized()References m_Initialized
override void RegisterData(Param p)References Class.CastTo(), ErrorEx(), Debug.Log()
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, RegisterBleedingIndicatorInstance(), and m_InitializedReferences new BleedingIndicator(), CalculateSeverity(), map.Set()
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, m_RegisteredInstancesReferenced by RegisterData()
References array.Find(), GenerateSequenceRandomPosition(), map.Get()
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, BleedingIndicator.InitIndicator(), array.Insert(), m_RegisteredInstances, and m_RunningIndicatorsReferenced by Update()
References PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_HIGH, PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_LOW, PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_MEDIUM
Referenced by RegisterBleedingIndicatorInstance()
ImageWidget GetNextDropImage()References Class.Cast(), m_ImageWidgetCount, m_LastDropIdx
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, GameplayEffectsData.m_WidgetArrayReferenced by BleedingIndicator.TrySpawnNextDrop()
Referenced by Update()
void UpdateBleedingIndicators(float timeSlice)References array.Count(), map.Get(), BleedingIndicator.GetEndNow()
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, array.Insert(), BleedingIndicator.Update(), m_CleanupQueue, m_RegisteredInstances, and m_RunningIndicatorsReferenced by Update()
void CleanupBleedingIndicators()References array.Clear(), array.Count(), array.RemoveItem()
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, m_CleanupQueue, and m_RunningIndicatorsReferenced by Update()
References Class.CastTo(), CleanupBleedingIndicators(), array.Count()
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, Mission.GetEffectWidgets(), CGame.GetMission(), GameplayEffectWidgets_base.RemoveActiveEffects(), Widget.Show(), array.ShuffleArray(), SpawnBleedingIndicator(), StopBleedingIndicator(), UpdateBleedingIndicators(), m_BloodDropsFrame, m_RunningIndicators, m_Visible, GameplayEffectsData.m_WidgetArray, and Param1.param1Referenced by ForceStop()
override void UpdateVisibility(bool state)References Widget.GetParent(), DayZGame.GetProfileOption(), Widget.IsVisibleHierarchy()
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, Widget.Show(), m_BloodDropsFrame, GameplayEffectsData.m_LayoutRoot, and m_Visibleoverride void ForceStop()stops and re-sets indicators and images even out of sequence. Should still be tied to the 'player' update, though!
References GameplayEffectsData.ForceStop(), map.Get(), BleedingIndicator.StopIndicator()
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, Update(), m_RegisteredInstances, and m_RunningIndicatorsReferences map.Insert(), array.Insert(), Math.Poisson()
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, m_ProbabilityMap, and BleedingIndicationConstants.SEQUENCE_STEPSReferenced by Init()
Referenced by BleedingIndicator.BleedingIndicator()
void BuildPositioningData()References Widget.FindAnyWidget(), Widget.GetChildren(), Widget.GetSibling()
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, array.Insert(), GameplayEffectsData.m_LayoutRoot, and m_PositioningFramesArrayReferenced by Init()
vector GenerateSequenceRandomPosition()Referenced by SpawnBleedingIndicator()