DIFF

class GameplayEffectsMetaDataEyeVeins

GameplayEffectsMetaDataEyeVeins › GameplayEffectsData › Managed

Manages eye veins effects

Constructors 1

void ~GameplayEffectsMetaDataEyeVeins()

Constants 4

protected const float TOP_PART_IRRITATION_MIN_Y_POSITION = -512

[px]

Referenced by SetIrritation()
protected const float TOP_PART_IRRITATION_MAX_Y_POSITION = 0

[px]

Referenced by SetIrritation()
protected const float BOTTOM_PART_IRRITATION_MIN_Y_POSITION = -512

[px]

Referenced by SetIrritation()
protected const float BOTTOM_PART_IRRITATION_MAX_Y_POSITION = 0

[px]

Referenced by SetIrritation()

Members 14

protected bool m_Initialized
Referenced by DataInitialized(), and Init()
protected bool m_Visible

overall visibility

protected bool m_IsActive
protected float m_Amount
Referenced by Update()
protected float m_TargetAmount = 0.0
Referenced by Update(), and UpdateVeins()
protected float m_CurrentAmount = 0.0
Referenced by UpdateVeins()
protected Widget m_EyeFrame
Referenced by Init(), and UpdateVisibility()
protected ImageWidget m_TopPartIrritation
Referenced by Init(), and SetIrritation()
protected ImageWidget m_BottomPartIrritation
Referenced by Init(), and SetIrritation()
protected ImageWidget m_VeinsLayer
protected int m_LidsColorCorrection
Referenced by SetIrritation()
protected int m_VeinsColorCorrection
Referenced by SetVeinsColor()
protected static float m_MaskSmoothVelocity[1]
Referenced by SetVeinsAmount()
protected static float m_TransitionWidthSmoothVelocity[1]

Methods 10

override bool HasDefinedHandle()
override bool DataInitialized()
References m_Initialized
override void Update(float timeSlice = 0, Param p = null, int handle = -1)
Referenced by ForceStop()
protected void UpdateVeins(float dt)
Referenced by Update()
protected void SetVeinsColor()
Referenced by UpdateVeins()
override void UpdateVisibility(bool state)
override void ForceStop()

stops and re-sets indicators and images even out of sequence. Should still be tied to the 'player' update, though!