class GameplayEffectsMetaDataEyeVeins
GameplayEffectsMetaDataEyeVeins › GameplayEffectsData › Managed
Manages eye veins effects
Constructors 1
void ~GameplayEffectsMetaDataEyeVeins()References ImageWidget.SetMaskProgress(), ImageWidget.SetMaskTransitionWidth(), m_VeinsLayer
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, m_VisibleConstants 4
protected const float BOTTOM_PART_IRRITATION_MIN_Y_POSITION = -512[px]
Referenced by SetIrritation()
Members 14
protected bool m_Initializedprotected bool m_Visibleoverall visibility
protected bool m_IsActiveprotected float m_TargetAmount = 0.0protected float m_CurrentAmount = 0.0Referenced by UpdateVeins()
protected Widget m_EyeFrameprotected ImageWidget m_TopPartIrritationprotected ImageWidget m_BottomPartIrritationprotected ImageWidget m_VeinsLayerReferenced by ~GameplayEffectsMetaDataEyeVeins(), Init(), SetVeinsAmount()
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, SetVeinsColor()protected int m_LidsColorCorrectionReferenced by SetIrritation()
protected int m_VeinsColorCorrectionReferenced by SetVeinsColor()
protected static float m_MaskSmoothVelocity[1]Referenced by SetVeinsAmount()
protected static float m_TransitionWidthSmoothVelocity[1]Methods 10
References Class.Cast(), Widget.FindAnyWidgetById(), Widget.FindWidget()
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, GameplayEffectsData.Init(), ImageWidget.SetMaskProgress(), ImageWidget.SetMaskTransitionWidth(), Widget.Show(), Widget.Show(), Widget.Show(), Widget.Show(), m_BottomPartIrritation, m_EyeFrame, m_Initialized, GameplayEffectsData.m_LayoutRoot, m_TopPartIrritation, m_VeinsLayer, and m_Visibleoverride bool HasDefinedHandle()override bool DataInitialized()References m_Initialized
References Class.CastTo(), Math.Clamp(), UpdateVeins()
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, m_Amount, m_IsActive, m_TargetAmount, and Param1.param1Referenced by ForceStop()
protected void UpdateVeins(float dt)References Math.Lerp(), SetIrritation(), SetVeinsAmount()
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, SetVeinsColor(), m_CurrentAmount, and m_TargetAmountReferenced by Update()
Referenced by UpdateVeins()
References ARGBF(), WorldData.GetDaytime(), CGame.GetMission()
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, Mission.GetWorldData(), Math.Lerp(), Widget.SetColor(), Widget.SetColor(), Widget.SetPos(), Widget.SetPos(), Widget.Show(), Widget.Show(), BOTTOM_PART_IRRITATION_MAX_Y_POSITION, BOTTOM_PART_IRRITATION_MIN_Y_POSITION, WorldDataDaytime.DUSK, WorldDataDaytime.EVENING, m_BottomPartIrritation, m_IsActive, m_LidsColorCorrection, m_TopPartIrritation, WorldDataDaytime.NIGHT, TOP_PART_IRRITATION_MAX_Y_POSITION, and TOP_PART_IRRITATION_MIN_Y_POSITIONReferenced by UpdateVeins()
protected void SetVeinsColor()References ARGBF(), Math.Clamp(), GetSceneHDRMul()
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, Math.InverseLerp(), Math.Lerp(), Widget.SetColor(), m_VeinsColorCorrection, and m_VeinsLayerReferenced by UpdateVeins()
override void UpdateVisibility(bool state)References Widget.GetParent(), Widget.IsVisibleHierarchy(), Widget.Show()
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, m_EyeFrame, 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!