DIFF

class GameplayEffectsMetaDataSquinting

GameplayEffectsMetaDataSquinting › GameplayEffectsData › Managed

Manages eye squinting

Constructors 1

void GameplayEffectsMetaDataSquinting(array<ref Widget> input, int type, int user_override = -1)

Constants 4

protected const float TOP_LID_OPEN_Y_POSITION = -512

[px]

Referenced by SetEyelidAmount()
protected const float TOP_LID_CLOSED_Y_POSITION = 0

[px]

Referenced by SetEyelidAmount()
protected const float BOTTOM_LID_OPEN_Y_POSITION = -512

[px]

Referenced by SetEyelidAmount()
protected const float BOTTOM_LID_CLOSED_Y_POSITION = 0

[px]

Referenced by SetEyelidAmount()

Members 12

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

overall visibility

Referenced by Init(), and UpdateVisibility()
protected Widget m_EyeLidFrame
Referenced by Init(), and UpdateVisibility()
protected ImageWidget m_TopLid
Referenced by Init(), and SetEyelidAmount()
protected ImageWidget m_BottomLid
Referenced by Init(), and SetEyelidAmount()
protected float m_SquintAmount

How much to close the eye <0.0, 1.0>

Referenced by Update()
private ref PPERequester_SquintEffects m_RequesterSquint
float m_SquintCloseSpeed = 0.5

seconds

Referenced by UpdateSquint()
protected float m_SquintTargetAmount = 0.0
Referenced by Update(), and UpdateSquint()
protected float m_SquintCurrentAmount = 0.0
Referenced by Update(), and UpdateSquint()
protected bool m_IsSquinting
Referenced by Update(), and UpdateSquint()
protected static float m_SmoothVelArray[1]
Referenced by Update(), and UpdateSquint()

Methods 8

override bool HasDefinedHandle()
override bool DataInitialized()
References m_Initialized
protected void UpdateSquint(float dt)
Referenced by Update()
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!