class GameplayEffectsMetaDataSquinting
GameplayEffectsMetaDataSquinting › GameplayEffectsData › Managed
Manages eye squinting
Constructors 1
References Class.Cast(), PPERequesterBank.GetRequester(), m_RequesterSquint
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, PPERequesterBank.REQ_SQUINTMembers 12
protected bool m_Initializedprotected Widget m_EyeLidFrameprotected ImageWidget m_TopLidprotected ImageWidget m_BottomLidprivate ref PPERequester_SquintEffects m_RequesterSquintReferenced by GameplayEffectsMetaDataSquinting()
protected float m_SquintTargetAmount = 0.0protected float m_SquintCurrentAmount = 0.0protected bool m_IsSquintingprotected static float m_SmoothVelArray[1]Methods 8
override bool HasDefinedHandle()override bool DataInitialized()References m_Initialized
Referenced by ForceStop()
protected void UpdateSquint(float dt)References Math.AbsFloat(), Math.Lerp(), SetEyelidAmount()
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, m_IsSquinting, m_SmoothVelArray, m_SquintCloseSpeed, m_SquintCurrentAmount, and m_SquintTargetAmountReferenced by Update()
Referenced by UpdateSquint()
override void UpdateVisibility(bool state)References Widget.GetParent(), Widget.IsVisibleHierarchy(), Widget.Show()
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, m_EyeLidFrame, 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!