Manages all bleeding indicators and their updates. More...
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void | GameplayEffectsDataBleeding (array< ref Widget > input, int type, int user_override=-1) |
override void | Init (array< ref Widget > input, int type, Widget layout_root, int user_override=-1) |
override bool | HasDefinedHandle () |
override bool | DataInitialized () |
override void | RegisterData (Param p) |
void | RegisterBleedingIndicatorInstance (int bit, float flow_modifier) |
void | SpawnBleedingIndicator (int source_ID, vector position) |
int | CalculateSeverity (float flow_modifier) |
ImageWidget | GetNextDropImage () |
void | StopBleedingIndicator (int source_ID, bool instant=false) |
void | UpdateBleedingIndicators (float timeSlice) |
void | CleanupBleedingIndicators () |
override void | Update (float timeSlice=0, Param p=null, int handle=-1) |
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! | |
void | BuildProbabilityData (int severity, float frequency) |
array< float > | GetProbabilities (int severity) |
void | BuildPositioningData () |
vector | GenerateSequenceRandomPosition () |
Private Attributes | |
protected bool | m_Initialized |
protected bool | m_Visible |
protected ref map< int, ref BleedingIndicator > | m_RegisteredInstances |
protected ref array< int > | m_CleanupQueue |
protected ref array< int > | m_RunningIndicators |
protected int | m_LastDropIdx |
protected int | m_ImageWidgetCount |
protected ref map< int, ref array< float > > | m_ProbabilityMap |
protected ref array< Widget > | m_PositioningFramesArray |
protected Widget | m_BloodDropsFrame |
protected int | m_LastPositionFrameUsed |
Manages all bleeding indicators and their updates.
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Referenced by Init().
References Math::Poisson(), and BleedingIndicationConstants::SEQUENCE_STEPS.
Referenced by Init().
References PlayerConstants::BLEEDING_SOURCE_FLOW_MODIFIER_HIGH, PlayerConstants::BLEEDING_SOURCE_FLOW_MODIFIER_LOW, PlayerConstants::BLEEDING_SOURCE_FLOW_MODIFIER_MEDIUM, BleedingIndicationConstants::INDICATOR_SEVERITY_HIGH, BleedingIndicationConstants::INDICATOR_SEVERITY_LOW, and BleedingIndicationConstants::INDICATOR_SEVERITY_MEDIUM.
Referenced by RegisterBleedingIndicatorInstance().
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Referenced by Update().
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References m_Initialized.
Referenced by GameplayEffectWidgets_base::UpdateWidgets().
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stops and re-sets indicators and images even out of sequence. Should still be tied to the 'player' update, though!
References m_RunningIndicators, and Update().
Referenced by GameplayEffectWidgets_base::StopAllEffects().
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References m_Initialized.
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References Math::RandomFloatInclusive(), Math::RandomInt(), Vector(), x, y, and vector::Zero.
Referenced by SpawnBleedingIndicator().
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References BuildPositioningData(), BuildProbabilityData(), g_Game, BleedingIndicationConstants::INDICATOR_SEVERITY_HIGH, BleedingIndicationConstants::INDICATOR_SEVERITY_LOW, BleedingIndicationConstants::INDICATOR_SEVERITY_MEDIUM, m_Visible, BleedingIndicationConstants::SEQUENCE_DROP_AVERAGE_HIGH, BleedingIndicationConstants::SEQUENCE_DROP_AVERAGE_LOW, and BleedingIndicationConstants::SEQUENCE_DROP_AVERAGE_MEDIUM.
Referenced by GameplayEffectWidgets_base::CreateHandledClass().
References CalculateSeverity().
Referenced by RegisterData().
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References Class::CastTo(), ErrorEx, Debug::Log(), m_Initialized, and RegisterBleedingIndicatorInstance().
References GenerateSequenceRandomPosition().
Referenced by Update().
Referenced by Update().
References Class::CastTo(), CleanupBleedingIndicators(), Mission::GetEffectWidgets(), GetGame(), CGame::GetMission(), m_Visible, GameplayEffectWidgets_base::RemoveActiveEffects(), SpawnBleedingIndicator(), StopBleedingIndicator(), and UpdateBleedingIndicators().
Referenced by GameplayEffectWidgets_base::UpdateWidgets().
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References g_Game, m_BloodDropsFrame, and m_Visible.
Referenced by GameplayEffectWidgets_base::UpdateVisibility().
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Referenced by UpdateVisibility().
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Referenced by DataInitialized().
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Referenced by ForceStop().
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