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GameplayEffectsData Class Reference

Manages all bleeding indicators and their updates. More...

Private Member Functions

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< floatGetProbabilities (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< intm_CleanupQueue
 
protected ref array< intm_RunningIndicators
 
protected int m_LastDropIdx
 
protected int m_ImageWidgetCount
 
protected ref map< int, ref array< float > > m_ProbabilityMap
 
protected ref array< Widgetm_PositioningFramesArray
 
protected Widget m_BloodDropsFrame
 
protected int m_LastPositionFrameUsed
 

Detailed Description

Manages all bleeding indicators and their updates.

Member Function Documentation

◆ BuildPositioningData()

void BuildPositioningData ( )
inlineprivate

Referenced by Init().

◆ BuildProbabilityData()

void BuildProbabilityData ( int  severity,
float  frequency 
)
inlineprivate

◆ CalculateSeverity()

◆ CleanupBleedingIndicators()

void CleanupBleedingIndicators ( )
inlineprivate

Referenced by Update().

◆ DataInitialized()

override bool DataInitialized ( )
inlineprivate

◆ ForceStop()

override void ForceStop ( )
inlineprivate

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().

◆ GameplayEffectsDataBleeding()

void GameplayEffectsDataBleeding ( array< ref Widget input,
int  type,
int  user_override = -1 
)
inlineprivate

References m_Initialized.

◆ GenerateSequenceRandomPosition()

vector GenerateSequenceRandomPosition ( )
inlineprivate

◆ GetNextDropImage()

ImageWidget GetNextDropImage ( )
inlineprivate

◆ GetProbabilities()

array< float > GetProbabilities ( int  severity)
inlineprivate

References ErrorEx.

◆ HasDefinedHandle()

override bool HasDefinedHandle ( )
inlineprivate

◆ Init()

◆ RegisterBleedingIndicatorInstance()

void RegisterBleedingIndicatorInstance ( int  bit,
float  flow_modifier 
)
inlineprivate

References CalculateSeverity().

Referenced by RegisterData().

◆ RegisterData()

override void RegisterData ( Param  p)
inlineprivate

◆ SpawnBleedingIndicator()

void SpawnBleedingIndicator ( int  source_ID,
vector  position 
)
inlineprivate

References GenerateSequenceRandomPosition().

Referenced by Update().

◆ StopBleedingIndicator()

void StopBleedingIndicator ( int  source_ID,
bool  instant = false 
)
inlineprivate

Referenced by Update().

◆ Update()

◆ UpdateBleedingIndicators()

void UpdateBleedingIndicators ( float  timeSlice)
inlineprivate

Referenced by Update().

◆ UpdateVisibility()

override void UpdateVisibility ( bool  state)
inlineprivate

Field Documentation

◆ m_BloodDropsFrame

protected Widget m_BloodDropsFrame
private

Referenced by UpdateVisibility().

◆ m_CleanupQueue

protected ref array<int> m_CleanupQueue
private

◆ m_ImageWidgetCount

protected int m_ImageWidgetCount
private

◆ m_Initialized

protected bool m_Initialized
private

Referenced by DataInitialized().

◆ m_LastDropIdx

protected int m_LastDropIdx
private

◆ m_LastPositionFrameUsed

protected int m_LastPositionFrameUsed
private

◆ m_PositioningFramesArray

protected ref array<Widget> m_PositioningFramesArray
private

◆ m_ProbabilityMap

protected ref map<int,ref array<float> > m_ProbabilityMap
private

◆ m_RegisteredInstances

protected ref map<int,ref BleedingIndicator> m_RegisteredInstances
private

◆ m_RunningIndicators

protected ref array<int> m_RunningIndicators
private

Referenced by ForceStop().

◆ m_Visible

protected bool m_Visible
private

The documentation for this class was generated from the following file: