DamageDigitLogicController
Base: ink.WidgetLogicController
None.
| Property | Type | |
|---|---|---|
critWidget | ink.TextWidgetReference | scripted |
headshotWidget | ink.TextWidgetReference | scripted |
wheelShotWidget | ink.TextWidgetReference | scripted |
executedWidget | ink.TextWidgetReference | scripted |
rootWidget | WeakHandle<ink.Widget> | scripted |
panelWidget | WeakHandle<ink.Widget> | scripted |
textWidget | WeakHandle<ink.TextWidget> | scripted |
gameController | WeakHandle<DamageDigitsGameController> | scripted |
active | bool | scripted |
successful | bool | scripted |
successfulCritical | bool | scripted |
showingBothDigits | bool | scripted |
distanceModifier | float | scripted |
calculatedDistanceHeightBias | float | scripted |
stickingDistanceHeightBias | float | scripted |
stickToTarget | bool | scripted |
forceStickToTarget | bool | scripted |
projection | ink.ScreenProjection? | scripted |
showPositiveAnimDef | ink.anim.Definition? | scripted |
showPositiveAnimFadeInInterpolator | ink.anim.TransparencyInterpolator? | scripted |
showPositiveAnimFadeOutInterpolator | ink.anim.TransparencyInterpolator? | scripted |
showPositiveAnimMarginInterpolator | ink.anim.MarginInterpolator? | scripted |
showPositiveAnimScaleInterpolator | ink.anim.ScaleInterpolator? | scripted |
showNegativeAnimDef | ink.anim.Definition? | scripted |
showNegativeAnimFadeInInterpolator | ink.anim.TransparencyInterpolator? | scripted |
showNegativeAnimFadeOutInterpolator | ink.anim.TransparencyInterpolator? | scripted |
showNegativeAnimMarginInterpolator | ink.anim.MarginInterpolator? | scripted |
showNegativeAnimScaleInterpolator | ink.anim.ScaleInterpolator? | scripted |
animStickTargetOffset | Vector4 | scripted |
animTimeFadeIn | float | scripted |
animTimeFadeOut | float | scripted |
animBothTimeFadeIn | float | scripted |
animBothTimeFadeOut | float | scripted |
animTimeDelay | float | scripted |
animTimeCritDelay | float | scripted |
animBothTimeDelay | float | scripted |
animBothTimeCritDelay | float | scripted |
animStartHeight | float | scripted |
animAngleMin1 | float | scripted |
animAngleMin2 | float | scripted |
animAngleMax1 | float | scripted |
animAngleMax2 | float | scripted |
animBothAngleMin1 | float | scripted |
animBothAngleMin2 | float | scripted |
animBothAngleMax1 | float | scripted |
animBothAngleMax2 | float | scripted |
animDistanceMin | float | scripted |
animDistanceMax | float | scripted |
animDistanceMin_Crit | float | scripted |
animDistanceMax_Crit | float | scripted |
animBothOffsetX | float | scripted |
animBothOffsetY | float | scripted |
animBothStickingOffsetY | float | scripted |
animStickTargetWorldZOffset | float | scripted |
animStickingOffsetY | float | scripted |
animDistanceModifierMinDistance | float | scripted |
animDistanceModifierMaxDistance | float | scripted |
animDistanceModifierMinValue | float | scripted |
animDistanceModifierMaxValue | float | scripted |
animDistanceHeightBias | float | scripted |
animStickingDistanceHeightBias | float | scripted |
animPositiveOpacity | float | scripted |
animNegativeOpacity | float | scripted |
animDynamicDuration | float | scripted |
animDynamicDelay | float | scripted |
animDynamicCritDuration | float | scripted |
animDynamicCritDelay | float | scripted |
bool OnInitialize() RTTIbool OnUninitialize() RTTIvoid SetProjection(ink.ScreenProjection projection, WeakHandle<DamageDigitsGameController> gameController) RTTIvoid SetActive(bool active) RTTIvoid Show(game.ui.DamageInfo damageInfo, bool showingBothDigits, bool forceStickToTarget) RTTIvoid ShowRammingFloater(game.ui.DamageInfo damageInfo) RTTIvoid ShowPuncturedFloater(WeakHandle<game.Object> instigator, WeakHandle<game.Object> vehicle, Vector4 puncturePosition) RTTIvoid ShowExecutedFloater(game.ui.DamageInfo damageInfo) RTTIvoid CalculateDistanceModifier(Vector4 fromVec, Vector4 toVec) RTTIvoid UpdatePositionAndScale(bool showingBothDigits) RTTIvoid UpdateDuration(bool showingBothDigits) RTTIbool OnScreenProjectionUpdate(ink.ScreenProjection projection) RTTIbool OnHide(ink.anim.Proxy anim) RTTIvoid GenerateRandomMarginInterpolator(bool positive, bool isCritical, bool showingBothDigits) RTTIvoid CreateShowAnimation() RTTICName BuildStateName(game.data.DamageType damageType, game.ui.HitType hitType, SHitFlag[] flags) RTTI