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HUDManagerComponent.c
Go to the documentation of this file.
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/*
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===========================================
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Do not modify, this script is generated
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===========================================
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*/
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class
HUDManagerComponentClass
:
SCR_BaseHUDComponentClass
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{
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}
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class
HUDManagerComponent:
SCR_BaseHUDComponent
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{
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proto external
bool
IsHUDEnabled
();
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proto external
bool
EnableHUD
(
bool
state);
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proto external
bool
StartDrawing
(
BaseInfoDisplay
display);
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proto external
void
StopDrawing
(
BaseInfoDisplay
display);
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proto external
int
GetInfoDisplaysDrawn
(out notnull array<BaseInfoDisplay> outInfoDisplays,
bool
getAllShown =
false
);
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// callbacks
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event
protected
void
OnInit
(
IEntity
owner);
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event
protected
void
OnUpdate
(
IEntity
owner);
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event
protected
void
OnControlledEntityChanged
(
IEntity
from,
IEntity
to);
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}
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OnUpdate
override void OnUpdate()
Definition
SCR_MapMarkerSquadLeader.c:333
BaseInfoDisplay
Definition
BaseInfoDisplay.c:13
HUDManagerComponentClass
Definition
HUDManagerComponent.c:13
IEntity
Definition
IEntity.c:13
SCR_BaseHUDComponentClass
Definition
SCR_BaseHUDComponent.c:2
SCR_BaseHUDComponent
Definition
SCR_BaseHUDComponent.c:6
OnControlledEntityChanged
void OnControlledEntityChanged(IEntity from, IEntity to)
Runs every time the controlled entity has been changed.
Definition
SCR_ItemPlacementComponent.c:174
OnInit
@ OnInit
Definition
SndComponentCallbacks.c:17
StartDrawing
proto external bool StartDrawing(BaseInfoDisplay display)
IsHUDEnabled
HUDManagerComponentClass SCR_BaseHUDComponentClass IsHUDEnabled()
StopDrawing
proto external void StopDrawing(BaseInfoDisplay display)
GetInfoDisplaysDrawn
proto external int GetInfoDisplaysDrawn(out notnull array< BaseInfoDisplay > outInfoDisplays, bool getAllShown=false)
EnableHUD
proto external bool EnableHUD(bool state)
scripts
Game
generated
UI
HUD
HUDManagerComponent.c
Generated by
1.17.0