3 [
Attribute(
desc:
"Names of TextWidgets that show the current, next & previous range step.")]
6 [
Attribute(
"0",
desc:
"0 if first value that will be presented is meant to be the closest range")]
22 [
Attribute(
"0.5",
UIWidgets.Slider,
"Time in seconds after which the Display should fade in",
"0 100 0.1")]
25 [
Attribute(
"CharacterInspectTurn",
desc:
"Name of the action that will be used to switch to next shell")]
28 [
Attribute(
"CharacterNextFireMode",
desc:
"Name of the action that will be used to switch number of charge rings")]
86 if (newConfigId > numberOfConfigs)
88 else if (newConfigId < 0)
89 newConfigId = numberOfConfigs;
124 if (newConfigId > numberOfConfigs)
126 else if (newConfigId < 0)
127 newConfigId = numberOfConfigs;
207 if (
id < 0 || !ballisticValues)
236 array<string> textArray = {};
237 string rangeText, elevationText;
246 if (!ballisticValues)
279 if (!balisticInfo || balisticInfo.IsEmpty())
281 super.Show(
false, 0);
285 int balisticInfoCount = balisticInfo.Count() - 1;
291 if (i > balisticInfoCount)
293 widget.SetVisible(
false);
297 widget.SetText(balisticInfo[i]);
298 widget.SetVisible(
true);
311 weaponManager.GetCurrentMuzzleTransform(transform);
338 super.Show(show, speed);
362 super.Show(show, speed);
378 super.OnSettingsChanged();
444 if (config.GetProjectileInitSpeedCoef() == secondConfig.GetProjectileInitSpeedCoef())
447 if (config.GetProjectilePrefab() != secondConfig.GetProjectilePrefab())
ArmaReforgerScripted GetGame()
void SCR_AdditionalGameModeSettingsComponent(IEntityComponentSource src, IEntity ent, IEntity parent)
UI Textures DeployMenu Briefing conflict_HintBanner_1_UI desc
proto external Managed FindComponent(typename typeName)
array< float > GetBallisticValuesForClosestAngle(float angle, out int id=-1, float epsilon=0.1, float epsilonStep=2, float maxEpsilon=1000)
int GetValues(int id, out array< float > values)
void ShowDelay(bool show, float speed=UIConstants.FADE_RATE_INSTANT)
string m_sShellNameTextWidgetName
void ChangeShellType(float direction=0)
Method used to change what ballistic data is shown.
array< string > GetBallisticInfo(float elevation)
Set azimuth and elevation info.
int m_iBallisticDataOffset
override void DisplayStopDraw(IEntity owner)
string m_sRangeTextFormat
string m_sShellTypeIconWidgetName
ref array< TextWidget > m_aRangeListWidgets
int GetNumberOfBallisticConfigs()
void OnSettingsMenuClosed(ChimeraMenuBase menu)
ref array< ref SCR_BaseBallisticConfig > m_aBallisticConfigs
string m_sChangeShellTypeActionName
void AddActionListeners()
void ChangeShellCharge(float direction=0)
Method used to change what charge ring config is shown for current shell type.
vector GetMuzzleDirection()
Get muzzle rotation vector.
override void OnSettingsChanged()
override void Show(bool show, float speed=UIConstants.FADE_RATE_INSTANT, EAnimationCurve curve=EAnimationCurve.LINEAR)
float m_fBottomElevationThreshold
SCR_BaseBallisticConfig GetSelectedBallisticConfig()
override void DisplayStartDraw(IEntity owner)
override void DisplayUpdate(IEntity owner, float timeSlice)
bool GetHasDifferentChargeConfigs()
Returns true when this display has at least two configs for the same shell with different init speeds...
TurretControllerComponent m_TurretController
int m_iSelectedBallisticConfig
ref array< string > m_aRangeListWidgetNames
ImageWidget m_wAmmoTypeIcon
void UpdateConfig(bool playSound=true)
Method used to update currently displayed ballistic config.
bool m_bHasDifferentChargeRingConfigs
void RemoveActionListeners()
void UpdateBallisticInfo(vector aimRotation, bool forceRefresh=false)
TextWidget m_wShellNameTextWidget
string m_sChangeShellChargeActionName
SCR_AdditionalGameModeSettingsComponent m_AdditionalGameSettings
float m_fTopElevationThreshold
string GetAmmoTypeQuadName()
string GetDisplayedText()
int GetAmmoTypeImageSize()
ResourceName GetProjectilePrefab()
float GetProjectileInitSpeedCoef()
ResourceName GetAmmoTypeImageSet()
SCR_EOpticsAngleUnits GetUnitType()
bool GenerateBallisticData()
static float ConvertFromRadians(float radianAngleFrom, SCR_EOpticsAngleUnits toUnitType)
static float ConvertToRadians(float angleFrom, SCR_EOpticsAngleUnits fromUnitType)
SCR_FieldOfViewSettings Attribute