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SCR_GameOverScreenUIComponent.c
Go to the documentation of this file.
1
class
SCR_GameOverScreenUIComponent
:
ScriptedWidgetComponent
2
{
3
[
Attribute
(
"TabView"
,
desc
:
"Tab view will only be used if the widget in the layout is visible. This is because some changes that no longer required the tabview"
)]
4
protected
string
m_sTabViewName
;
5
6
[
Attribute
(
"Base_ContentHolder"
)]
7
protected
string
m_sContentHolderName
;
8
9
[
Attribute
(
"Base_Background"
)]
10
protected
string
m_sBackgroundName
;
11
12
[
Attribute
(
"Base_ColorOverlay"
)]
13
protected
string
m_sBackgroundColorOverlayName
;
14
15
[
Attribute
(
UIConstants
.BUTTON_BACK)]
16
protected
string
m_sBackButtonName
;
17
18
[
Attribute
(
"ChatButton"
)]
19
protected
string
m_sChatButtonName
;
20
21
[
Attribute
(
"Debriefing"
)]
22
protected
string
m_sDebriefingButtonName
;
23
24
[
Attribute
(
"ButtonHolder"
)]
25
protected
string
m_sButtonHolderName
;
26
27
[
Attribute
(
"RestartTimerHolder"
)]
28
protected
string
m_sRestartTimerHolderName
;
29
30
[
Attribute
(
"0.05"
)]
31
protected
float
m_fBackgroundColorOverlayOpacity
;
32
33
[
Attribute
(
"2"
)]
34
protected
float
m_fContentFadeInSpeed
;
35
36
[
Attribute
(
"0"
,
desc
:
"Which tab will show the end screen content eg: Victory, Defeat, etc."
)]
37
protected
float
m_iContentTabIndex
;
38
39
[
Attribute
(
"NextScenarioButton"
)]
40
protected
string
m_sNextScenarioButtonName
;
41
42
protected
Widget
m_wRoot
;
43
protected
Widget
m_wEndscreenContent
;
44
protected
Widget
m_wRestartTimerHolder
;
45
protected
SCR_TabViewComponent
m_TabViewComponent
;
46
protected
SCR_FadeUIComponent
m_OverlayBackgroundColorFadeUIComponent
;
47
protected
SCR_FadeUIComponent
m_ContentFadeComponent
;
48
protected
SCR_FadeUIComponent
m_TabViewFadeComponent
;
49
protected
SCR_FadeUIComponent
m_ButtonHolderFadeComponent
;
50
protected
SCR_FadeUIComponent
m_RestartTimerFadeComponent
;
51
protected
ref
SCR_GameOverScreenUIContentData
m_EndScreenUIContentInfo
;
52
protected
SCR_ServerRestartTimerUIComponent
m_RestartTimerComponent
;
53
54
//~ On tab changed
55
protected
void
OnTabChanged
(
SCR_TabViewComponent
tabView,
Widget
w,
int
tabIndex)
56
{
57
OnEndScreenContentShow
(tabIndex ==
m_iContentTabIndex
);
58
}
59
60
//~ On Tab created
61
protected
void
OnTabCreated
(
SCR_TabViewComponent
tabView,
Widget
w,
int
index
)
62
{
63
if
(!w)
64
return
;
65
66
SCR_BaseGameOverTabUIComponent
baseGameOverTab =
SCR_BaseGameOverTabUIComponent
.Cast(w.FindHandler(
SCR_BaseGameOverTabUIComponent
));
67
if
(baseGameOverTab)
68
baseGameOverTab.GameOverTabInit(
m_EndScreenUIContentInfo
);
69
}
70
71
//~ When tabview fade is done
72
protected
void
OnTabViewFadeDone
()
73
{
74
if
(
m_TabViewComponent
)
75
m_TabViewComponent
.EnableAllTabs(
true
);
76
}
77
78
//~ Show end screen content eg: Victory, defeat, etc.
79
protected
void
OnEndScreenContentShow
(
bool
show)
80
{
81
if
(
m_wEndscreenContent
)
82
m_wEndscreenContent
.SetVisible(show);
83
}
84
89
void
InitGameOverScreen
(
SCR_GameOverScreenUIContentData
endScreenUIContent)
90
{
91
//~ Already has end screen
92
if
(
m_wEndscreenContent
)
93
return
;
94
95
m_EndScreenUIContentInfo
= endScreenUIContent;
96
97
Widget
contentHolder =
m_wRoot
.FindAnyWidget(
m_sContentHolderName
);
98
if
(!contentHolder)
99
return
;
100
101
//Spawn gameover layout content
102
if
(!endScreenUIContent.m_sGameOverLayout.IsEmpty())
103
{
104
m_wEndscreenContent
=
GetGame
().GetWorkspace().CreateWidgets(endScreenUIContent.m_sGameOverLayout, contentHolder);
105
106
if
(
m_wEndscreenContent
)
107
{
108
SCR_GameOverScreenContentUIComponent
gameOverWidgetContent =
SCR_GameOverScreenContentUIComponent
.Cast(
m_wEndscreenContent
.FindHandler(
SCR_GameOverScreenContentUIComponent
));
109
110
if
(gameOverWidgetContent)
111
gameOverWidgetContent.
InitContent
(endScreenUIContent);
112
}
113
}
114
115
if
(endScreenUIContent.m_cVignetteColor)
116
{
117
ImageWidget
colorOverlay =
ImageWidget
.Cast(
m_wRoot
.FindAnyWidget(
m_sBackgroundColorOverlayName
));
118
if
(colorOverlay)
119
colorOverlay.SetColor(endScreenUIContent.m_cVignetteColor);
120
}
121
122
if
(
m_ContentFadeComponent
)
123
m_ContentFadeComponent
.FadeIn();
124
125
if
(
m_TabViewFadeComponent
)
126
m_TabViewFadeComponent
.FadeIn();
127
128
if
(
m_ButtonHolderFadeComponent
)
129
m_ButtonHolderFadeComponent
.FadeIn();
130
131
if
(
m_OverlayBackgroundColorFadeUIComponent
)
132
m_OverlayBackgroundColorFadeUIComponent
.FadeIn();
133
134
if
(
m_RestartTimerFadeComponent
)
135
m_RestartTimerFadeComponent
.FadeIn();
136
137
Widget
returnToMenuBtn =
m_wRoot
.FindAnyWidget(
m_sBackButtonName
);
138
if
(returnToMenuBtn)
139
{
140
SCR_InputButtonComponent
returnToMenuButton =
SCR_InputButtonComponent
.Cast(returnToMenuBtn.FindHandler(
SCR_InputButtonComponent
));
141
if
(returnToMenuButton)
142
returnToMenuButton.
m_OnActivated
.Insert(
ReturnToMenu
);
143
}
144
145
Widget
nextScenarioBtn =
m_wRoot
.FindAnyWidget(
m_sNextScenarioButtonName
);
146
if
(nextScenarioBtn)
147
{
148
SCR_MissionHeaderSequence
sequenceHeader =
SCR_MissionHeaderSequence
.Cast(
GetGame
().GetMissionHeader());
149
150
if
(sequenceHeader)
151
{
152
if
(sequenceHeader.m_sNextScenario.IsEmpty() || endScreenUIContent.m_GameOverInfo.
GetInfoId
() !=
EGameOverTypes
.VICTORY)
153
{
154
nextScenarioBtn.SetEnabled(
false
);
155
}
156
else
157
{
158
sequenceHeader.UpdateProgress();
159
SCR_InputButtonComponent
nextScenarioButtontn =
SCR_InputButtonComponent
.Cast(nextScenarioBtn.FindHandler(
SCR_InputButtonComponent
));
160
if
(nextScenarioButtontn)
161
nextScenarioButtontn.
m_OnActivated
.Insert(
NextScenario
);
162
}
163
}
164
else
165
{
166
nextScenarioBtn.SetVisible(
false
);
167
}
168
}
169
170
Widget
debriefingWidgetButton =
m_wRoot
.FindAnyWidget(
m_sDebriefingButtonName
);
171
if
(debriefingWidgetButton)
172
{
173
BaseGameMode gameMode =
GetGame
().GetGameMode();
174
if
(!gameMode)
175
{
176
debriefingWidgetButton.SetVisible(
false
);
177
}
178
else
179
{
180
SCR_DebriefingScreenComponent debriefingScreen = SCR_DebriefingScreenComponent.Cast(gameMode.FindComponent(SCR_DebriefingScreenComponent));
181
if
(debriefingScreen)
182
{
183
SCR_InputButtonComponent
debriefingButton =
SCR_InputButtonComponent
.Cast(debriefingWidgetButton.FindHandler(
SCR_InputButtonComponent
));
184
if
(debriefingButton)
185
debriefingButton.
m_OnActivated
.Insert(
OpenDebriefingScreenMenu
);
186
}
187
else
188
{
189
debriefingWidgetButton.SetVisible(
false
);
190
}
191
}
192
}
193
}
194
195
//------------------------------------------------------------------------------------------------
196
void
OpenDebriefingScreenMenu
()
197
{
198
GetGame
().GetMenuManager().OpenMenu(
ChimeraMenuPreset
.DebriefingScreenMenu);
199
200
// Stop the timer to prevent it from running twice
201
if
(
m_RestartTimerComponent
)
202
m_RestartTimerComponent
.StopTimer();
203
}
204
205
//------------------------------------------------------------------------------------------------
206
void
ReturnToMenu
()
207
{
208
SCR_ConfigurableDialogUi
dlg =
SCR_CommonDialogs
.CreateDialog(
"scenario_exit"
);
209
if
(!dlg)
210
return
;
211
212
dlg.
m_OnConfirm
.Insert(
BackToMainMenuPopupConfirm
);
213
}
214
215
//-----------------------------------------------------------------------------------------------
216
protected
void
BackToMainMenuPopupConfirm
()
217
{
218
OnGameEnd
();
219
UnpauseTime
();
220
GameStateTransitions
.RequestGameplayEndTransition();
221
}
222
223
//-----------------------------------------------------------------------------------------------
224
protected
void
UnpauseTime
()
225
{
226
ChimeraWorld
world =
GetGame
().GetWorld();
227
228
if
(!world || !world.IsGameTimePaused())
229
return
;
230
231
world.PauseGameTime(
false
);
232
}
233
234
//~ Removes itself from hierargy on game end just in cause
235
protected
void
OnGameEnd
()
236
{
237
m_wRoot
.RemoveFromHierarchy();
238
}
239
240
override
void
HandlerAttached
(
Widget
w)
241
{
242
if
(
SCR_Global
.
IsEditMode
())
243
return
;
244
245
m_wRoot
= w;
246
247
ImageWidget
colorOverlay =
ImageWidget
.Cast(
m_wRoot
.FindAnyWidget(
m_sBackgroundColorOverlayName
));
248
if
(colorOverlay)
249
{
250
colorOverlay.SetOpacity(
m_fBackgroundColorOverlayOpacity
);
251
m_OverlayBackgroundColorFadeUIComponent
=
SCR_FadeUIComponent
.Cast(colorOverlay.FindHandler(
SCR_FadeUIComponent
));
252
253
if
(
m_OverlayBackgroundColorFadeUIComponent
)
254
{
255
m_OverlayBackgroundColorFadeUIComponent
.SetFadeInSpeed(
m_fContentFadeInSpeed
);
256
colorOverlay.SetVisible(
false
);
257
}
258
}
259
260
Widget
contentHolder = w.FindAnyWidget(
m_sContentHolderName
);
261
if
(contentHolder)
262
{
263
m_ContentFadeComponent
=
SCR_FadeUIComponent
.Cast(contentHolder.FindHandler(
SCR_FadeUIComponent
));
264
265
if
(
m_ContentFadeComponent
)
266
{
267
m_ContentFadeComponent
.SetFadeInSpeed(
m_fContentFadeInSpeed
);
268
contentHolder.SetVisible(
false
);
269
}
270
}
271
272
Widget
buttonHolder = w.FindAnyWidget(
m_sButtonHolderName
);
273
if
(buttonHolder)
274
{
275
m_ButtonHolderFadeComponent
=
SCR_FadeUIComponent
.Cast(buttonHolder.FindHandler(
SCR_FadeUIComponent
));
276
if
(
m_ButtonHolderFadeComponent
)
277
{
278
m_ButtonHolderFadeComponent
.SetFadeInSpeed(
m_fContentFadeInSpeed
);
279
buttonHolder.SetVisible(
false
);
280
}
281
}
282
283
m_wRestartTimerHolder
= w.FindAnyWidget(
m_sRestartTimerHolderName
);
284
if
(
m_wRestartTimerHolder
)
285
{
286
m_RestartTimerComponent
=
SCR_ServerRestartTimerUIComponent
.Cast(
m_wRestartTimerHolder
.FindHandler(
SCR_ServerRestartTimerUIComponent
));
287
288
if
(
m_RestartTimerComponent
&&
m_RestartTimerComponent
.IsValid())
289
{
290
m_RestartTimerFadeComponent
=
SCR_FadeUIComponent
.Cast(
m_wRestartTimerHolder
.FindHandler(
SCR_FadeUIComponent
));
291
if
(
m_RestartTimerFadeComponent
)
292
{
293
m_RestartTimerFadeComponent
.SetFadeInSpeed(
m_fContentFadeInSpeed
);
294
m_wRestartTimerHolder
.SetVisible(
false
);
295
}
296
}
297
}
298
299
SCR_BaseGameMode
gameMode =
SCR_BaseGameMode
.Cast(
GetGame
().
GetGameMode
());
300
if
(gameMode)
301
gameMode.
GetOnGameEnd
().Insert(
OnGameEnd
);
302
303
Widget
tabView = w.FindAnyWidget(
m_sTabViewName
);
304
305
//~ Only use tabview if it is visible in the layout
306
if
(tabView && tabView.IsVisible())
307
{
308
m_TabViewComponent
=
SCR_TabViewComponent
.Cast(tabView.FindHandler(
SCR_TabViewComponent
));
309
m_TabViewFadeComponent
=
SCR_FadeUIComponent
.Cast(tabView.FindHandler(
SCR_FadeUIComponent
));
310
311
if
(
m_TabViewFadeComponent
)
312
{
313
m_TabViewFadeComponent
.SetFadeInSpeed(
m_fContentFadeInSpeed
);
314
tabView.SetVisible(
false
);
315
m_TabViewFadeComponent
.GetOnFadeDone().Insert(
OnTabViewFadeDone
);
316
}
317
}
318
319
if
(
m_TabViewComponent
)
320
{
321
if
(
m_TabViewFadeComponent
)
322
m_TabViewComponent
.EnableAllTabs(
false
);
323
324
m_TabViewComponent
.GetOnChanged().Insert(
OnTabChanged
);
325
m_TabViewComponent
.GetOnContentCreate().Insert(
OnTabCreated
);
326
}
327
}
328
329
override
void
HandlerDeattached
(
Widget
w)
330
{
331
SCR_BaseGameMode
gameMode =
SCR_BaseGameMode
.Cast(
GetGame
().
GetGameMode
());
332
if
(gameMode)
333
gameMode.
GetOnGameEnd
().Remove(
OnGameEnd
);
334
335
if
(
m_wRestartTimerHolder
)
336
m_RestartTimerComponent
.StopTimer();
337
}
338
339
//------------------------------------------------------------------------------------------------
340
void
NextScenario
()
341
{
342
SCR_MissionHeaderSequence
sequenceHeader =
SCR_MissionHeaderSequence
.Cast(
GetGame
().GetMissionHeader());
343
344
if
(!sequenceHeader || sequenceHeader.m_sNextScenario.IsEmpty())
345
return
;
346
347
string
addonGUIDs;
348
349
array<string> addons = {};
350
GameProject
.GetLoadedAddons(addons);
351
352
foreach
(
string
GUID: addons)
353
{
354
if
(!
GameProject
.IsVanillaAddon(GUID))
355
{
356
if
(!addonGUIDs.IsEmpty())
357
addonGUIDs +=
","
;
358
359
addonGUIDs += GUID;
360
}
361
}
362
363
GameStateTransitions
.RequestScenarioChangeTransition(sequenceHeader.m_sNextScenario,
ResourceName
.Empty, addonGUIDs);
364
}
365
}
ChimeraMenuPreset
ChimeraMenuPreset
Menu presets.
Definition
ChimeraMenuBase.c:4
EGameOverTypes
EGameOverTypes
Definition
EGameOverTypes.c:2
GetGame
ArmaReforgerScripted GetGame()
Definition
game.c:1398
GetGameMode
SCR_BaseGameMode GetGameMode()
Definition
SCR_BaseGameModeComponent.c:15
index
SCR_DestructionSynchronizationComponentClass ScriptComponentClass int index
Definition
SCR_DestructionSynchronizationComponent.c:17
desc
UI Textures DeployMenu Briefing conflict_HintBanner_1_UI desc
Definition
SCR_RespawnBriefingComponent.c:17
ChimeraWorld
Definition
ChimeraWorld.c:13
GameProject
Definition
GameProject.c:13
GameStateTransitions
Definition
GameStateTransitions.c:13
ImageWidget
Definition
ImageWidget.c:13
ResourceName
Definition
ResourceName.c:13
SCR_BaseGameMode
Definition
SCR_BaseGameMode.c:139
SCR_BaseGameMode::GetOnGameEnd
ScriptInvoker GetOnGameEnd()
Definition
SCR_BaseGameMode.c:589
SCR_BaseGameOverScreenInfo::GetInfoId
EGameOverTypes GetInfoId()
Definition
SCR_BaseGameOverScreenInfo.c:40
SCR_BaseGameOverTabUIComponent
Definition
SCR_GameOverTabBaseUIComponent.c:2
SCR_CommonDialogs
Definition
CommonDialogs.c:6
SCR_ConfigurableDialogUi
Definition
SCR_ConfigurableDialogUI.c:17
SCR_ConfigurableDialogUi::m_OnConfirm
ref ScriptInvoker m_OnConfirm
Definition
SCR_ConfigurableDialogUI.c:47
SCR_FadeUIComponent
Definition
SCR_FadeUIComponent.c:2
SCR_GameOverScreenContentUIComponent
Definition
SCR_GameOverScreenContentUIComponent.c:2
SCR_GameOverScreenContentUIComponent::InitContent
void InitContent(SCR_GameOverScreenUIContentData endScreenUIContent)
Definition
SCR_GameOverScreenContentUIComponent.c:24
SCR_GameOverScreenUIComponent
Definition
SCR_GameOverScreenUIComponent.c:2
SCR_GameOverScreenUIComponent::m_sTabViewName
string m_sTabViewName
Definition
SCR_GameOverScreenUIComponent.c:4
SCR_GameOverScreenUIComponent::OnGameEnd
void OnGameEnd()
Definition
SCR_GameOverScreenUIComponent.c:235
SCR_GameOverScreenUIComponent::HandlerAttached
override void HandlerAttached(Widget w)
Definition
SCR_GameOverScreenUIComponent.c:240
SCR_GameOverScreenUIComponent::m_iContentTabIndex
float m_iContentTabIndex
Definition
SCR_GameOverScreenUIComponent.c:37
SCR_GameOverScreenUIComponent::m_EndScreenUIContentInfo
ref SCR_GameOverScreenUIContentData m_EndScreenUIContentInfo
Definition
SCR_GameOverScreenUIComponent.c:51
SCR_GameOverScreenUIComponent::m_sBackButtonName
string m_sBackButtonName
Definition
SCR_GameOverScreenUIComponent.c:16
SCR_GameOverScreenUIComponent::m_fBackgroundColorOverlayOpacity
float m_fBackgroundColorOverlayOpacity
Definition
SCR_GameOverScreenUIComponent.c:31
SCR_GameOverScreenUIComponent::m_TabViewFadeComponent
SCR_FadeUIComponent m_TabViewFadeComponent
Definition
SCR_GameOverScreenUIComponent.c:48
SCR_GameOverScreenUIComponent::NextScenario
void NextScenario()
Definition
SCR_GameOverScreenUIComponent.c:340
SCR_GameOverScreenUIComponent::OpenDebriefingScreenMenu
void OpenDebriefingScreenMenu()
Definition
SCR_GameOverScreenUIComponent.c:196
SCR_GameOverScreenUIComponent::m_RestartTimerFadeComponent
SCR_FadeUIComponent m_RestartTimerFadeComponent
Definition
SCR_GameOverScreenUIComponent.c:50
SCR_GameOverScreenUIComponent::m_ButtonHolderFadeComponent
SCR_FadeUIComponent m_ButtonHolderFadeComponent
Definition
SCR_GameOverScreenUIComponent.c:49
SCR_GameOverScreenUIComponent::m_sNextScenarioButtonName
string m_sNextScenarioButtonName
Definition
SCR_GameOverScreenUIComponent.c:40
SCR_GameOverScreenUIComponent::m_sRestartTimerHolderName
string m_sRestartTimerHolderName
Definition
SCR_GameOverScreenUIComponent.c:28
SCR_GameOverScreenUIComponent::m_fContentFadeInSpeed
float m_fContentFadeInSpeed
Definition
SCR_GameOverScreenUIComponent.c:34
SCR_GameOverScreenUIComponent::m_OverlayBackgroundColorFadeUIComponent
SCR_FadeUIComponent m_OverlayBackgroundColorFadeUIComponent
Definition
SCR_GameOverScreenUIComponent.c:46
SCR_GameOverScreenUIComponent::OnTabChanged
void OnTabChanged(SCR_TabViewComponent tabView, Widget w, int tabIndex)
Definition
SCR_GameOverScreenUIComponent.c:55
SCR_GameOverScreenUIComponent::OnTabViewFadeDone
void OnTabViewFadeDone()
Definition
SCR_GameOverScreenUIComponent.c:72
SCR_GameOverScreenUIComponent::m_sBackgroundColorOverlayName
string m_sBackgroundColorOverlayName
Definition
SCR_GameOverScreenUIComponent.c:13
SCR_GameOverScreenUIComponent::OnEndScreenContentShow
void OnEndScreenContentShow(bool show)
Definition
SCR_GameOverScreenUIComponent.c:79
SCR_GameOverScreenUIComponent::m_TabViewComponent
SCR_TabViewComponent m_TabViewComponent
Definition
SCR_GameOverScreenUIComponent.c:45
SCR_GameOverScreenUIComponent::m_wRoot
Widget m_wRoot
Definition
SCR_GameOverScreenUIComponent.c:42
SCR_GameOverScreenUIComponent::m_ContentFadeComponent
SCR_FadeUIComponent m_ContentFadeComponent
Definition
SCR_GameOverScreenUIComponent.c:47
SCR_GameOverScreenUIComponent::HandlerDeattached
override void HandlerDeattached(Widget w)
Definition
SCR_GameOverScreenUIComponent.c:329
SCR_GameOverScreenUIComponent::UnpauseTime
void UnpauseTime()
Definition
SCR_GameOverScreenUIComponent.c:224
SCR_GameOverScreenUIComponent::OnTabCreated
void OnTabCreated(SCR_TabViewComponent tabView, Widget w, int index)
Definition
SCR_GameOverScreenUIComponent.c:61
SCR_GameOverScreenUIComponent::m_sDebriefingButtonName
string m_sDebriefingButtonName
Definition
SCR_GameOverScreenUIComponent.c:22
SCR_GameOverScreenUIComponent::m_sContentHolderName
string m_sContentHolderName
Definition
SCR_GameOverScreenUIComponent.c:7
SCR_GameOverScreenUIComponent::m_sButtonHolderName
string m_sButtonHolderName
Definition
SCR_GameOverScreenUIComponent.c:25
SCR_GameOverScreenUIComponent::m_sBackgroundName
string m_sBackgroundName
Definition
SCR_GameOverScreenUIComponent.c:10
SCR_GameOverScreenUIComponent::m_RestartTimerComponent
SCR_ServerRestartTimerUIComponent m_RestartTimerComponent
Definition
SCR_GameOverScreenUIComponent.c:52
SCR_GameOverScreenUIComponent::m_sChatButtonName
string m_sChatButtonName
Definition
SCR_GameOverScreenUIComponent.c:19
SCR_GameOverScreenUIComponent::m_wEndscreenContent
Widget m_wEndscreenContent
Definition
SCR_GameOverScreenUIComponent.c:43
SCR_GameOverScreenUIComponent::ReturnToMenu
void ReturnToMenu()
Definition
SCR_GameOverScreenUIComponent.c:206
SCR_GameOverScreenUIComponent::m_wRestartTimerHolder
Widget m_wRestartTimerHolder
Definition
SCR_GameOverScreenUIComponent.c:44
SCR_GameOverScreenUIComponent::BackToMainMenuPopupConfirm
void BackToMainMenuPopupConfirm()
Definition
SCR_GameOverScreenUIComponent.c:216
SCR_GameOverScreenUIComponent::InitGameOverScreen
void InitGameOverScreen(SCR_GameOverScreenUIContentData endScreenUIContent)
Definition
SCR_GameOverScreenUIComponent.c:89
SCR_GameOverScreenUIContentData
Definition
SCR_GameOverScreenManagerComponent.c:573
SCR_Global
Definition
Functions.c:7
SCR_Global::IsEditMode
static bool IsEditMode()
Definition
Functions.c:1566
SCR_InputButtonComponent
Definition
SCR_InputButtonComponent.c:2
SCR_InputButtonComponent::m_OnActivated
ref ScriptInvoker m_OnActivated
Definition
SCR_InputButtonComponent.c:153
SCR_MissionHeaderSequence
Definition
SCR_MissionHeaderSequence.c:2
SCR_ServerRestartTimerUIComponent
Definition
SCR_ServerRestartTimerUIComponent.c:2
SCR_TabViewComponent
Definition
SCR_TabViewComponent.c:14
ScriptedWidgetComponent
Definition
ScriptedWidgetComponent.c:13
UIConstants
Definition
Constants.c:151
Widget
Definition
Widget.c:13
Attribute
SCR_FieldOfViewSettings Attribute
Definition
SendGoalMessage.c:170
scripts
Game
UI
GameOverScreen
SCR_GameOverScreenUIComponent.c
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