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StanceIndicator.c
Go to the documentation of this file.
1
class
StanceIndicator
: SCR_InfoDisplay
2
{
3
// Stances
4
const
string
STANCE_STAND =
"{9DF327726AD6B515}UI/Textures/StanceIndicator/stance_stand.edds"
;
5
const
string
STANCE_CROUCH =
"{90ED76A233697F90}UI/Textures/StanceIndicator/stance_crouch.edds"
;
6
const
string
STANCE_PRONE =
"{A7117D97ED663EC4}UI/Textures/StanceIndicator/stance_prone.edds"
;
7
8
private
ImageWidget
m_wStance = null;
9
private
ECharacterStance
m_eCurrentStance =
ECharacterStance
.PRONE;
10
private
SCR_PlayerController
m_PlayerController;
11
12
protected
static
StanceIndicator
s_Instance
= null;
13
sealed
static
StanceIndicator
GetInstance
() {
return
s_Instance
; }
14
15
//------------------------------------------------------------------------------------------------
16
override
void
OnStartDraw
(
IEntity
owner)
17
{
18
super.OnStartDraw(owner);
19
if
(
m_wRoot
)
20
{
21
m_wStance =
ImageWidget
.Cast(
m_wRoot
.FindAnyWidget(
"Image0"
));
22
if
(m_wStance)
23
{
24
m_wStance.LoadImageTexture((
int
)
ECharacterStance
.PRONE, STANCE_PRONE);
25
m_wStance.LoadImageTexture((
int
)
ECharacterStance
.CROUCH, STANCE_CROUCH);
26
m_wStance.LoadImageTexture((
int
)
ECharacterStance
.STAND, STANCE_STAND);
27
}
28
m_wRoot
.SetOpacity(0);
29
}
30
31
32
ArmaReforgerScripted
game
=
GetGame
();
33
if
(!
game
)
34
return
;
35
36
m_PlayerController =
SCR_PlayerController
.Cast(
game
.GetPlayerController());
37
}
38
39
//------------------------------------------------------------------------------------------------
40
override
void
UpdateValues
(
IEntity
owner,
float
timeSlice)
41
{
42
if
(!
m_wRoot
|| !m_wStance || !m_PlayerController)
43
return
;
44
45
46
/* CharacterStance stance = CharacterStance.STANCE_ERECT;
47
CharacterEntity character = CharacterEntity.Cast(owner);
48
if (character)
49
{
50
stance = character.GetCurrentStance();
51
}
52
53
if (m_eCurrentStance != stance)
54
{
55
m_eCurrentStance = stance;
56
m_wStance.SetImage(stance);
57
58
// Update widget size
59
int x;
60
int y;
61
m_wStance.GetImageSize(stance,x,y);
62
float fx = (float)x * 0.3;
63
float fy = (float)y * 0.3;
64
m_wStance.SetSize(fx,fy);
65
66
if (stance == ECharacterStance.STAND)
67
{
68
if (m_wRoot.GetOpacity() > 0 || m_wRoot.IsVisible())
69
AnimateWidget.Opacity(m_wRoot, 0, UIConstants.FADE_RATE_SLOW);
70
}
71
else
72
{
73
if (m_wRoot.GetOpacity() < 1 || !m_wRoot.IsVisible())
74
AnimateWidget.Opacity(m_wRoot, 1, UIConstants.FADE_RATE_DEFAULT);
75
}
76
}*/
77
}
78
};
game
ref DSGameConfig game
Definition
DSConfig.c:81
GetGame
ArmaReforgerScripted GetGame()
Definition
game.c:1398
m_wRoot
Widget m_wRoot
Definition
SCR_GameModeCleanSweep.c:25
IEntity
Definition
IEntity.c:13
ImageWidget
Definition
ImageWidget.c:13
SCR_PlayerController
Definition
SCR_PlayerController.c:31
StanceIndicator
Definition
StanceIndicator.c:2
StanceIndicator::GetInstance
static sealed StanceIndicator GetInstance()
Definition
StanceIndicator.c:13
StanceIndicator::UpdateValues
override void UpdateValues(IEntity owner, float timeSlice)
Definition
StanceIndicator.c:40
StanceIndicator::s_Instance
static StanceIndicator s_Instance
Definition
StanceIndicator.c:12
StanceIndicator::OnStartDraw
override void OnStartDraw(IEntity owner)
Definition
StanceIndicator.c:16
ECharacterStance
ECharacterStance
Definition
ECharacterStance.c:13
scripts
Game
UI
HUD
StanceIndicator.c
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1.17.0