REDNODE / GAME API

AccumulatedDamageDigitLogicController

classscriptedClass

extends inkLogicController › inkILogicController › IScriptable › ISerializable

Properties 76

NameTypeFlags
activeBoolscriptedprivate
animBothOffsetXFloatscriptedprivate
animBothOffsetYFloatscriptedprivate
animBothStickingOffsetYFloatscriptedprivate
animBothTimeCritDelayFloatscriptedprivate
animBothTimeCritFadeFloatscriptedprivate
animBothTimeDelayFloatscriptedprivate
animBothTimeFadeInFloatscriptedprivate
animBothTimeFadeOutFloatscriptedprivate
animDistanceHeightBiasFloatscriptedprivate
animDistanceModifierMaxDistanceFloatscriptedprivate
animDistanceModifierMaxValueFloatscriptedprivate
animDistanceModifierMinDistanceFloatscriptedprivate
animDistanceModifierMinValueFloatscriptedprivate
animDynamicFadeInDurationFloatscriptedprivate
animEndHeightFloatscriptedprivate
animMaxScreenDistanceFromLastFloatscriptedprivate
animMinScreenDistanceFromLastFloatscriptedprivate
animNegativeOpacityFloatscriptedprivate
animPopEndScaleFloatscriptedprivate
animPopInDurationFloatscriptedprivate
animPopOutDurationFloatscriptedprivate
animPopScaleFloatscriptedprivate
animPositiveOpacityFloatscriptedprivate
animScreenInterpolationTimeFloatscriptedprivate
animStartHeightFloatscriptedprivate
animStickingDistanceHeightBiasFloatscriptedprivate
animStickingOffsetYFloatscriptedprivate
animStickTargetOffsetVector4scriptedprivate
animStickTargetWorldZOffsetFloatscriptedprivate
animTimeCritDelayFloatscriptedprivate
animTimeCritFadeFloatscriptedprivate
animTimeDelayFloatscriptedprivate
animTimeFadeInFloatscriptedprivate
animTimeFadeOutFloatscriptedprivate
arrayPositionInt32scriptedpublic
blinkProxyref<inkAnimProxy>scriptedprivate
calculatedDistanceHeightBiasFloatscriptedprivate
critAnimProxyref<inkAnimProxy>scriptedprivate
critWidgetinkTextRefscriptedprivate
currentEngineTimeFloatscriptedprivate
currentlyStickingBoolscriptedpublic
damageAccumulatedFloatscriptedprivate
distanceModifierFloatscriptedprivate
gameControllerwref<DamageDigitsGameController>scriptedprivate
headshotAnimProxyref<inkAnimProxy>scriptedprivate
headshotWidgetinkTextRefscriptedprivate
lastEngineTimeFloatscriptedprivate
ownerwref<GameObject>scriptedpublic
panelWidgetwref<inkWidget>scriptedprivate
positionUpdatedBoolscriptedprivate
projectionref<inkScreenProjection>scriptedprivate
projectionFreezePositionBoolscriptedprivate
projectionInterpolationOffsetinkMarginscriptedprivate
projectionInterpolationOffsetTotalinkMarginscriptedprivate
projectionInterpolationProgressFloatscriptedprivate
rootWidgetwref<inkWidget>scriptedprivate
showAnimProxyref<inkAnimProxy>scriptedprivate
showCritAnimDefref<inkAnimDef>scriptedprivate
showCritAnimFadeOutInterpolatorref<inkAnimTransparency>scriptedprivate
showingBothDigitsBoolscriptedprivate
showNegativeAnimDefref<inkAnimDef>scriptedprivate
showNegativeAnimFadeInInterpolatorref<inkAnimTransparency>scriptedprivate
showNegativeAnimFadeOutInterpolatorref<inkAnimTransparency>scriptedprivate
showNegativeAnimMarginInterpolatorref<inkAnimMargin>scriptedprivate
showPositiveAnimDefref<inkAnimDef>scriptedprivate
showPositiveAnimFadeInInterpolatorref<inkAnimTransparency>scriptedprivate
showPositiveAnimFadeOutInterpolatorref<inkAnimTransparency>scriptedprivate
showPositiveAnimMarginInterpolatorref<inkAnimMargin>scriptedprivate
showPositiveAnimScaleDownInterpolatorref<inkAnimScale>scriptedprivate
showPositiveAnimScaleUpInterpolatorref<inkAnimScale>scriptedprivate
stickingDistanceHeightBiasFloatscriptedprivate
stickToTargetBoolscriptedpublic
successfulBoolscriptedprivate
successfulCriticalBoolscriptedprivate
textWidgetwref<inkText>scriptedprivate

Methods 14

private final func BuildStateName(damageType: gamedataDamageType, hitType: gameuiHitType, showingBothDigits: Bool, flags: array<SHitFlag>) -> CNamescripted
private final func CalculateDistanceModifier(fromVec: Vector4, toVec: Vector4)scripted
private final func CreateShowAnimation()scripted
public final func IsProjectedEntity(entity: wref<GameObject>) -> Boolscripted
protected cb func OnHide(anim: ref<inkAnimProxy>) -> Boolscripted
protected cb func OnInitialize() -> Boolscripted
protected cb func OnScreenProjectionUpdate(projection: ref<inkScreenProjection>) -> Boolscripted
protected cb func OnUninitialize() -> Boolscripted
private final func SetActive(active: Bool)scripted
public final func SetProjection(projection: ref<inkScreenProjection>, gameController: wref<DamageDigitsGameController>)scripted
public final func Show(damageInfo: script_ref<DamageInfo>, showingBothDigits: Bool, oneInstance: Bool, forceStickToTarget: Bool)scripted
public final func UpdateDamageInfo(damageInfo: script_ref<DamageInfo>, showingBothDigits: Bool)scripted
private final func UpdateDuration(showingBothDigits: Bool)scripted
private final func UpdatePositionAndScale(showingBothDigits: Bool)scripted