CrosshairGameController_Tech_Round
classscriptedClass
extends BaseTechCrosshairController › gameuiCrosshairBaseGameController › inkGameController › worlduiIGameController › inkIGameController › IScriptable › ISerializable
Properties 41
| Name | Type | Flags |
|---|---|---|
bbcharge | ref<CallbackHandle> | scriptedprivate |
bbcurrentFireMode | ref<CallbackHandle> | scriptedprivate |
bbmagazineAmmoCapacity | ref<CallbackHandle> | scriptedprivate |
bbmagazineAmmoCount | ref<CallbackHandle> | scriptedprivate |
bbNPCStatsInfo | ref<CallbackHandle> | scriptedprivate |
bottom_hip_bar | wref<inkWidget> | scriptedprivate |
bottomPart | inkImageRef | scriptedprivate |
bufferedSpread | Vector2 | scriptedprivate |
centerPart | wref<inkWidget> | scriptedprivate |
chargeAnimationProxy | ref<inkAnimProxy> | scriptedprivate |
chargeBar | wref<inkCanvas> | scriptedprivate |
chargeBarBG | wref<inkRectangle> | scriptedprivate |
chargeBarFG | wref<inkRectangle> | scriptedprivate |
chargeBarMG | wref<inkRectangle> | scriptedprivate |
crosshair | wref<inkWidget> | scriptedprivate |
currentAmmo | Int32 | scriptedprivate |
currentFireMode | gamedataTriggerMode | scriptedprivate |
currentMaxAmmo | Int32 | scriptedprivate |
currentObstructedTargetBBID | ref<CallbackHandle> | scriptedprivate |
gameplaySpreadMultiplier | Float | scriptedpublic |
horiPart | inkWidgetRef | scriptedprivate |
horizontalMinSpread | Float | scriptedpublic |
latchVertical | Float | scriptedprivate |
leftPart | inkImageRef | scriptedprivate |
maxSupportedAmmo | Int32 | scriptedprivate |
offsetLeftRight | Float | scriptedprivate |
offsetLeftRightExtra | Float | scriptedprivate |
orgSideSize | Vector2 | scriptedprivate |
potentialObstructedTarget | wref<GameObject> | scriptedprivate |
potentialVisibleTarget | wref<GameObject> | scriptedprivate |
realFluffText_1 | wref<inkText> | scriptedprivate |
realFluffText_2 | wref<inkText> | scriptedprivate |
rightPart | inkImageRef | scriptedprivate |
root | wref<inkWidget> | scriptedprivate |
sidesScale | Float | scriptedprivate |
stateADS | Bool | scriptedprivate |
topPart | inkImageRef | scriptedprivate |
useVisibleTarget | Bool | scriptedprivate |
verticalMinSpread | Float | scriptedpublic |
vertPart | inkWidgetRef | scriptedprivate |
weaponlocalBB | wref<IBlackboard> | scriptedprivate |
Methods 29
protected func ApplyCrosshairGUIState(state: CName, aimedAtEntity: ref<Entity>)scripted
protected final func ColapseCrosshair(full: Bool, duration: Float)scripted
protected final func ExpandCrosshair(full: Bool, duration: Float)scripted
protected func GetDistanceToTarget() -> Floatscripted
public func GetIntroAnimation(firstEquip: Bool) -> ref<inkAnimProxy>scripted
public func GetOutroAnimation() -> ref<inkAnimProxy>scripted
private final func HideCenterPart(duration: Float)scripted
protected final func OnAmmoCapacityChanged(value: Uint32)scripted
protected final func OnAmmoCountChanged(value: Uint32)scripted
protected cb func OnBulletSpreadChanged(spread: Vector2) -> Boolscripted
protected final func OnChargeChanged(charge: Float)scripted
protected cb func OnCurrentAimTarget(entId: EntityID) -> Boolscripted
protected cb func OnCurrentObstructedTarget(entId: EntityID) -> Boolscripted
private final func OnHide()scripted
protected cb func OnInitialize() -> Boolscripted
protected cb func OnPreIntro() -> Boolscripted
protected cb func OnPreOutro() -> Boolscripted
private final func OnShow()scripted
protected func OnState_Aim()scripted
protected func OnState_GrenadeCharging()scripted
protected func OnState_HipFire()scripted
protected func OnState_Reload()scripted
protected func OnState_Safe()scripted
protected func OnState_Scanning()scripted
protected func OnState_Sprint()scripted
private final func OnTargetsChanged()scripted
protected final func OnTriggerModeChanged(value: Variant)scripted
protected cb func OnUninitialize() -> Boolscripted
private final func ShowCenterPart(duration: Float)scripted