REDNODE / GAME API

DamageDigitLogicController

classscriptedClass

extends inkLogicController › inkILogicController › IScriptable › ISerializable

Properties 67

NameTypeFlags
activeBoolscriptedprivate
animAngleMax1Floatscriptedprivate
animAngleMax2Floatscriptedprivate
animAngleMin1Floatscriptedprivate
animAngleMin2Floatscriptedprivate
animBothAngleMax1Floatscriptedprivate
animBothAngleMax2Floatscriptedprivate
animBothAngleMin1Floatscriptedprivate
animBothAngleMin2Floatscriptedprivate
animBothOffsetXFloatscriptedprivate
animBothOffsetYFloatscriptedprivate
animBothStickingOffsetYFloatscriptedprivate
animBothTimeCritDelayFloatscriptedprivate
animBothTimeDelayFloatscriptedprivate
animBothTimeFadeInFloatscriptedprivate
animBothTimeFadeOutFloatscriptedprivate
animDistanceHeightBiasFloatscriptedprivate
animDistanceMaxFloatscriptedprivate
animDistanceMax_CritFloatscriptedprivate
animDistanceMinFloatscriptedprivate
animDistanceMin_CritFloatscriptedprivate
animDistanceModifierMaxDistanceFloatscriptedprivate
animDistanceModifierMaxValueFloatscriptedprivate
animDistanceModifierMinDistanceFloatscriptedprivate
animDistanceModifierMinValueFloatscriptedprivate
animDynamicCritDelayFloatscriptedprivate
animDynamicCritDurationFloatscriptedprivate
animDynamicDelayFloatscriptedprivate
animDynamicDurationFloatscriptedprivate
animNegativeOpacityFloatscriptedprivate
animPositiveOpacityFloatscriptedprivate
animStartHeightFloatscriptedprivate
animStickingDistanceHeightBiasFloatscriptedprivate
animStickingOffsetYFloatscriptedprivate
animStickTargetOffsetVector4scriptedprivate
animStickTargetWorldZOffsetFloatscriptedprivate
animTimeCritDelayFloatscriptedprivate
animTimeDelayFloatscriptedprivate
animTimeFadeInFloatscriptedprivate
animTimeFadeOutFloatscriptedprivate
calculatedDistanceHeightBiasFloatscriptedprivate
critWidgetinkTextRefscriptedprivate
distanceModifierFloatscriptedprivate
executedWidgetinkTextRefscriptedprivate
forceStickToTargetBoolscriptedprivate
gameControllerwref<DamageDigitsGameController>scriptedprivate
headshotWidgetinkTextRefscriptedprivate
panelWidgetwref<inkWidget>scriptedprivate
projectionref<inkScreenProjection>scriptedprivate
rootWidgetwref<inkWidget>scriptedprivate
showingBothDigitsBoolscriptedprivate
showNegativeAnimDefref<inkAnimDef>scriptedprivate
showNegativeAnimFadeInInterpolatorref<inkAnimTransparency>scriptedprivate
showNegativeAnimFadeOutInterpolatorref<inkAnimTransparency>scriptedprivate
showNegativeAnimMarginInterpolatorref<inkAnimMargin>scriptedprivate
showNegativeAnimScaleInterpolatorref<inkAnimScale>scriptedprivate
showPositiveAnimDefref<inkAnimDef>scriptedprivate
showPositiveAnimFadeInInterpolatorref<inkAnimTransparency>scriptedprivate
showPositiveAnimFadeOutInterpolatorref<inkAnimTransparency>scriptedprivate
showPositiveAnimMarginInterpolatorref<inkAnimMargin>scriptedprivate
showPositiveAnimScaleInterpolatorref<inkAnimScale>scriptedprivate
stickingDistanceHeightBiasFloatscriptedprivate
stickToTargetBoolscriptedpublic
successfulBoolscriptedprivate
successfulCriticalBoolscriptedprivate
textWidgetwref<inkText>scriptedprivate
wheelShotWidgetinkTextRefscriptedprivate

Methods 16

private final func BuildStateName(damageType: gamedataDamageType, hitType: gameuiHitType, flags: array<SHitFlag>) -> CNamescripted
private final func CalculateDistanceModifier(fromVec: Vector4, toVec: Vector4)scripted
private final func CreateShowAnimation()scripted
private final func GenerateRandomMarginInterpolator(positive: Bool, isCritical: Bool, showingBothDigits: Bool)scripted
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, forceStickToTarget: Bool)scripted
public final func ShowExecutedFloater(damageInfo: script_ref<DamageInfo>)scripted
public final func ShowPuncturedFloater(instigator: wref<GameObject>, vehicle: wref<GameObject>, puncturePosition: Vector4)scripted
public final func ShowRammingFloater(damageInfo: script_ref<DamageInfo>)scripted
private final func UpdateDuration(showingBothDigits: Bool)scripted
private final func UpdatePositionAndScale(showingBothDigits: Bool)scripted