HUDManager
classscriptedClass
extends NativeHudManager › ScriptableSystem › IScriptableSystem › IScriptable › ISerializable
Properties 47
| Name | Type | Flags |
|---|---|---|
activeMode | ActiveMode | scriptedprivate |
aimAssist | ref<AimAssistModule> | scriptedprivate |
braindanceModule | ref<BraindanceModule> | scriptedprivate |
braindanceToggleCallbackID | ref<CallbackHandle> | scriptedprivate |
carriedBodyListener | ref<CallbackHandle> | scriptedprivate |
crosshair | ref<CrosshairModule> | scriptedprivate |
currentTarget | wref<HUDActor> | scriptedprivate |
grappleListener | ref<CallbackHandle> | scriptedprivate |
hackingMinigameCallbackID | ref<CallbackHandle> | scriptedprivate |
highlightsModule | ref<HighlightModule> | scriptedprivate |
iconsModule | ref<IconsModule> | scriptedprivate |
instructionsDelayID | DelayID | scriptedprivate |
isBraindanceActive | Bool | scriptedprivate |
isHackingMinigameActive | Bool | scriptedprivate |
isQHackUIInputLocked | Bool | scriptedprivate |
lastTarget | wref<HUDActor> | scriptedprivate |
lookatRequest | AimRequest | scriptedprivate |
lookAtTarget | EntityID | scriptedprivate |
lootDataCallbackID | ref<CallbackHandle> | scriptedprivate |
lootedTarget | EntityID | scriptedprivate |
modulesArray | array<ref<HUDModule>> | scriptedprivate |
nameplateCallbackID | ref<CallbackHandle> | scriptedprivate |
nameplateTarget | EntityID | scriptedprivate |
playerAttachedCallbackID | Uint32 | scriptedprivate |
playerDetachedCallbackID | Uint32 | scriptedprivate |
playerTargetCallbackID | ref<CallbackHandle> | scriptedprivate |
previousStickInput | Vector4 | scriptedprivate |
pulseDelayID | DelayID | scriptedprivate |
quickHackDescriptionVisible | Bool | scriptedprivate |
quickhackModule | ref<QuickhackModule> | scriptedprivate |
quickHackPanelListener | ref<CallbackHandle> | scriptedprivate |
quickHackTarget | EntityID | scriptedprivate |
scanner | ref<ScannerModule> | scriptedprivate |
scannerTarget | EntityID | scriptedprivate |
scannerTargetCallbackID | ref<CallbackHandle> | scriptedprivate |
scannningController | wref<ScanningController> | scriptedprivate |
state | HUDState | scriptedprivate |
stickInputListener | ref<CallbackHandle> | scriptedprivate |
targetingSystem | wref<TargetingSystem> | scriptedprivate |
uiQuickHackKeepContext | Bool | scriptedprivate |
uiQuickhackKeepContextCallbackID | ref<CallbackHandle> | scriptedprivate |
uiQuickHackVisible | Bool | scriptedprivate |
uiQuickHackVisibleCallbackID | ref<CallbackHandle> | scriptedprivate |
uiScannerVisible | Bool | scriptedprivate |
uiScannerVisibleCallbackID | ref<CallbackHandle> | scriptedprivate |
visionModeChangedCallbackID | ref<CallbackHandle> | scriptedprivate |
visionModeSystem | wref<VisionModeSystem> | scriptedprivate |
Methods 120
public final const func CanActivateRemoteActionWheel() -> Boolscripted
public final const func CanPulse() -> Boolscripted
private final func CanShowHintMessage() -> Boolscripted
private final func ClearQuickHackTargetData(targetID: EntityID)scripted
private final const func CloseQHackMenu()scripted
private final func CreateJobsByActorType(actors: script_ref<array<ref<HUDActor>>>, type: HUDActorType) -> array<HUDJob>scripted
private final func CreateJobsForClueActors(actors: script_ref<array<ref<HUDActor>>>) -> array<HUDJob>scripted
private final const func DetermineActorVisibilityState(id: EntityID) -> ActorVisibilityStatusscripted
protected final func FillLookAtRequestData(lookAtComponent: wref<TargetingComponent>) -> AimRequestscripted
private final func ForceScannerModule(actor: wref<HUDActor>, shouldForce: Bool)scripted
public final const func GetActiveMode() -> ActiveModescripted
public final const func GetCurrentTarget() -> ref<HUDActor>scripted
public final const func GetCurrentTargetID() -> EntityIDscripted
public final const func GetCurrentTargetObject() -> ref<GameObject>scripted
public final const func GetHUDState() -> HUDStatescripted
public final const func GetIconsModule() -> ref<IconsModule>scripted
public final const func GetLastTarget() -> ref<HUDActor>scripted
public final const func GetLastTargetID() -> EntityIDscripted
public final const func GetLockedClueID() -> EntityIDscripted
public final const func GetLootedTargetID() -> EntityIDscripted
protected final const func GetNetworkSystem() -> ref<NetworkSystem>scripted
public final const func GetPlayer() -> ref<GameObject>scripted
public final const func GetPlayerSMBlackboard() -> ref<IBlackboard>scripted
public final const func GetPlayerStateMachineBlackboard(playerPuppet: wref<GameObject>) -> ref<IBlackboard>scripted
private final func GetPulseDuration() -> Floatscripted
public final const func GetQuickHackTargetID() -> EntityIDscripted
public final const func GetUiScannerVisible() -> Boolscripted
public final const func HasCurrentTarget() -> Boolscripted
private final func HUDLog(message: script_ref<String>)scripted
private final func InitializeHUD()scripted
private final func InitializeModules()scripted
public final const func IsBraindanceActive() -> Boolscripted
public final const func IsCyberdeckEquipped() -> Boolscripted
public final const func IsHackingMinigameActive() -> Boolscripted
public final const func IsPulseActive() -> Boolscripted
public final const func IsQHackInputLocked() -> Boolscripted
public final const func IsRegistered(id: EntityID) -> Boolscripted
protected final const func IsRequestLegal(requestToValidate: ref<HUDManagerRequest>) -> Boolscripted
private final func IterateModules(jobs: array<HUDJob>)scripted
private final func IterateModules(job: HUDJob)scripted
protected final func JumpToNextTarget(right: Bool)scripted
protected final func JumpToTarget(inputVector: Vector4, opt dotThreshold: Float)scripted
private final func LookAtNearestCroshairTarget(opt targetEntityID: EntityID)scripted
private final func LookAtNewTarget(lookAtComponent: wref<TargetingComponent>, vecToNextObject: Vector4)scripted
protected cb func OnAction(action: ListenerAction, consumer: ListenerActionConsumer) -> Boolscripted
private func OnAttach()scripted
protected cb func OnBodyCarryStateChanged(value: Bool) -> Boolscripted
protected cb func OnBraindanceToggle(value: Bool) -> Boolscripted
protected cb func OnBreachingNetwork(value: String) -> Boolscripted
protected final func OnClueActorNotification(request: ref<ClueStatusNotification>)scripted
protected final func OnClueClueLockNotification(request: ref<ClueLockNotification>)scripted
private func OnDetach()scripted
protected cb func OnGrappleStateChanged(value: Int32) -> Boolscripted
protected final func OnInstructionRequest(request: ref<SendInstructionRequest>)scripted
private final func OnIterateModulesRequest(request: ref<IterateModulesRequest>)scripted
private final func OnLockQHackInput(request: ref<LockQHackInput>)scripted
protected cb func OnLootDataChanged(value: Variant) -> Boolscripted
protected cb func OnNameplateChanged(value: Variant) -> Boolscripted
protected final func OnNemaplateChangedRequest(evt: ref<NemaplateChangedRequest>)scripted
protected final func OnPingFinishedRequest(request: ref<PulseFinishedRequest>)scripted
protected cb func OnPlayerTargetChanged(value: EntityID) -> Boolscripted
protected final func OnPlayerTargetChangedRequest(evt: ref<PlayerTargetChangedRequest>)scripted
protected cb func OnQuickHackPanelOpened(value: Bool) -> Boolscripted
protected cb func OnQuickHackUIKeepContextChanged(visible: Bool) -> Boolscripted
protected cb func OnQuickHackUIVisibleChanged(visible: Bool) -> Boolscripted
protected final func OnRefreshSingleActor(request: ref<RefreshActorRequest>)scripted
protected final func OnRegister(request: ref<HUDManagerRegistrationRequest>)scripted
protected final func OnRegisterAssociation(request: ref<HUDManagerAssociationRequest>)scripted
protected final func OnResolveRadial(request: ref<ResolveQuickHackRadialRequest>)scripted
protected final func OnRevealActorNotification(request: ref<RevealStatusNotification>)scripted
private final func OnRevealQuickhackMenu(request: ref<RevealQuickhackMenu>)scripted
protected cb func OnScannerTargetChanged(value: EntityID) -> Boolscripted
protected final func OnScannerTargetChangedRequest(request: ref<ScannerTargetChangedRequest>)scripted
protected cb func OnScannerUIVisibleChanged(visible: Bool) -> Boolscripted
protected cb func OnStickInputChanged(value: Vector4) -> Boolscripted
protected final func OnTagActorNotification(request: ref<TagStatusNotification>)scripted
protected cb func OnVisionModeChanged(value: Int32) -> Boolscripted
protected final func OnVisionModeResetRequest(request: ref<VisionModeResetRequest>)scripted
private final func PlayerAttachedCallback(playerPuppet: ref<GameObject>)scripted
private final func PlayerDetachedCallback(playerPuppet: ref<GameObject>)scripted
private final func PostponeModuleIteration(remainingJobs: script_ref<array<HUDJob>>)scripted
private final func ProcessAssociationRegistration(request: ref<HUDManagerAssociationRequest>)scripted
private final func ProcessRegistration(request: ref<HUDManagerRegistrationRequest>)scripted
private final func ReactToTargetChanged()scripted
private final func RefreshDebug()scripted
private final func RefreshHUD()scripted
private final func RefreshHudForSingleActor(actor: ref<HUDActor>, opt targetModules: array<wref<HUDModule>>)scripted
private final func RegisterActor_Script(request: ref<HUDManagerRegistrationRequest>)scripted
private final func RegisterAssociatedActor_Script(request: ref<HUDManagerAssociationRequest>)scripted
protected final func RegisterBraindanceToggleCallback()scripted
private final func RegisterHackingMinigameCallback()scripted
protected final func RegisterNameplateShownCallback()scripted
protected final func RegisterPlayerTargetCallback()scripted
protected final func RegisterScannerTargetCallback()scripted
protected final func RegisterToInput()scripted
protected final func RegisterUICallbacks()scripted
private final func RegisterVisionModeCallback(player: ref<GameObject>)scripted
private final func RequestTimeDilation(eventId: CName, val: Bool)scripted
private final func ResolveCurrentTarget() -> Boolscripted
private final func ResolveLookAtTarget(newTarget: EntityID)scripted
private final func SendInstructions(jobs: script_ref<array<HUDJob>>)scripted
private final func SendInstructionsByRequest(jobs: script_ref<array<HUDJob>>)scripted
private final func SendQuickHackPanelStateEvent(isOpened: Bool)scripted
private final func SendScannerTabChangeEvent()scripted
private final func SetNewTarget(newTarget: ref<HUDActor>) -> Boolscripted
private final func StartPulse()scripted
private final func StopPulse()scripted
private final func SuppressActor(actor: ref<HUDActor>)scripted
private final func UninitializeHUD()scripted
private final func UnregisterActor_Script(request: ref<HUDManagerRegistrationRequest>)scripted
private final func UnregisterAssociatedActor_Script(request: ref<HUDManagerAssociationRequest>)scripted
private final func UnregisterHackingMinigameCallback(player: ref<GameObject>)scripted
protected final func UnRegisterPlayerTargetCallback()scripted
protected final func UnregisterToInput()scripted
protected final func UnregisterUICallbacks()scripted
private final func UnregisterVisionModeCallback(player: ref<GameObject>)scripted