ORK Framework  3.17.1
API Documentation
GamingIsLove.ORKFramework.Combatants.CombatantUI Class Reference
Inheritance diagram for GamingIsLove.ORKFramework.Combatants.CombatantUI:
GamingIsLove.ORKFramework.IStatusChanged

Classes

class  FadeInfo
 

Public Member Functions

 CombatantUI (Combatant owner)
 
void MarkChange ()
 Marks this combatant for a HUD update in the next Update tick. More...
 
void MarkChangeInventory ()
 Marks this combatant for an inventory related HUD update in the next Update tick. More...
 
void MarkChangeShortcuts ()
 Marks this combatant for a shortcut related HUD update in the next Update tick. More...
 
void MarkChangeReuseTime ()
 Marks this combatant for a reuse time related HUD update in the next Update tick. More...
 
void MarkChangeEffectTime ()
 Marks this combatant for a status effect duration related HUD update in the next Update tick. More...
 
void MarkChangeReactonPortrait ()
 Marks this combatant for an inventory related HUD update in the next Update tick. More...
 
void FireChanged ()
 Notifies all UI listeners that something changed. More...
 
void Tick ()
 
void Clear ()
 
void Open ()
 
void Check ()
 
virtual void CheckFaction ()
 
void NextEffect ()
 
bool IsFading ()
 
void StartFade (FadeType fadeType, FadeColorSettings fadeSettings)
 
void StopFade ()
 
void ClearFade ()
 
void StopFade (FadeColorSettings fadeSettings)
 
void SetColor (Color color)
 
virtual void CheckUsedPortraitSet ()
 
void RandomPortraitIndex ()
 
IPortrait GetPortrait (PortraitTypeAsset portraitType)
 
virtual void SetReactionPortraitType (PortraitTypeAsset type, float time)
 
virtual PortraitTypeAsset GetReactionPortraitType ()
 
virtual IPortrait GetReactionPortrait ()
 
virtual void CheckReactionPortraits ()
 
virtual void AddBattleInfo (IUIBox box, NotificationQueueType queueType, int maxDisplayCount)
 
FlyingTextPositionIndex GetFlyingTextPositionIndex (FlyingTextPositionSettings settings)
 
virtual void NotifyStatusChanged ()
 Warning: for status effects needs to manually register to auto effect checks of a combatant More...
 
virtual void NotifyStatusChanged (Combatant combatant, int id, int id2, float change)
 
virtual void NotifyStatusChanged (Combatant combatant, int id, int id2)
 
virtual void NotifyStatusChanged (Combatant combatant)
 
virtual void NotifyStatusChanged (Combatant combatant, StatusValue statusValue, int change)
 
virtual void NotifyStatusChanged (Combatant combatant, StatusEffect effect)
 
virtual void NotifyStatusChanged (Combatant combatant, ClassShortcut instance)
 

Protected Member Functions

void DoFade ()
 
void RestoreBlinkFadeFromStack ()
 

Protected Attributes

Combatant owner
 
bool markChange = false
 
bool markChangeInventory = false
 
bool markChangeShortcuts = false
 
bool markChangeReuseTime = false
 
bool markChangeEffectTime = false
 
bool markChangeReactionPortrait = false
 
List< CombatantObjectHUDInstancehudInstances = null
 
float lastCheckTime = 0
 
FactionSetting lastFaction
 
bool isEnemyOfPlayer = false
 
int effectIndex = 0
 
float effectTime = 0
 
Color color = new Color(1, 1, 1, 1)
 
FadeInfo fadeInfo
 
List< FadeInfofadeBlinkStack
 
NotificationHandler battleInfo
 
Dictionary< FlyingTextPositionSettings, FlyingTextPositionIndex > flyingTextPositions
 
int portraitIndex = 0
 
Dictionary< CombatantPrefabViewPortrait, PrefabViewCombatantportraitPrefabWrapper
 
Stack< KeyValuePair< PortraitTypeAsset, float > > reactionPortraits
 

Properties

int EffectIndex [get, set]
 
Color Color [get]
 
int PortraitIndex [get, set]
 
IUIBox? BattleInfo [get]
 

Member Function Documentation

◆ FireChanged()

void GamingIsLove.ORKFramework.Combatants.CombatantUI.FireChanged ( )

Notifies all UI listeners that something changed.

◆ MarkChange()

void GamingIsLove.ORKFramework.Combatants.CombatantUI.MarkChange ( )

Marks this combatant for a HUD update in the next Update tick.

◆ MarkChangeEffectTime()

void GamingIsLove.ORKFramework.Combatants.CombatantUI.MarkChangeEffectTime ( )

Marks this combatant for a status effect duration related HUD update in the next Update tick.

◆ MarkChangeInventory()

void GamingIsLove.ORKFramework.Combatants.CombatantUI.MarkChangeInventory ( )

Marks this combatant for an inventory related HUD update in the next Update tick.

◆ MarkChangeReactonPortrait()

void GamingIsLove.ORKFramework.Combatants.CombatantUI.MarkChangeReactonPortrait ( )

Marks this combatant for an inventory related HUD update in the next Update tick.

◆ MarkChangeReuseTime()

void GamingIsLove.ORKFramework.Combatants.CombatantUI.MarkChangeReuseTime ( )

Marks this combatant for a reuse time related HUD update in the next Update tick.

◆ MarkChangeShortcuts()

void GamingIsLove.ORKFramework.Combatants.CombatantUI.MarkChangeShortcuts ( )

Marks this combatant for a shortcut related HUD update in the next Update tick.

◆ NotifyStatusChanged()

virtual void GamingIsLove.ORKFramework.Combatants.CombatantUI.NotifyStatusChanged ( )
virtual

Warning: for status effects needs to manually register to auto effect checks of a combatant

Implements GamingIsLove.ORKFramework.IStatusChanged.