1class IngameHud
extends Hud
86 protected Widget m_ActionItemQuantityWrapper
154 myTimer.Run( 1,
this,
"InitQuickbar" );
168 m_Badges = hud_panel_widget.FindAnyWidget(
"BadgesPanel");
216 m_Timer.Run(0.333,
this,
"RefreshQuickbar", NULL,
true );
266 for (
int y = 0;
y < 5;
y++ )
268 w.LoadImageFile(
y,
"set:dayz_gui image:icon" + widget_name +
y );
272 float alpha = w.GetAlpha();
273 w.SetColor(
ARGB( alpha * 255, 220, 220, 220 ) );
276 for (
int x = 1;
x < 4;
x++ )
310 ImageWidget badge_widget;
319 for (
int q = 0; q < badgeCountMax; q++ )
321 badge_widget.LoadImageFile( q,
"set:dayz_gui image:icon" + badge_name + q );
326 badge_widget.Show(
false );
350 Error(
"OnPlayerLoaded: Cannot retreive player");
352 if (!player.IsUnconscious())
370 override void Show(
bool show )
423 m_CursorIcon.FindAnyWidget( type ).GetParent().SetSize(
x * percentage,
y * percentage );
440 m_PermanentCrossHair.Show(show);
457 string arrow_name =
"ArrowUp";
460 arrow_name =
"ArrowDown";
464 for (
int x = 1;
x < 4;
x++ )
490 w.SetImage(
Math.
Clamp( status - 1, 0, 4 ) );
491 float alpha = w.GetAlpha();
496 w.SetColor(
ARGB( alpha * 255, 220, 220, 0 ) );
500 w.SetColor(
ARGB( alpha * 255, 220, 0, 0 ) );
510 w.SetColor(
ARGB( alpha * 255, 220, 220, 220 ) );
523 float alpha = w.GetAlpha();
527 temp_top.Show(
true );
528 temp_bot.Show(
false );
532 temp_top.Show(
false );
533 temp_bot.Show(
true );
539 w.SetColor(
ARGB( alpha * 255, 220, 220, 0 ) );
545 w.SetColor(
ARGB( alpha * 255, 220, 0, 0 ) );
557 w.SetColor(
ARGB( alpha * 255, 0, 206, 209 ) );
562 w.SetColor(
ARGB( alpha * 255, 30, 144, 220 ) );
574 w.SetColor(
ARGB( alpha * 255, 220, 220, 220 ) );
593 ImageWidget badge_widget
597 if ( badge_value > 0 )
601 int levelIndex = badge_value - 1;
603 if (maxSupportedIndex >= levelIndex)
604 badge_widget.SetImage(levelIndex);
607 badge_widget.Show(
true );
611 bleed_count.Show(
true );
619 bleed_count.Show(
false );
621 badge_widget.Show(
false );
632 temp_top.SetText( temp );
633 temp_bot.SetText( temp );
642 temp_top.SetText(
"" );
643 temp_bot.SetText(
"" );
671 ImageWidget stomach = ImageWidget.Cast(
m_Badges.FindAnyWidget(
"Stomach" ) );
672 stomach.LoadImageFile( 0,
"set:dayz_gui image:iconStomach" + state );
679 float percentage = 1;
682 percentage = range / max;
687 m_Stamina.SetCurrent(( value / range ) * 100);
699 if (!
g_Game.IsMultiplayer())
708 float h1 = player.GetHealth(
"",
"");
709 float b1 = player.GetHealth(
"",
"Blood");
736 if ( !
Class.
CastTo(car, player.GetDrivingVehicle()) )
779 int presence_level = player.GetNoisePresenceInAI();
786 if ( presence_level > 0 )
790 if ( presence_level > 1 )
794 if ( presence_level > 2 )
798 if ( presence_level > 3 )
802 if ( presence_level > 4 )
853 else if (
m_HudVisibility.IsContextFlagActive(EHudContextFlags.VEHICLE))
880 #ifdef PLATFORM_CONSOLE
890 m_HudVisibility.SetContextFlag(EHudContextFlags.QUICKBAR_DISABLE, !show);
920 m_HudVisibility.SetContextFlag(EHudContextFlags.QUICKBAR_GLOBAL, !show);
939 m_HudVisibility.SetContextFlag(EHudContextFlags.VEHICLE_DISABLE, state);
948 case EConnectivityStatLevel.OFF:
952 case EConnectivityStatLevel.LEVEL1:
956 case EConnectivityStatLevel.LEVEL2:
966 case EConnectivityStatLevel.OFF:
970 case EConnectivityStatLevel.LEVEL1:
974 case EConnectivityStatLevel.LEVEL2:
984 case EConnectivityStatLevel.OFF:
987 case EConnectivityStatLevel.LEVEL1:
1004 MissionGameplay
mission = MissionGameplay.Cast(
g_Game.GetMission());
1008 inventory =
mission.GetInventory();
1013 inventory.RefreshQuickbar();
1038 bool blood_type_visible = player.HasBloodTypeVisible();
1040 if( blood_type_visible )
1065 vector target_player = player.GetPosition();
1068 target_player[1] = target_player[1] + 1.2;
1070 if( distance <= 15 && player !=
g_Game.GetPlayer() )
1072 vector screen_pos =
g_Game.GetScreenPosRelative( target_player );
1073 vector end_pos = head_pos +
g_Game.GetCurrentCameraDirection() * 25;
1079 if( results.Count() > 0 )
1081 if( results.Get( 0 ).
obj == player )
1102 m_PlayerTag =
g_Game.GetWorkspace().CreateWidgets(
"gui/layouts/new_ui/hud/hud_player_tag.layout");
1107 vector screen_pos =
g_Game.GetScreenPosRelative( player_pos );
1109 if ( screen_pos[2] > 0 )
1111 if ( screen_pos[0] > 0 && screen_pos[0] < 1 )
1113 if ( screen_pos[1] > 0 && screen_pos[1] < 1 )
1130 if ( new_alpha == 0 )
1140 super.Update( timeslice );
1155 int alpha = widget.GetAlpha() * 255;
1157 int colorA =
ARGB( alpha, 255, 255, 255 );
1161 if ( widget.GetColor() == colorA )
1170 widget.SetColor( color );
1229 hiteff.
Init(player,hit_direction,intensity_max);
1264 Print(
"---------------------");
const int NTFKEY_POISONED
enum eBadgeLevel NTFKEY_THIRSTY
const int NTFKEY_FRACTURE
const int NTFKEY_BLEEDISH
const int NTFKEY_FEVERISH
static string GetBloodTypeName(int bloodtype, out string type, out bool positive)
Base script class for cars.
static float GetStaminaMax()
Super root of all classes in Enforce script.
static ref array< Man > m_PlayerBaseList
static proto bool RaycastRVProxy(notnull RaycastRVParams in, out notnull array< ref RaycastRVResult > results, array< Object > excluded=null)
void Init(DayZPlayer player, float hit_direction, float intensity_max)
Called manually after object spawn.
ref WidgetFadeTimer m_FadeTimerWeaponName
override void DisplayBadge(int key, int value)
bool m_IsTemperatureVisible
void SetVehicleHudDisabled(bool state)
disable vehicle HUD through options menu
ref WidgetFadeTimer m_FadeTimerCrosshair
ImageWidget m_ActionHealthMark
Widget m_RadialProgressBarCrossHair
ref map< string, ref VehicleHudBase > m_VehicleHudMap
void SetLeftStatsVisibility(bool visible)
override void SetCursorIconOffset(string type, float x, float y)
override void InitHeatBufferUI(Man player)
override void ShowVehicleInfo()
override void ShowQuickbarUI(bool show)
override void Update(float timeslice)
PlayerBase m_CurrentTaggedPlayer
Widget m_ActionQuantityBox
override void UpdateQuickbarGlobalVisibility()
ref InventoryQuickbar m_Quickbar
override void ShowWalkieTalkie(bool show)
ImageWidget m_ConnectionLost
Widget m_RadialProgressBar
ref WidgetFadeTimer m_FadeTimerQuickbar
override void OnResizeScreen()
ref WidgetFadeTimer m_FadeTimerActionCursor
Widget m_SpecializationIcon
bool m_QuickbarHidePlayer
override void SetTemperature(string temp)
ref WidgetFadeTimer m_FadeTimerWeaponStats
Widget m_VehicleHudPanels
bool m_IsVehicleHudVisible
void ShowVehicleHud(bool state)
enter/exit driver seat
ref WidgetFadeTimer m_FadeTimerWalkieTalkieText
float m_TimeSinceLastEngineLightChange
void CleanupHitDirEffects()
override void Init(Widget hud_panel_widget)
ImageWidget m_HeatBufferPlus
void UpdateHitDirEffects(float timeslice)
ref map< int, string > m_StatesWidgetNames
Widget m_MouseSingleAction
bool m_VehicleHudDisabled
Widget m_RadialProgressBar1
void RefreshHudVisibility()
Widget m_SpecializatonPanel
ImageWidget m_LowServerPerfB
Widget GetHudPanelWidget()
void DisplayTendencyNormal(int key, int tendency, int status)
TextWidget m_ActionButtonText
override void DisplayPresence()
ref WidgetFadeTimer m_FadeTimerWalkieTalkie
ref map< int, int > m_BadgesSupportedLevels
ImageWidget m_PermanentCrossHair
const float HIDE_MENU_TIME
ActionTargetsCursor m_ActionTargetsCursor
override void ShowHudInventory(bool show)
ref array< VehicleHudBase > m_VehicleHudArray
override void RefreshQuickbar(bool itemChanged=false)
void OnUnconsciousStart()
void ShowQuickBar(bool show)
override void ShowQuickbarPlayer(bool show)
override void SetCursorIconSize(string type, float x, float y)
Widget m_MouseContinuousAction
const float TENDENCY_BLINK_TIME
void ShowPlayerTag(float timeslice)
IngameHudVisibility GetHudVisibility()
void DisplayTendencyTemp(int key, int tendency, int status)
override void ShowQuickBar(bool show)
global setting -> used to determine visibility based on platform
void UpdateSpecialtyMeter(float x, float y)
ref map< int, string > m_BadgesWidgetNames
Widget m_StaminaBackground
override void DisplayNotifier(int key, int tendency, int status)
ref map< int, int > m_BadgesWidgetDisplay
void OnConnectionIconsSettingsChanged(bool enabled)
void ShowHudPlayer(bool show)
override void SetWalkieTalkieText(string text)
override void Show(bool show)
override void ShowHudPlayer(bool show)
override void SetStaminaBarVisibility(bool show)
ProgressBarWidget m_Stamina
Widget m_LeftHudPanelWidget
override void ShowHudUI(bool show)
override void HideVehicleInfo()
Widget m_GameStatusIconsPanel
ref map< int, ImageWidget > m_StatesWidgets
InventoryQuickbar GetQuickbar()
TextWidget m_PlayerTagText
override void ShowCursor()
Widget m_BadgeNotifierDivider
override void SpawnHitDirEffect(DayZPlayer player, float hit_direction, float intensity_max)
Widget m_ActionMultipleItemsFrame
ref map< int, ImageWidget > m_BadgesWidgets
void RefreshQuickbarVisibility()
Widget m_HitIndicatorDown
Widget m_PlayerPanelWidget
Widget m_HitIndicatorSingle
void SetStomachState(int state)
override void HideCursor()
const float FADE_OUT_TIME
override void ShowHud(bool show)
override void SetCursorIconScale(string type, float percentage)
ref array< ref WidgetFadeTimer > m_FadeTimers
float m_TemperatureShowTime
override void SetConnectivityStatIcon(EConnectivityStatType type, EConnectivityStatLevel level)
ref IngameHudHeatBuffer m_HeatBufferUI
void RefreshVehicleHud(float timeslice)
ref map< ImageWidget, int > m_TendencyStatusCritical
ref WidgetFadeTimer m_FadeTimerMagazineName
Widget m_HitIndicatorRight
override void SetStamina(int value, int range)
ref array< ref HitDirectionEffectBase > m_HitDirEffectArray
void RefreshVehicleHudVisibility()
Widget m_HitIndicatorLeft
void InitBadgesAndNotifiers()
ref IngameHudVisibility m_HudVisibility
ref WidgetFadeTimer m_FadeTimerZeroingOld
TextWidget m_BloodPosType
ImageWidget m_LowServerPerfA
override void ShowWalkieTalkie(int fadeOutSeconds)
ProgressBarWidget m_ActionQuantityBar
VehicleHudBase m_ActiveVehicleHUD
override void UpdateBloodName()
TextWidget m_ActionItemDesc
override void DisplayStance(int stance)
bool IsHideQuickbarPlayer()
TextWidget m_ActionQuantityBoxText
override void OnPlayerLoaded()
override void SetCursorIcon(string icon)
void SetPermanentCrossHair(bool show)
void SetStaminaBarVisibility(bool show)
proto native Transport GetTransport()
Input parameters for RaycastRVProxy function.
bool sorted
used only if groundOnly = false
Native class for boats - handles physics simulation.
UIScriptedMenu FindMenu(int id)
Returns menu with specific ID if it is open (see MenuID).
void ShowVehicleInfo(PlayerBase player)
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
Object obj
Object inside of box.
static proto native float Distance(vector v1, vector v2)
Returns the distance between tips of two 3D vectors.
void Error(string err)
Messagebox with error message.
proto void Print(void var)
Prints content of variable to console/log.
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
string String(string s)
Helper for passing string expression to functions with void parameter. Example: Print(String("Hello "...
static proto float Clamp(float value, float min, float max)
Clamps 'value' to 'min' if it is lower than 'min', or to 'max' if it is higher than 'max'.
static proto int AbsInt(int i)
Returns absolute value.
proto native int Length()
Returns length of string.
int ARGB(int a, int r, int g, int b)