Class WeaponPatternView
- Namespace
- SurvivorsMaker.Editor
- Assembly
- SurvivorsMaker.Editor.dll
Looping illustration of a weapon's pattern over a ring of dummies: projectiles with spread and range, melee thrust or swing, orbit blades, aura pulses. Dummies flash when a shape touches them. It is a drawing from the weapon's numbers, not the simulation; DPS comes from the Weapon Lab analysis.
public sealed class WeaponPatternView : VisualElement, IEventHandler, IResolvedStyle, ITransform, ITransitionAnimations, IExperimentalFeatures, IVisualElementScheduler
- Inheritance
-
CallbackEventHandlerFocusableVisualElementWeaponPatternView
- Implements
-
IEventHandlerIResolvedStyleITransformITransitionAnimationsIExperimentalFeaturesIVisualElementScheduler
- Inherited Members
-
VisualElement.disabledUssClassNameVisualElement.Focus()VisualElement.SendEvent(EventBase)VisualElement.MarkDirtyRepaint()VisualElement.IsMarkedForRepaint()VisualElement.ContainsPoint(Vector2)VisualElement.Overlaps(Rect)VisualElement.ToString()VisualElement.GetClasses()VisualElement.ClearClassList()VisualElement.FindAncestorUserData()VisualElement.SetBinding(BindingId, Binding)VisualElement.GetBinding(BindingId)VisualElement.TryGetBinding(BindingId, out Binding)VisualElement.GetBindingInfos()VisualElement.HasBinding(BindingId)VisualElement.ClearBinding(BindingId)VisualElement.ClearBindings()VisualElement.GetHierarchicalDataSourceContext()VisualElement.GetDataSourceContext(BindingId)VisualElement.TryGetDataSourceContext(BindingId, out DataSourceContext)VisualElement.TryGetLastBindingToUIResult(in BindingId, out BindingResult)VisualElement.TryGetLastBindingToSourceResult(in BindingId, out BindingResult)VisualElement.Add(VisualElement)VisualElement.Remove(VisualElement)VisualElement.Clear()VisualElement.IndexOf(VisualElement)VisualElement.Children()VisualElement.BringToFront()VisualElement.SendToBack()VisualElement.PlaceBehind(VisualElement)VisualElement.PlaceInFront(VisualElement)VisualElement.RemoveFromHierarchy()VisualElement.GetFirstOfType<T>()VisualElement.GetFirstAncestorOfType<T>()VisualElement.Contains(VisualElement)VisualElement.FindCommonAncestor(VisualElement)VisualElement.viewDataKeyVisualElement.userDataVisualElement.canGrabFocusVisualElement.focusControllerVisualElement.disablePlayModeTintVisualElement.usageHintsVisualElement.transformVisualElement.scaledPixelsPerPointVisualElement.layoutVisualElement.contentRectVisualElement.worldBoundVisualElement.localBoundVisualElement.worldTransformVisualElement.hasActivePseudoStateVisualElement.hasInactivePseudoStateVisualElement.hasHoverPseudoStateVisualElement.hasCheckedPseudoStateVisualElement.hasEnabledPseudoStateVisualElement.hasDisabledPseudoStateVisualElement.hasFocusPseudoStateVisualElement.hasRootPseudoStateVisualElement.pickingModeVisualElement.nameVisualElement.enabledInHierarchyVisualElement.enabledSelfVisualElement.languageDirectionVisualElement.visibleVisualElement.generateVisualContentVisualElement.dataSourceVisualElement.dataSourcePathVisualElement.dataSourceTypeVisualElement.experimentalVisualElement.hierarchyVisualElement.cacheAsBitmapVisualElement.parentVisualElement.panelVisualElement.contentContainerVisualElement.visualTreeAssetSourceVisualElement.childCountVisualElement.scheduleVisualElement.styleVisualElement.resolvedStyleVisualElement.customStyleVisualElement.styleSheetsVisualElement.tooltipFocusable.Blur()Focusable.focusableFocusable.tabIndexFocusable.delegatesFocusCallbackEventHandler.RegisterCallback<TEventType>(EventCallback<TEventType>, TrickleDown)CallbackEventHandler.RegisterCallbackOnce<TEventType>(EventCallback<TEventType>, TrickleDown)CallbackEventHandler.RegisterCallback<TEventType, TUserArgsType>(EventCallback<TEventType, TUserArgsType>, TUserArgsType, TrickleDown)CallbackEventHandler.RegisterCallbackOnce<TEventType, TUserArgsType>(EventCallback<TEventType, TUserArgsType>, TUserArgsType, TrickleDown)CallbackEventHandler.UnregisterCallback<TEventType>(EventCallback<TEventType>, TrickleDown)CallbackEventHandler.UnregisterCallback<TEventType, TUserArgsType>(EventCallback<TEventType, TUserArgsType>, TrickleDown)CallbackEventHandler.HasTrickleDownHandlers()CallbackEventHandler.HasBubbleUpHandlers()
Constructors
WeaponPatternView()
public WeaponPatternView()
Fields
Dummies
public List<Vector2> Dummies
Field Value
- List<Vector2>
Effective
public WeaponLabEffective Effective
Field Value
Paused
public bool Paused
Field Value
Sim
public SimSettings Sim
Field Value
Weapon
public WeaponDef Weapon
Field Value
Methods
Restart()
public void Restart()