Class CombatAlertsPanel
- Namespace
- SurvivorsMaker.Presentation
- Assembly
- SurvivorsMaker.Presentation.dll
Non-blocking combat overlay: boss health bar, short toasts (elite, boss), the horde banner and edge arrows pointing at off-screen threats. Registers itself as a wave view to read the tick's events.
public sealed class CombatAlertsPanel : SessionPanel, IWaveView
- Inheritance
-
ObjectComponentBehaviourMonoBehaviourCombatAlertsPanel
- Implements
- Inherited Members
-
MonoBehaviour.IsInvoking()MonoBehaviour.CancelInvoke()MonoBehaviour.StopCoroutine(Coroutine)MonoBehaviour.StopAllCoroutines()MonoBehaviour.destroyCancellationTokenMonoBehaviour.useGUILayoutMonoBehaviour.didStartMonoBehaviour.didAwakeMonoBehaviour.runInEditModeBehaviour.enabledBehaviour.isActiveAndEnabledComponent.GetComponent<T>()Component.TryGetComponent<T>(out T)Component.GetComponentInChildren<T>()Component.GetComponentsInChildren<T>()Component.GetComponentInParent<T>()Component.GetComponentsInParent<T>()Component.GetComponents<T>()Component.GetComponentIndex()Component.CompareTag(TagHandle)Component.transformComponent.transformHandleComponent.gameObjectComponent.tagObject.GetEntityId()Object.GetInstanceID()Object.GetHashCode()Object.InstantiateAsync<T>(T)Object.InstantiateAsync<T>(T, Transform)Object.InstantiateAsync<T>(T, Vector3, Quaternion)Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)Object.Instantiate(Object, Vector3, Quaternion)Object.Instantiate(Object, Vector3, Quaternion, Transform)Object.Instantiate(Object)Object.Instantiate(Object, Scene)Object.Instantiate<T>(T, InstantiateParameters)Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)Object.Instantiate(Object, Transform)Object.Instantiate<T>(T)Object.Instantiate<T>(T, Vector3, Quaternion)Object.Instantiate<T>(T, Vector3, Quaternion, Transform)Object.Instantiate<T>(T, Transform)Object.Destroy(Object)Object.DestroyImmediate(Object)Object.DontDestroyOnLoad(Object)Object.DestroyObject(Object)Object.FindObjectsOfType<T>()Object.FindObjectsByType<T>(FindObjectsSortMode)Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)Object.FindObjectOfType<T>()Object.FindFirstObjectByType<T>()Object.FindAnyObjectByType<T>()Object.FindFirstObjectByType<T>(FindObjectsInactive)Object.FindAnyObjectByType<T>(FindObjectsInactive)Object.ToString()Object.nameObject.hideFlags
Constructors
CombatAlertsPanel()
public CombatAlertsPanel()
Fields
ArrowLayer
public RectTransform ArrowLayer
Field Value
- RectTransform
Arrows
public Image[] Arrows
Field Value
- Image[]
BossBar
public RectTransform BossBar
Field Value
- RectTransform
BossChip
public Image BossChip
Field Value
- Image
BossFill
public Image BossFill
Field Value
- Image
BossGroup
public CanvasGroup BossGroup
Field Value
- CanvasGroup
BossHealthText
public TextMeshProUGUI BossHealthText
Field Value
- TextMeshProUGUI
BossName
public TextMeshProUGUI BossName
Field Value
- TextMeshProUGUI
BossPhaseText
public TextMeshProUGUI BossPhaseText
Field Value
- TextMeshProUGUI
BossPips
public RectTransform BossPips
Field Value
- RectTransform
BossRoot
public RectTransform BossRoot
Field Value
- RectTransform
BossTicks
public RectTransform BossTicks
Field Value
- RectTransform
HordeBand
public Image HordeBand
Field Value
- Image
HordeDetail
public TextMeshProUGUI HordeDetail
Field Value
- TextMeshProUGUI
HordeGroup
public CanvasGroup HordeGroup
Field Value
- CanvasGroup
HordeRoot
public RectTransform HordeRoot
Field Value
- RectTransform
HordeTitle
public TextMeshProUGUI HordeTitle
Field Value
- TextMeshProUGUI
ToastGroup
public CanvasGroup ToastGroup
Field Value
- CanvasGroup
ToastRoot
public RectTransform ToastRoot
Field Value
- RectTransform
ToastStripe
public Image ToastStripe
Field Value
- Image
ToastText
public TextMeshProUGUI ToastText
Field Value
- TextMeshProUGUI
Methods
Build(RectTransform, UiTheme)
public override void Build(RectTransform root, UiTheme theme)
Parameters
rootRectTransformthemeUiTheme
Refresh()
Re-applies the boss name (e.g. after a language change).
public override void Refresh()
Render(SimWorld, float)
Every frame. alpha 0–1 is the time between the last two ticks, for interpolation.
public void Render(SimWorld world, float alpha)
Parameters
Tick(SimWorld)
After one simulation step. world.Events holds this tick's events.
public void Tick(SimWorld world)
Parameters
worldSimWorld
WaveEnded(SimWorld)
public void WaveEnded(SimWorld world)
Parameters
worldSimWorld
WaveStarted(SimWorld)
public void WaveStarted(SimWorld world)
Parameters
worldSimWorld