BlackICE Scripting

class

NewPerksScreenLogicController

  • 50 properties
  • 74 functions

Extends ink.WidgetLogicController ink.IWidgetLogicController IScriptable ISerializable

Properties

PropertyTypeOffset
perksWidgetsink.WidgetReference[]0x0 scripted
gaugeink.WidgetReference0x10 scripted
tiersPerkScreenTierInfo[]0x28 scripted
animationBoldLineWidgetink.WidgetReference0x38 scripted
animationLineWidgetink.WidgetReference0x50 scripted
animationGradientWidgetink.WidgetReference0x68 scripted
attributeButtonWidgetink.WidgetReference0x80 scripted
lockedLineIconink.WidgetReference0x98 scripted
unlockedLineIconink.WidgetReference0xB0 scripted
attributeRequirementTextsink.TextWidgetReference[]0xC8 scripted
levelRequirementTextsink.TextWidgetReference[]0xD8 scripted
perksInitializedbool0xE8 scripted
perksControllersink.ScriptHashMap?0xF0 scripted
perksContainersControllersink.ScriptHashMap?0x100 scripted
perkControllersArrayWeakHandle<NewPerksPerkContainerLogicController>[]0x110 scripted
enabledControllersWeakHandle<NewPerksPerkContainerLogicController>[]0x120 scripted
initDataNewPerksScreenInitData?0x130 scripted
perksListWeakHandle<game.data.NewPerk_Record>[]0x140 scripted
playerDevelopmentSystemWeakHandle<PlayerDevelopmentSystem>0x150 scripted
playerWeakHandle<PlayerPuppet>0x160 scripted
playerDevelopmentDataWeakHandle<PlayerDevelopmentData>0x170 scripted
attributePointsint0x180 scripted
linksManagerNewPerksRequirementsLinksManager?0x188 scripted
gaugeControllerWeakHandle<NewPerksGaugeController>0x198 scripted
attributeButtonControllerWeakHandle<NewPerksAttributeButtonController>0x1A8 scripted
buttonHintsControllerWeakHandle<ButtonHints>0x1B8 scripted
dataManagerWeakHandle<PlayerDevelopmentDataManager>0x1C8 scripted
uiScriptableSystemWeakHandle<UIScriptableSystem>0x1D8 scripted
levelsNewPerksGaugePointDetails[]0x1E8 scripted
highlightDataPerkTierHighlight[]0x1F8 scripted
activeProxiesink.anim.Proxy?[]0x208 scripted
highlightedWiresink.WidgetReference[]0x218 scripted
highlightedPerksWeakHandle<ink.Widget>[]0x228 scripted
dimmedWidgetsink.WidgetReference[]0x238 scripted
dimProxiesink.anim.Proxy?[]0x248 scripted
undimProxiesink.anim.Proxy?[]0x258 scripted
isActiveScreenbool0x268 scripted
isEspionagebool0x269 scripted
unlockAnimDataUnlockAnimData0x26C scripted
lineAnimProxyink.anim.Proxy?0x278 scripted
buttonMoveAnimProxyink.anim.Proxy?0x288 scripted
buttonCustomAnimProxyink.anim.Proxy?0x298 scripted
lockAnimProxyink.anim.Proxy?0x2A8 scripted
introFinishedbool0x2B8 scripted
perkHoveredbool0x2B9 scripted
currentHoveredPerkDataNewPerkDisplayData?0x2C0 scripted
gameControllerWeakHandle<NewPerksCategoriesGameController>0x2D0 scripted
sellFailTokenink.GameNotificationToken?0x2E0 scripted
perkToSnapCursorgame.data.NewPerkType0x2F0 scripted
unlockStateint0x2F4 scripted

Functions

  • bool OnInitialize() RTTI
  • void Initialize(WeakHandle<PlayerDevelopmentDataManager> dataManager, NewPerksScreenInitData initData, WeakHandle<ButtonHints> buttonHintsController) RTTI
  • bool OnUninitialize() RTTI
  • bool OnPostOnRelease(ink.PointerEvent evt) RTTI
  • bool OnPlayerDevUpdateData(PlayerDevUpdateDataEvent evt) RTTI
  • bool IsThresholdExceeded(int previousLevel, int currentLevel) RTTI
  • void SetActive(bool value) RTTI
  • void SetIntroFinished(bool value) RTTI
  • void SetValues() RTTI
  • void SetCursorOverPerk(game.data.NewPerkType perkType, bool forceSnap) RTTI
  • void SetGameController(NewPerksCategoriesGameController gameController) RTTI
  • void RefreshCursorOverPerk() RTTI
  • void InitializePerksControllers() RTTI
  • void ClearAllLines() RTTI
  • void SetScriptableSystemPreviousLevel(game.data.StatType stat, int level) RTTI
  • int GetLevelThreshold(int level) RTTI
  • float GetLevelGradientOffset(int level) RTTI
  • int GetPointsToNextTier(int level) RTTI
  • void UpdateTiers(int level) RTTI
  • void UpdatemAttributeRequirementTexts() RTTI
  • void SetHighlightData(float initialTopOffset) RTTI
  • PerkTierHighlight[] GetHighlightData() RTTI
  • void SetTierHighlightHover(int tierIndex) RTTI
  • void StartUnlockAnimation(int levelFrom, int levelTo) RTTI
  • bool OnLockAnimFinished(ink.anim.Proxy proxy) RTTI
  • bool OnButtonCustomAnimFinished(ink.anim.Proxy proxy) RTTI
  • void AnimateLevelGradient(int levelFrom, int levelTo) RTTI
  • bool OnLineAnimFinished(ink.anim.Proxy proxy) RTTI
  • void StopTierUnlockAnimations() RTTI
  • void SetLevelGradient(int level) RTTI
  • WeakHandle<NewPerksPerkItemLogicController> GetCachedPerkItemLogicController(game.data.NewPerkType perkType) RTTI
  • WeakHandle<NewPerksPerkItemLogicController> GetCachedPerkItemLogicController(game.data.NewPerkSlotType perkSlotType) RTTI
  • WeakHandle<NewPerksPerkContainerLogicController> GetCachedPerkContainerLogicController(game.data.NewPerkSlotType perkSlotType) RTTI
  • WeakHandle<NewPerksPerkContainerLogicController> GetCachedPerkContainerLogicController(game.data.NewPerkType perkType) RTTI
  • int GetAttributeRequirement(game.data.NewPerkType perkType) RTTI
  • int GetAttributeRequirement(game.data.NewPerk_Record perkRecord) RTTI
  • void AttachSlotControllers() RTTI
  • void BuildPerkTree() RTTI
  • void ReevaluatePerkAvailability() RTTI
  • void GetAllRequiredPerks(game.data.NewPerkType perk, game.data.NewPerkType[] finalResult) RTTI
  • void StopAllPerkAnimations() RTTI
  • void AnimateWiresToTargetPerk(game.data.NewPerkSlotType target, game.data.NewPerkType[] perkPool) RTTI
  • void FlipHighlightedWireState(ink.WidgetReference wire) RTTI
  • void FlipHighlightedPerkState(WeakHandle<ink.Widget> perk) RTTI
  • void StopPathToTargetPerkAnimations() RTTI
  • Vector2 GetHighligtedPerksHorizontalBoundries() RTTI
  • void DimTreeForPerkHighlight(NewPerkDisplayData perkData) RTTI
  • void GatherPreksInHighlightPath(NewPerkDisplayData perkData, game.data.NewPerkSlotType[] outArray) RTTI
  • void DimPerkContainerWires(WeakHandle<NewPerksPerkContainerLogicController> container, game.data.NewPerkSlotType[] blacklist) RTTI
  • void FireDelayedDimming() RTTI
  • void UndimTree(bool? skipUndimAnim) RTTI
  • void ClearDimProxies() RTTI
  • void ClearUndimProxies(bool gotoEnd) RTTI
  • ink.anim.Definition? GetDimAnimationForWidget(ink.WidgetReference widget, bool isWire) RTTI
  • float GetWidgetDimValue(ink.WidgetReference widget, bool isWire) RTTI
  • void OnPerkHoverOver(NewPerkHoverOverEvent evt) RTTI
  • bool OnPerkHoverOut(NewPerkHoverOutEvent evt) RTTI
  • bool OnNewPerkClickEvent(NewPerkClickEvent evt) RTTI
  • bool OnSellFailed(ink.GameNotificationData data) RTTI
  • void IndicateUnmaxedPerksInPath(WeakHandle<NewPerksPerkItemLogicController> controller) RTTI
  • void GetRequiredPerksTypes(game.data.NewPerkType perk, game.data.NewPerkType[] result) RTTI
  • bool OnNewPerkBought(NewPerkBoughtEvent evt) RTTI
  • bool OnNewPerkSold(NewPerkSoldEvent evt) RTTI
  • bool OnNewPerkUnlocked(NewPerkUnlockedEvent evt) RTTI
  • bool OnNewPerkLocked(NewPerkLockedEvent evt) RTTI
  • ink.anim.TranslationInterpolator? GetSinusoidalTranslationInterpolator(float duration, float delay, Vector2 start, Vector2 end) RTTI
  • ink.anim.TransparencyInterpolator? GetLinearTransparencyInterpolator(float duration, float delay, float start, float end) RTTI
  • ink.anim.TransparencyInterpolator? GetLinearTransparencyInterpolator(float duration, float delay, float start, float end, ink.anim.InterpolationMode mode, ink.anim.InterpolationType type) RTTI
  • float GetUnlockStateOffset(int state) RTTI
  • ink.anim.TranslationInterpolator? GetAnimationTranslationInterpolator(float offsetFrom, float offsetTo) RTTI
  • ink.anim.TransparencyInterpolator? GetAnimationTransparencyInterpolator() RTTI
  • float GetButtonAnimOffset(int level) RTTI
  • void AnimateUnlockBoldLine(ink.WidgetReference target, float offsetFrom, float offsetTo) RTTI
  • ink.anim.Proxy? AnimateUnlockLine(ink.WidgetReference target, float offsetFrom, float offsetTo, bool? fadeOut) RTTI