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UE3:UTHUD instance functions (UT3)

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UT3 Object >> Actor >> HUD >> GameHUD >> UTHUD (instance functions)
UTHUD instance functions in other games:
UDK
Other member categories for this class:
properties

Instance functions

AddPostRenderedActor

function AddPostRenderedActor (Actor A)

AddPostRenderedActor() add an actor to the PostRenderedActors array

CheckCrosshairOnFriendly

function bool CheckCrosshairOnFriendly ()


DisplayAmmo

function DisplayAmmo (UTWeapon Weapon)


DisplayClock

function DisplayClock ()


DisplayConsoleMessages

function DisplayConsoleMessages ()

Overrides: HUD.DisplayConsoleMessages

Display current messages

DisplayDamage

function DisplayDamage ()


DisplayFragCount

function DisplayFragCount (Object.Vector2D POS)


DisplayHeroMeter

function DisplayHeroMeter ()


DisplayHit

function DisplayHit (Object.Vector HitDir, int Damage, class<DamageTypedamageType)

Called from various functions. It allows the hud to track when a hit is scored and display any indicators.

Parameters:

  • HitDir - The vector to which the hit came at
  • Damage - How much damage was done
  • DamageType - Type of damage

DisplayHUDMessage

function DisplayHUDMessage (string Message, optional float XOffsetPct, optional float YOffsetPct)

Displays a HUD message

DisplayLeaderBoard

function DisplayLeaderBoard (Object.Vector2D POS)


DisplayLocalMessages

function DisplayLocalMessages ()

Overrides: HUD.DisplayLocalMessages


DisplayMap

function DisplayMap ()

Draw the Map

DisplayMOTD

function DisplayMOTD ()

Displays the MOTD Scene

DisplayPawnDoll

function DisplayPawnDoll ()


DisplayPortrait

simulated function DisplayPortrait (float DeltaTime)

Render the character portrait on the screen.

Parameters:

  • RenderDelta - How long since the last render

DisplayPowerups

function DisplayPowerups ()


DisplayQuickPickCell

simulated function DisplayQuickPickCell (UTPawn.QuickPickCell Cell, float Angle, bool bSelected)


DisplayQuickPickMenu

simulated function DisplayQuickPickMenu ()


DisplayScoring

function DisplayScoring ()


DrawAIOverlays

function DrawAIOverlays ()

draws AI goal overlays over each AI pawn

DrawEngineHUD

function DrawEngineHUD ()

Overrides: HUD.DrawEngineHUD

We override this here so we do not have the copyright screen show up in envyentry or when you skip past a movie *

DrawGameHud

function DrawGameHud ()

This function is called to draw the hud while the game is still in progress. You should only draw items here that are always displayed. If you want to draw something that is displayed only when the player is alive use DrawLivingHud().

DrawHUD

function DrawHUD ()

Overrides: HUD.DrawHUD

This is the main drawing pump. It will determine which hud we need to draw (Game or PostGame). Any drawing that should occur regardless of the game state should go here.

DrawLivingHud

function DrawLivingHud ()

Anything drawn in this function will be displayed ONLY when the player is living.

DrawMessageText

function DrawMessageText (HUD.HudLocalizedMessage LocalMessage, float ScreenX, float ScreenY)

Overrides: HUD.DrawMessageText


DrawMicIcon

function DrawMicIcon ()


DrawNameplateBackground

function DrawNameplateBackground (Object.Vector2D Pos, float WordWidth, Object.LinearColor NameplateColor, optional float WordHeight)


DrawPlayerBeacon

function DrawPlayerBeacon (UTPawn P, Canvas BeaconCanvas, Object.Vector CameraPosition, Object.Vector ScreenLoc)

Draw postrenderfor team beacon for an on-foot player

DrawPostGameHud

function DrawPostGameHud ()

This function is called when we are drawing the hud but the match is over.

DrawShadowedRotatedTile

simulated function DrawShadowedRotatedTile (Texture2D Tex, Object.Rotator Rot, float X, float Y, float XL, float YL, float U, float V, float UL, float VL, Object.Color TileColor, optional bool bScaleToRes)


DrawShadowedStretchedTile

simulated function DrawShadowedStretchedTile (Texture2D Tex, float X, float Y, float XL, float YL, float U, float V, float UL, float VL, Object.Color TileColor, optional bool bScaleToRes)


DrawShadowedTile

simulated function DrawShadowedTile (Texture2D Tex, float X, float Y, float XL, float YL, float U, float V, float UL, float VL, Object.Color TileColor, optional bool bScaleToRes)


DrawTileCentered

function DrawTileCentered (Texture2D Tex, float xl, float yl, float u, float v, float ul, float vl, Object.LinearColor C)

Draws a textured centered around the current position

DrawToolTip

function DrawToolTip (Canvas Cvs, PlayerController PC, string Command, float X, float Y, float U, float V, float UL, float VL, float ResScale, optional Texture2D IconTexture, optional float Alpha)


DrawVehicleBeacon

function DrawVehicleBeacon (UTVehicle V, Canvas BeaconCanvas, Object.Vector ScreenLoc, float XL, float YL, float HealthY, float TextXL, float Dist, Object.LinearColor VTeamColor, string ScreenName, Object.Color TextColor)

Draw postrenderfor team beacon for a vehicle

FlashDamage

function FlashDamage (float FlashPosition)

Configures a damage directional indicator and makes it appear

Parameters:

  • FlashPosition - Where it should appear

GetScreenCoords

function GetScreenCoords (float PosY, out float ScreenX, out float ScreenY, out HUD.HudLocalizedMessage InMessage)

Overrides: HUD.GetScreenCoords


GetUIController

function UIInteraction GetUIController (optional out LocalPlayer LP)

Accessors for the UI system for opening scenes (scoreboard/menus/etc)

HidePortrait

simulated function HidePortrait ()

If the portrait is visible, this will immediately try and hide it

Message

function Message (PlayerReplicationInfo PRI, coerce string Msg, name MsgType, optional float LifeTime)

Overrides: HUD.Message


NotifyLocalPlayerTeamReceived

simulated function NotifyLocalPlayerTeamReceived ()

Overrides: Actor.NotifyLocalPlayerTeamReceived


OpenScene

function UTUIScene OpenScene (UTUIScene Template)

OpenScene - Opens a UIScene

Parameters:

  • Template - The scene template to open

QuickPick

simulated function QuickPick (int Quad)

Change the selection in a given QuickPick group

RemovePostRenderedActor

function RemovePostRenderedActor (Actor A)

RemovePostRenderedActor() remove an actor from the PostRenderedActors array

ResetHeroTooltipTimeStamp

function ResetHeroTooltipTimeStamp ()


ResolveHUDPosition

function Object.Vector2D ResolveHUDPosition (Object.Vector2D Position, float Width, float Height)

Given a default screen position (at 1024x768) this will return the hud position at the current resolution. NOTE: If the default position value is < 0.0f then it will attempt to place the right/bottom face of the "widget" at that offset from the ClipX/Y.

Parameters:

  • Position - The default position (in 1024x768 space)
  • Width - How wide is this "widget" at 1024x768
  • Height - How tall is this "widget" at 1024x768

Returns:

the hud position

SetDisplayedOrders

function SetDisplayedOrders (string OrderText)


ShowPortrait

simulated function ShowPortrait (UTPlayerReplicationInfo ShowPRI, optional float PortraitDuration, optional bool bOverrideCurrentSpeaker)

Given a PRI, show the Character portrait on the screen.

Parameters:

  • ShowPRI - The PRI to show
  • bOverrideCurrentSpeaker - If true, we will quickly slide off the current speaker and then bring on this guy

SpawnScoreBoard

function SpawnScoreBoard (class<ScoreBoardScoringType)

Overrides: HUD.SpawnScoreBoard


UpdateCTFFlagVisibility

simulated function UpdateCTFFlagVisibility (UTCTFFlag CTFFlag)


UpdateDamage

function UpdateDamage ()

Update Damage always needs to be called