Class PointsUI
[UnturnedUI(BasePath = "Container/Box")]
public class PointsUI : UnturnedUI, IDisposable, IEventListener<PlayerUseableEquipped>, IEventListener<VehicleSwappedSeat>, IEventListener<EnterVehicle>, IEventListener<ExitVehicle>, ILayoutHostedService, IHudUIListener
- Inheritance
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UnturnedUIPointsUI
- Implements
- Inherited Members
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UnturnedUI.LoggerUnturnedUI.LoggerFactoryUnturnedUI.GetLogger()UnturnedUI.LoadFromConfig(IAssetContainer)UnturnedUI.LoadFromConfig(EffectAsset)UnturnedUI.AddData(IUnturnedUIData)UnturnedUI.GetData<TData>(CSteamID)UnturnedUI.EnumerateData()UnturnedUI.LateRegisterElement(UnturnedUIElement)UnturnedUI.SendToPlayer(SteamPlayer)UnturnedUI.SendToPlayer(Player)UnturnedUI.SendToPlayer(ITransportConnection)UnturnedUI.ClearFromPlayer(SteamPlayer)UnturnedUI.ClearFromPlayer(Player)UnturnedUI.ClearFromPlayer(ITransportConnection)UnturnedUI.SendToAllPlayers()UnturnedUI.ClearFromAllPlayers()UnturnedUI.Dispose()UnturnedUI.HasAssetOrIdUnturnedUI.HasAssetUnturnedUI.IdUnturnedUI.GuidUnturnedUI.AssetUnturnedUI.IsReliableUnturnedUI.IsSendReliableUnturnedUI.HasElementsUnturnedUI.DebugLoggingUnturnedUI.ElementsUnturnedUI.HasDefaultNameUnturnedUI.NameUnturnedUI.Key
Constructors
PointsUI(PointsConfiguration, AssetConfiguration, ILoggerFactory, ILoopTickerFactory, IPlayerService, WarfareModule)
public PointsUI(PointsConfiguration config, AssetConfiguration assetConfig, ILoggerFactory loggerFactory, ILoopTickerFactory loopTickerFactory, IPlayerService playerService, WarfareModule module)
Parameters
configPointsConfigurationassetConfigAssetConfigurationloggerFactoryILoggerFactoryloopTickerFactoryILoopTickerFactoryplayerServiceIPlayerServicemoduleWarfareModule
Methods
ChooseNewCycledStat()
public void ChooseNewCycledStat()
Hide(WarfarePlayer?)
public void Hide(WarfarePlayer? player)
Parameters
playerWarfarePlayer
IsStatRelevant(LeaderboardPhaseStatInfo)
public bool IsStatRelevant(LeaderboardPhaseStatInfo stat)
Parameters
Returns
OnDisposing()
This function is invoked after Uncreated.Framework.UI.UnturnedUI.Dispose() is called before elements get cleaned up.
protected override void OnDisposing()
Remarks
This will always be invoked on the game thread. The base method has no implementation and doesn't need to be invoked.
Restore(WarfarePlayer?)
public void Restore(WarfarePlayer? player)
Parameters
playerWarfarePlayer
UpdatePointsUI(WarfarePlayer)
Updates all elements on the points UI if they need to be updated.
public void UpdatePointsUI(WarfarePlayer player)
Parameters
playerWarfarePlayer
Remarks
The UI will be cleared if the player is not on a team.