|
A basic health bar. Shows the damage value of the current PlayerObjectType control object. More...
Public Attributes | |
Colors | |
ColorF | damageFillColor |
As the health bar depletes, this color will represent the health loss amount. | |
ColorF | fillColor |
Standard color for the background of the control. | |
ColorF | frameColor |
Color for the control's frame. | |
Misc | |
bool | displayEnergy |
If true, display the energy value rather than the damage value. | |
bool | showFill |
If true, we draw the background color of the control. | |
bool | showFrame |
If true, we draw the frame of the control. | |
Pulse | |
int | pulseRate |
Speed at which the control will pulse. | |
float | pulseThreshold |
Health level the control must be under before the control will pulse. |
A basic health bar. Shows the damage value of the current PlayerObjectType control object.
This gui displays the damage value of the current PlayerObjectType control object. The gui can be set to pulse if the health value drops below a set value. This control only works if a server connection exists and it's control object is a PlayerObjectType. If either of these requirements is false, the control is not rendered.
new GuiHealthBarHud(){ fillColor = "0.0 1.0 0.0 1.0"; // Fills with a solid green color frameColor = "1.0 1.0 1.0 1.0"; // Solid white frame color damageFillColor = "1.0 0.0 0.0 1.0"; // Fills with a solid red color pulseRate = "500"; pulseThreshold = "0.25"; showFill = "true"; showFrame = "true"; displayEnergy = "false"; };
As the health bar depletes, this color will represent the health loss amount.
If true, display the energy value rather than the damage value.
ColorF GuiHealthBarHud::fillColor |
Standard color for the background of the control.
ColorF GuiHealthBarHud::frameColor |
Color for the control's frame.
Speed at which the control will pulse.
Health level the control must be under before the control will pulse.
If true, we draw the background color of the control.
If true, we draw the frame of the control.