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LogicDriverViewEntry

Class Documentation

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One view of a LogicDriverViewController: a UI scene plus the driver bindings that animate it. A view entry can gate the whole scene, gate individual elements, drive meter-style values, and substitute driver-computed numbers into element text.

All driver pointers accept any driver of the ILogicDriver family, including compositions (AllTrueMaterialDriver, NotMaterialDriver, FloatComparisonMaterialDriver, MathDivideFloatDriver, ...). The shipped Soul Fighter Sett overlay uses every mechanism listed here.

Properties

0x3fe8a3b5

List2<0x75a22c3> = []
14.16
Type history (2 revisions)
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Material-driver entries (class 0x75A22C3): carry an IMaterialLogicDriverSource pointer, feeding the logic-driver graph into dynamic material parameters on UI elements - the same mechanism DynamicMaterialDef uses on skins.

0x40c7c429

List2<0x4f0aa8a0> = []
14.6
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Element entries (class 0x4F0AA8A0): element: hash, ElementAnchor: u8, tooltip content, and a text-binding list (0xa620b98f of 0xD5C5318A). Each text binding pairs a placeholder token (0x6815c86c, e.g. "@CurrentGrit@") with a text source (0x8E65FB6B): a ValueDriver plus a printf-style TextFormat (e.g. "%01.0f"). The formatted driver value replaces the placeholder in the element's localized text - driver-driven numbers in UI text. A static-string source (0x9A7DE981, value: string) supplies plain TRA-key text for the same slots.

0x8d424715

List2<0x30aa7360> = []
14.6
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Value bindings (pointers to interface 0x30AA7360, concrete class 0xFEACEDF2): each holds a ValueDriver (0x2d6f5674, float driver), an optional modifier list (0x7a721423, e.g. 0x9EBA3F83 with a DurationDriver smoothing the value over time), and a list of element bindings (0x94eea539) naming the elements that display the value. This is how a float driver becomes a meter fill - Sett's grit meter binds MathDivideFloatDriver(BuffCounter / SpentGritThreshold) here.

EnableCondition

Pointer<ILogicBoolDriver> = null
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Bool driver gating the whole scene. Sett's overlay uses AllTrueMaterialDriver { NotMaterialDriver { IsDeadDynamicMaterialBoolDriver }, ... } - hide when dead, show when the resource is active.

TransitionOffState

Hash = "0x0"
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Hash of the scene state to play when EnableCondition turns false.

TransitionOnState

Hash = "0x0"
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Hash of the scene state to play when EnableCondition turns true.

Referenced by 1 class · 1 property