GUI.HUD.ActiveAbility

GUI.HUD.ActiveAbility
Summary
GUI.HUD.ActiveAbility
Variables
FLAG_WRONG_HEAPON
FLAG_CASTING
FLAG_COOLDOWN
m_Cooldown
SignalDone
m_GlowFilter
Functions
ActiveAbility
init
AddCooldownCOOLDOWNS
HasCoolDown
GetCoolDown
RemoveCooldownfires after the cooldown is complete, creating a bright overlay The cooldown is removed and an enterframe method is set to fade out the overlay
CooldownFadingOEnterFrame method that fades out the bright overlay.
StartChannelingCHANNELING
StopChanneling
ChannelingHandler
SetDisabledDISPLAY METHODS
SetEnabled
SetAvailablethis is the baseline for all
SetRangeDisabled
SetMaxMomentum
SetResourceDisabled
UpdateVisuals
ForceUpdateVisuals

Variables

FLAG_WRONG_HEAPON

public static var FLAG_WRONG_HEAPON: Number

FLAG_CASTING

public static var FLAG_CASTING: Number

FLAG_COOLDOWN

public static var FLAG_COOLDOWN: Number

m_Cooldown

private var m_Cooldown: AbilityCooldown

SignalDone

private var SignalDone: Signal

m_GlowFilter

private var m_GlowFilter: GlowFilter

Functions

ActiveAbility

public function ActiveAbility()

init

public function init()

AddCooldown

public function AddCooldown(cooldownStart: Number,
cooldownEnd: Number,
cooldownFlags: Number) : Void

COOLDOWNS

HasCoolDown

public function HasCoolDown():Boolean

GetCoolDown

public function GetCoolDown():AbilityCooldown

RemoveCooldown

public function RemoveCooldown(spellId: Number) : Void

fires after the cooldown is complete, creating a bright overlay The cooldown is removed and an enterframe method is set to fade out the overlay

CooldownFading

private function CooldownFading()

OEnterFrame method that fades out the bright overlay.

StartChanneling

public function StartChanneling() : Void

CHANNELING

StopChanneling

public function StopChanneling() : Void

ChannelingHandler

private function ChannelingHandler()

SetDisabled

public function SetDisabled()

DISPLAY METHODS

SetEnabled

private function SetEnabled(enabled: Boolean):Void

SetAvailable

public function SetAvailable()

this is the baseline for all

SetRangeDisabled

private function SetRangeDisabled() : Void

SetMaxMomentum

private function SetMaxMomentum()

SetResourceDisabled

private function SetResourceDisabled()

UpdateVisuals

private function UpdateVisuals()

ForceUpdateVisuals

private function ForceUpdateVisuals()
public static var FLAG_WRONG_HEAPON: Number
public static var FLAG_CASTING: Number
public static var FLAG_COOLDOWN: Number
private var m_Cooldown: AbilityCooldown
private var SignalDone: Signal
private var m_GlowFilter: GlowFilter
public function ActiveAbility()
public function init()
public function AddCooldown(cooldownStart: Number,
cooldownEnd: Number,
cooldownFlags: Number) : Void
COOLDOWNS
public function HasCoolDown():Boolean
public function GetCoolDown():AbilityCooldown
public function RemoveCooldown(spellId: Number) : Void
fires after the cooldown is complete, creating a bright overlay The cooldown is removed and an enterframe method is set to fade out the overlay
private function CooldownFading()
OEnterFrame method that fades out the bright overlay.
public function StartChanneling() : Void
CHANNELING
public function StopChanneling() : Void
private function ChannelingHandler()
public function SetDisabled()
DISPLAY METHODS
private function SetEnabled(enabled: Boolean):Void
public function SetAvailable()
this is the baseline for all
private function SetRangeDisabled() : Void
private function SetMaxMomentum()
private function SetResourceDisabled()
private function UpdateVisuals()
private function ForceUpdateVisuals()
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