Class UIP_PerkSelection extends KFGUI_MultiComponent; var KFGUI_List PerkList; var KFGUI_Button B_Prestige; var KFGUI_ComponentList StatsList; var UIR_PerkTraitList TraitsList; var KFGUI_TextLable PerkLabel; var ExtPerkManager CurrentManager; var Ext_PerkBase PendingPerk,OldUsedPerk; var class PrevPendingPerk; var array StatBuyers; var int OldPerkPoints; function InitMenu() { PerkList = KFGUI_List(FindComponentID('Perks')); StatsList = KFGUI_ComponentList(FindComponentID('Stats')); TraitsList = UIR_PerkTraitList(FindComponentID('Traits')); PerkLabel = KFGUI_TextLable(FindComponentID('Info')); PerkLabel.SetText(""); B_Prestige = KFGUI_Button(FindComponentID('Prestige')); Super.InitMenu(); } function ShowMenu() { Super.ShowMenu(); SetTimer(0.1,true); Timer(); } function CloseMenu() { Super.CloseMenu(); CurrentManager = None; PrevPendingPerk = (PendingPerk!=None ? PendingPerk.Class : None); PendingPerk = None; OldUsedPerk = None; SetTimer(0,false); } function Timer() { local int i; CurrentManager = ExtPlayerController(GetPlayer()).ActivePerkManager; if( CurrentManager!=None ) { if( PrevPendingPerk!=None ) { PendingPerk = CurrentManager.FindPerk(PrevPendingPerk); PrevPendingPerk = None; } PerkList.ChangeListSize(CurrentManager.UserPerks.Length); if( PendingPerk!=None && !PendingPerk.bPerkNetReady ) return; // Huge code block to handle stat updating, but actually pretty well optimized. if( PendingPerk!=OldUsedPerk ) { OldUsedPerk = PendingPerk; if( PendingPerk!=None ) { OldPerkPoints = -1; if( StatsList.ItemComponents.Length!=PendingPerk.PerkStats.Length ) { if( StatsList.ItemComponents.Length=StatBuyers.Length ) { StatBuyers[StatBuyers.Length] = UIR_PerkStat(StatsList.AddListComponent(class'UIR_PerkStat')); StatBuyers[i].StatIndex = i; StatBuyers[i].InitMenu(); } else { StatsList.ItemComponents.Length = i+1; StatsList.ItemComponents[i] = StatBuyers[i]; } } } else if( StatsList.ItemComponents.Length>PendingPerk.PerkStats.Length ) { for( i=PendingPerk.PerkStats.Length; i"); } } else if( PendingPerk!=None && OldPerkPoints!=PendingPerk.CurrentSP ) { B_Prestige.SetDisabled(!PendingPerk.CanPrestige()); OldPerkPoints = PendingPerk.CurrentSP; PerkLabel.SetText("Lv"$PendingPerk.GetLevelString()@PendingPerk.PerkName$" (Points: "$PendingPerk.CurrentSP$")"); for( i=0; i > CatList; local class N; local int i,j; local class TC; local string S; // A bit hacky to delete and refill list again, but at least it works... TraitsList.EmptyList(); TraitsList.ToolTip.Length = 0; CatList.AddItem(None); // First gather all the categories available. for( i=0; i0 ) { TraitsList.AddLine("--"$N.Static.GetUIInfo(PendingPerk),-1); TraitsList.ToolTip.AddItem(N.Static.GetUIDesc()); } for( i=0; i=TC.Default.NumLevels ) S = "MAX\nN/A"; else { S = PendingPerk.PerkTraits[i].CurrentLevel$"/"$TC.Default.NumLevels$"\n"; if( TC.Static.MeetsRequirements(PendingPerk.PerkTraits[i].CurrentLevel,PendingPerk) ) S $= string(TC.Static.GetTraitCost(PendingPerk.PerkTraits[i].CurrentLevel)); else S $= "N/A"; } TraitsList.AddLine(TC.Default.TraitName$"\n"$S,i); TraitsList.ToolTip.AddItem(TC.Static.GetTooltipInfo()); } } } } function DrawPerkInfo( Canvas C, int Index, float YOffset, float Height, float Width, bool bFocus ) { local Ext_PerkBase P; local float Sc; if( CurrentManager==None || Index>=CurrentManager.UserPerks.Length ) return; P = CurrentManager.UserPerks[Index]; if( P.Class==ExtPlayerReplicationInfo(GetPlayer().PlayerReplicationInfo).ECurrentPerk ) { if( PendingPerk==None ) PendingPerk = P; C.SetDrawColor(164,164,32); } else if( P==PendingPerk ) C.SetDrawColor(164,86,32); else C.SetDrawColor(32,32,128); if( bFocus ) { C.DrawColor.R+=15; C.DrawColor.G+=15; C.DrawColor.B+=15; } C.SetPos(0,YOffset); Owner.CurrentStyle.DrawWhiteBox(Width,Height); C.SetDrawColor(240,240,240); C.SetPos(2,YOffset); C.DrawRect(Height,Height,P.PerkIcon); C.SetPos(6+Height,YOffset); C.Font = Owner.CurrentStyle.PickFont(Max(Owner.CurrentStyle.DefaultFontSize-1,0),Sc); C.DrawText(P.PerkName,,Sc,Sc); C.SetPos(6+Height,YOffset+Height*0.5); C.DrawText("Lv "$P.GetLevelString()$" ("$P.CurrentEXP$"/"$P.NextLevelEXP$" XP)",,Sc,Sc); } function SwitchedPerk( int Index, bool bRight, int MouseX, int MouseY ) { if( CurrentManager==None || Index>=CurrentManager.UserPerks.Length ) return; PendingPerk = CurrentManager.UserPerks[Index]; ExtPlayerController(GetPlayer()).SwitchToPerk(PendingPerk.Class); } function ShowTraitInfo( KFGUI_ListItem Item, int Row, bool bRight, bool bDblClick ) { local UIR_TraitInfoPopup T; if( (bRight || bDblClick) && Item.Value>=0 ) { T = UIR_TraitInfoPopup(Owner.OpenMenu(class'UIR_TraitInfoPopup')); T.ShowTraitInfo(Item.Value,PendingPerk); } } function ButtonClicked( KFGUI_Button Sender ) { local KFGUI_Page T; switch( Sender.ID ) { case 'Reset': if( PendingPerk!=None ) { T = Owner.OpenMenu(class'UI_ResetWarning'); UI_ResetWarning(T).SetupTo(PendingPerk); } break; case 'Unload': if( PendingPerk!=None ) { T = Owner.OpenMenu(class'UI_UnloadInfo'); UI_UnloadInfo(T).SetupTo(PendingPerk.Class); } break; case 'Prestige': if( PendingPerk!=None ) { T = Owner.OpenMenu(class'UI_PrestigeNote'); UI_PrestigeNote(T).SetupTo(PendingPerk); } break; } } defaultproperties { Begin Object Class=KFGUI_List Name=PerksList ID="Perks" XPosition=0 YPosition=0 XSize=0.25 YSize=1 ListItemsPerPage=12 bClickable=true OnDrawItem=DrawPerkInfo OnClickedItem=SwitchedPerk End Object Begin Object Class=KFGUI_ComponentList Name=PerkStats ID="Stats" XPosition=0.25 YPosition=0.12 XSize=0.375 YSize=0.88 ListItemsPerPage=16 End Object Begin Object Class=UIR_PerkTraitList Name=PerkTraits ID="Traits" XPosition=0.625 YPosition=0.12 XSize=0.375 YSize=0.88 OnSelectedRow=ShowTraitInfo End Object Begin Object Class=KFGUI_TextLable Name=CurPerkLabel ID="Info" XPosition=0.4 YPosition=0 XSize=0.58 YSize=0.12 AlignX=1 AlignY=1 TextFontInfo=(bClipText=true) End Object Begin Object Class=KFGUI_Button Name=ResetPerkButton ID="Reset" ButtonText="Reset Level" ToolTip="Reset this perk by unloading all stats, traits and set XP gained and level to 0" XPosition=0.25 YPosition=0.025 XSize=0.074 YSize=0.07 OnClickLeft=ButtonClicked OnClickRight=ButtonClicked ExtravDir=1 End Object Begin Object Class=KFGUI_Button Name=UnloadPerkButton ID="Unload" ButtonText="Unload Perk" ToolTip="Reset all spent points on this perk and refund the points in exchange of some XP" XPosition=0.325 YPosition=0.025 XSize=0.074 YSize=0.07 OnClickLeft=ButtonClicked OnClickRight=ButtonClicked End Object Begin Object Class=KFGUI_Button Name=PrestigePerkButton ID="Prestige" ButtonText="Prestige" ToolTip="-" XPosition=0.4 YPosition=0.025 XSize=0.074 YSize=0.07 OnClickLeft=ButtonClicked OnClickRight=ButtonClicked bDisabled=true End Object Components.Add(PerksList) Components.Add(PerkStats) Components.Add(PerkTraits) Components.Add(CurPerkLabel) Components.Add(ResetPerkButton) Components.Add(UnloadPerkButton) Components.Add(PrestigePerkButton) }