StrategyHud
namespace Griff.Modules.Strategy;
public sealed class StrategyHudWhere everything on the strategy HUD goes for a view: the resources bar along the top, and along the bottom the minimap, what’s selected and the command card. Sized from the view’s height, so it looks the same at any zoom.
Properties
Section titled “Properties”Button
Section titled “Button”public float Button { get; }public HudRect Card { get; }public float Gap { get; }public HudRect Info { get; }Minimap
Section titled “Minimap”public HudRect Minimap { get; }public HudRect Panel { get; }TopBar
Section titled “TopBar”public HudRect TopBar { get; }public float Unit { get; }A hundredth of the view’s height: the HUD’s unit of size.
public HudRect View { get; }Methods
Section titled “Methods”CardSlot
Section titled “CardSlot”public HudRect CardSlot(int index)The command card’s button in a slot, counted along the top row first.
Covers
Section titled “Covers”public bool Covers(Vector2 point)True if point is on the HUD rather than the battlefield.
MinimapToWorld
Section titled “MinimapToWorld”public Vector2 MinimapToWorld(Vector2 point)The world point under a spot on the minimap.
public HudRect Tile(int index)A small square for one of several selected things, in rows across the selection area.
WorldToMinimap
Section titled “WorldToMinimap”public Vector2 WorldToMinimap(Vector2 world)The spot on the minimap for a world point.
Fields
Section titled “Fields”CardColumns
Section titled “CardColumns”public const int CardColumnsCardRows
Section titled “CardRows”public const int CardRowsTileColumns
Section titled “TileColumns”public const int TileColumnsTileRows
Section titled “TileRows”public const int TileRows