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Arma Reforger Script API
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Implementation of base group for switching that can be created via passing in a list of WeaponSlotComponents When selection is set weapon is selected via the character controller component. More...
Public Member Functions | |
| override void | OnPerform (IEntity user, BaseSelectionMenu sourceMenu) |
| Selects this item entry as the current one. | |
| override void | OnDonePerform (IEntity user, BaseSelectionMenu sourceMenu) |
| Anything that should be done when item is deselected should be handled here. | |
| void | SCR_GroupWeaponEntry (IEntity pOwner, WeaponSlotComponent pWeaponSlot) |
| Create new group representing a single weapon. | |
Public Member Functions inherited from ScriptedSelectionMenuEntry | |
| override bool | CanBeShownScript (IEntity user, BaseSelectionMenu sourceMenu) |
| Can this entry be shown? | |
| override bool | GetEntryNameScript (out string outName) |
| If overridden and true is returned, outName is returned when BaseSelectionMenuEntry.GetEntryName is called. | |
| override bool | GetEntryDescriptionScript (out string outDescription) |
| If overridden and true is returned, outDescription is returned when BaseSelectionMenuEntry.GetEntryDescription is called. | |
| override bool | GetEntryIconPathScript (out string outIconPath) |
| If overridden and true is returned, outIconPath is returned when BaseSelectionMenuEntry.GetEntryIconPath is called. | |
| void | UpdateVisuals () |
| Base visuals update function for specific entry update. | |
| ResourceName | GetEntryLayout () |
| API for entry widget and component. | |
| void | SetEntryLayout (ResourceName entryLayout) |
| Widget | GetEntryWidget () |
| void | SetEntryWidget (Widget root) |
| string | GetName () |
| void | SetName (string name) |
Public Member Functions inherited from BaseSelectionMenuEntry | |
| proto external bool | CanBeShown (IEntity user, BaseSelectionMenu sourceMenu) |
| Can this entry be shown? | |
| proto external bool | CanBePerformed (IEntity user, BaseSelectionMenu sourceMenu) |
| Can this entry be performed? | |
| proto external void | Perform (IEntity user, BaseSelectionMenu sourceMenu) |
| Request to perform this entry. | |
| proto external string | GetEntryName () |
| Return the name of this entry. | |
| proto external string | GetEntryDescription () |
| Return the description of this entry. | |
| proto external string | GetEntryIconPath () |
| Return the icon path of this entry. | |
| proto external UIInfo | GetUIInfo () |
| Get related UI info or null if none. | |
Protected Member Functions | |
| override bool | CanBePerformedScript (IEntity user, BaseSelectionMenu sourceMenu) |
| Can this entry be performed? | |
| override UIInfo | GetUIInfoScript () |
| If target slot is valid, return its UI info. | |
Protected Attributes | |
| IEntity | m_pOwner |
| Owner of this group. | |
| WeaponSlotComponent | m_pWeaponSlotComponent |
| The weapon this entry represents. | |
Protected Attributes inherited from SCR_BaseGroupEntry | |
| ref array< ScriptedSelectionMenuEntry > | m_aEntries |
Protected Attributes inherited from ScriptedSelectionMenuEntry | |
| ResourceName | m_EntryLayout = LAYOUT_ENTRY_DEFAULT |
| ref Widget | m_wEntry |
| string | m_sName |
Additional Inherited Members | |
Static Public Attributes inherited from ScriptedSelectionMenuEntry | |
| const string | LAYOUT_ENTRY_DEFAULT = "{121C45A1F59DC1AF}UI/layouts/Common/RadialMenu/RadialEntryElement.layout" |
Implementation of base group for switching that can be created via passing in a list of WeaponSlotComponents When selection is set weapon is selected via the character controller component.
| void SCR_GroupWeaponEntry.SCR_GroupWeaponEntry | ( | IEntity | pOwner, |
| WeaponSlotComponent | pWeaponSlot ) |
Create new group representing a single weapon.
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Can this entry be performed?
Implements ScriptedSelectionMenuEntry.
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If target slot is valid, return its UI info.
Implements ScriptedSelectionMenuEntry.
| override void SCR_GroupWeaponEntry.OnDonePerform | ( | IEntity | user, |
| BaseSelectionMenu | sourceMenu ) |
Anything that should be done when item is deselected should be handled here.
Implements SCR_BaseGroupEntry.
| override void SCR_GroupWeaponEntry.OnPerform | ( | IEntity | user, |
| BaseSelectionMenu | sourceMenu ) |
Selects this item entry as the current one.
Select the weapon via character controller
Implements ScriptedSelectionMenuEntry.
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Owner of this group.
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The weapon this entry represents.