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ItemPreviewManagerEntity | GetItemPreviewManager () |
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SCR_InventoryStorageBaseUI | GetWeaponStorage () |
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SCR_InventorySlotStorageUI | GetSelectedSlotStorageUI () |
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SCR_InventoryStorageBaseUI | GetActiveStorageUI () |
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SCR_InventorySlotUI | GetSelectedSlotUI () |
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void | AddItemToAttachmentSelection (string item, Managed data=null) |
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void | RemoveItemFromAttachmentSelection (string item) |
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SCR_InventorySpinBoxComponent | GetAttachmentSpinBoxComponent () |
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void | OnDamageStateChanged () |
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void | RegisterUIStorage (SCR_InventorySlotUI pStorageUI) |
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void | UnregisterUIStorage (SCR_InventorySlotUI pStorageUI) |
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void | SetActiveStorage (SCR_InventoryStorageBaseUI storageUI) |
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SCR_InventoryStorageManagerComponent | GetInventoryStorageManager () |
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SCR_InventoryStorageBaseUI | GetActualStorageInCharacterStorageUI () |
| Actualy opened UI storage in character's storage.
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SCR_InventoryStorageBaseUI | GetStorageList () |
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SCR_InventoryStorageBaseUI | GetLootStorage () |
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bool | GetCanInteract () |
| Returns whether interaction with inventory items is possible.
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void | RefreshPlayerWidget () |
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override void | OnMenuUpdate (float tDelta) |
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void | UpdatePreview () |
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void | UpdateGearInspectionPreview () |
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override void | OnMenuOpen () |
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void | InitAttachmentSpinBox () |
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bool | CanFocusOnSlotInStorage (SCR_InventoryStorageBaseUI storage, int slotIndex) |
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void | FocusOnSlotInStorage (SCR_InventoryStorageBaseUI storage, int slotIndex=0) |
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void | OnAction (SCR_InputButtonComponent comp, string action, SCR_InventoryStorageBaseUI pParentStorage=null, int traverseStorageIndex=-1) |
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void | ShowStorage () |
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void | ShowStorage (BaseInventoryStorageComponent storage, LoadoutAreaType area=null) |
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void | ShowVicinity (bool compact=false) |
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void | ShowAttachmentStorage (InventorySearchPredicate searchPredicate, bool closeOnly=false) |
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void | CloseAttachmentStorage () |
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SCR_InventoryAttachmentStorageUI | GetAttachmentStorageUI () |
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void | RemoveAttachmentStorage (SCR_InventoryAttachmentStorageUI attStorage) |
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void | OpenStorageAsContainer (BaseInventoryStorageComponent storage, bool showVicinity=true, bool hideCloseButton=false) |
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void | RemoveOpenStorage (SCR_InventoryOpenedStorageUI openedStorage) |
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void | RefreshLootUIListener () |
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void | ShowStoragesList () |
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void | ShowAllStoragesInList () |
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SCR_InventoryStorageBaseUI | GetStorageUIByBaseStorageComponent (BaseInventoryStorageComponent pStorage) |
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void | ShowItemInfo (string sName="", string sDescr="", float sWeight=0.0, SCR_InventoryUIInfo uiInfo=null) |
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void | ShowDamageInfo (string sName, SCR_InventoryDamageUIInfo damageInfo) |
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void | DestroyDamageInfo () |
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void | HideItemInfo () |
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void | HideDamageInfo () |
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void | SetSlotFocused (SCR_InventorySlotUI pFocusedSlot, SCR_InventoryStorageBaseUI pFromStorageUI, bool bFocused) |
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void | NavigationBarUpdate () |
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void | HandleSlottedItemFunction () |
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void | NavigationBarUpdateGamepad () |
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SCR_InventoryInspectionUI | GetInspectionScreen () |
| Returns the inspection screen UI.
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void | InspectItem (SCR_InventorySlotUI itemSlot) |
| Opens the inspection screen for the item slot.
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void | InspectWeapon (SCR_WeaponAttachmentsStorageComponent weaponAttachmentStorage) |
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SCR_InventoryGearInspectionPointUI | GetGearInspectionUI () |
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void | LifeStateChanged (ECharacterLifeState previousLifeState, ECharacterLifeState newLifeState) |
| Method inserted on LifeStateChanged invoker on the character controller When LifeState changes, we may want to close the inventory.
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void | Action_QuickSlotAssign () |
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void | Action_QuickSlotUnassign () |
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void | MoveItemToStorageSlot () |
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void | EquipWeaponIntoWeaponSlot () |
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void | MoveItem (SCR_InventoryStorageBaseUI pStorageBaseUI=null) |
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void | DeselectSlot () |
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bool | SetOpenStorage () |
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void | OpenLinkedStorages (BaseInventoryStorageComponent parentStorage, bool showVicinity=true, bool hideCloseButton=true) |
| Opens any linked storages when the parent storage is opened via traversal or as a container.
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void | CloseLinkedStorages (BaseInventoryStorageComponent parentStorage) |
| Closes any linked storages when the parent storage is closed via traversal or closed as a container.
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void | Action_DeselectItem () |
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void | Action_Inspect () |
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void | Action_StepBack (SCR_InventoryStorageBaseUI pParentStorage=null, int traverseStorageIndex=-1) |
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void | Action_DragDown () |
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void | Action_OnDrag () |
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void | Action_DragUp () |
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void | ContainerSetPos (int iMouseX, int iMouseY) |
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SCR_InventoryOpenedStorageUI | GetOpenedStorage (BaseInventoryStorageComponent storage) |
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void | OnContainerHovered (SCR_InventoryStorageBaseUI pContainer) |
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void | HighlightAvailableStorages (SCR_InventorySlotUI itemSlot) |
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void | ResetHighlightsOnAvailableStorages () |
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void | OnContainerLeft (SCR_InventoryStorageBaseUI pContainer) |
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void | OnContainerFocused (SCR_InventoryStorageBaseUI pContainer) |
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void | OnContainerFocusLeft (SCR_InventoryStorageBaseUI pContainer) |
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SCR_CharacterControllerComponent | GetCharacterController () |
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void | ShowQuickSlotStorage () |
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void | Action_SelectQuickSlot () |
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bool | IsWeaponEquipped (IEntity weapon) |
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bool | CanAddAttachment (SCR_InventorySlotUI itemSlot, SCR_InventorySlotUI targetSlot) |
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void | OnAttachmentSpinboxFocused () |
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bool | IsUsingGamepad () |
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void | OnInputDeviceIsGamepad (bool isGamepad) |
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SCR_InventorySlotUI | GetDraggedSlot () |
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bool | IsDraggingEnabled () |
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void | SCR_InventoryMenuUI () |
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void | ~SCR_InventoryMenuUI () |
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void | InitializeCharacterHitZones () |
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bool | InitHitZones () |
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void | HideCharacterHitZones () |
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void | InitializeCharacterInformation () |
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float | GetTotalWeight () |
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bool | ProcessInitQueue () |
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void | OnQueueProcessed () |
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void | UpdateCharacterPreview () |
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void | SetStorageSwitchMode (bool enabled) |
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void | ToggleStorageSwitchMode () |
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void | SetAttachmentSpinBoxActive (bool enable) |
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bool | Init () |
| returns true if the init procedure was success
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void | OnLootedCharacterLifeStateChanged (ECharacterLifeState previousLifeState, ECharacterLifeState newLifeState) |
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int | CloseOpenedStorage () |
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int | CloseStorage (SCR_InventoryStorageBaseUI pStorageUI) |
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int | CloseStorage (notnull Widget w) |
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void | ToggleStorageContainerVisibility (notnull SCR_InventorySlotUI pSlot) |
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SCR_InventoryStorageBaseUI | GetStorageUIFromVicinity (BaseInventoryStorageComponent storage) |
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SCR_InventoryOpenedStorageUI | CreateOpenedStorageUI (BaseInventoryStorageComponent storage) |
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void | SortSlotsByLoadoutArea (out array< SCR_InventorySlotUI > aSlots) |
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void | ShowEquipedWeaponStorage () |
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void | GetGeneralItemHintsInfos (out notnull array< SCR_InventoryItemHintUIInfo > hintsInfo) |
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bool | GetDamageInfo () |
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void | SetFocusedSlotEffects () |
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EDropContainer | IsFocusedItemInsideDropContainer () |
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bool | CanSwapItems (SCR_InventorySlotUI slot1, SCR_InventorySlotUI slot2) |
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bool | CanMoveItem (SCR_InventorySlotUI slot1, SCR_InventorySlotUI slot2) |
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bool | CanMoveItem (SCR_InventorySlotUI slot1, SCR_InventoryStorageBaseUI slot2) |
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void | CreateItemSplitDialog (int maxVal, IEntity entityTo, IEntity entityFrom) |
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void | OnItemSplitDialogConfirm (SCR_ItemSplitDialog dialog) |
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bool | OnItemSplitDialogConfirm_Merge (inout notnull SCR_ItemSplitDialog dialog) |
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bool | OnItemSplitDialogConfirm_Create (inout notnull SCR_ItemSplitDialog dialog) |
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void | HandleSelectButtonState (string sAction="#AR-Inventory_Select") |
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void | FilterOutStorages (bool bShow=true) |
| shows only the storages the item can be stored into
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void | FilterOutItems (bool bFilterOut) |
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void | Action_TryCloseInventory () |
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void | Action_CloseInventory () |
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void | OnControllableDeleted (IEntity controllable) |
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void | SimpleFSM (EMenuAction EAction=EMenuAction.ACTION_SELECT) |
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void | Action_OpenContainer () |
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void | Action_Drop () |
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void | EquipWeapon () |
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void | MoveToVicinity (IEntity pItem) |
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void | MoveFromVicinity () |
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void | MoveBetweenFromVicinity () |
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bool | ShouldSpawnItem () |
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bool | IsStorageArsenal (BaseInventoryStorageComponent storage) |
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void | EquipDraggedItem (bool forceEquip=false) |
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void | MoveBetweenToVicinity () |
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bool | DoesSlotContainNonRefundableItems (notnull SCR_InventorySlotUI slotToCheck, out bool nonrefundableItemInStorage=false) |
| Checks slotToCheck for any items that cannot be refunded.
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bool | MoveBetweenToVicinity_VirtualArsenal () |
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bool | MoveItem_VirtualArsenal (inout SCR_InventoryStorageBaseUI pStorageBaseUI=null) |
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bool | EquipWeaponIntoWeaponSlot_VirtualArsenal () |
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bool | MoveItemToStorageSlot_VirtualArsenal () |
| Attempts to process MoveItemToStorageSlot logic specific for virtual arsenal and returns whenever it was successful or not.
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bool | EquipDraggedItem_VirtualArsenal (bool forceEquip=false) |
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bool | MoveBetweenFromVicinity_VirtualArsenal () |
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bool | MoveItem_ResourceContainer (inout SCR_InventoryStorageBaseUI pStorageBaseUI=null) |
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bool | MoveItemToStorageSlot_ResourceContainer () |
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void | FocusWidget (Widget focusWidget) |
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void | TraverseActualSlot () |
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bool | ShouldAllowTraverseActualSlot () |
| Method that returns if traverse on selected slot should be performed.
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void | OpenAsNewContainer () |
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void | OpenLinkedStoragesDelayed (SCR_UniversalInventoryStorageComponent scrStorage, bool showVicinity=true, bool hideCloseButton=true) |
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void | CloseLinkedStoragesDelayed (SCR_UniversalInventoryStorageComponent scrStorage) |
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void | Action_SelectItem () |
| when clicked on item / storage slot using controller or mouse
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void | Action_MoveInsideStorage () |
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void | Action_EquipItem () |
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void | Action_MoveBetween () |
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void | Action_UseItem () |
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void | Action_UnfoldItem () |
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void | Action_Move (SCR_InventoryStorageBaseUI pStorageBase) |
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void | Action_LootMove () |
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bool | IsStorageInsideLBS (BaseInventoryStorageComponent pStorage, ClothNodeStorageComponent pLBSStorage) |
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void | OnItemAddedListener (IEntity item, notnull BaseInventoryStorageComponent storage) |
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void | OnItemRemovedListener (IEntity item, notnull BaseInventoryStorageComponent storage) |
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void | RefreshUISlotStorages () |
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void | UpdateTotalWeightText () |
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void | InitQuickSlots () |
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void | RemoveItemFromQuickSlotDrop () |
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void | SetItemToQuickSlot (int iSlotIndex, SCR_InventorySlotUI slot=null) |
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void | SetItemToQuickSlotDrop () |
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void | Action_SwapItems (SCR_InventorySlotUI item1, SCR_InventorySlotUI item2) |
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void | Action_MoveItemToStorage (SCR_InventoryStorageBaseUI toStorage=null) |
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SCR_InventoryStorageManagerComponent | m_InventoryManager = null |
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SCR_CharacterInventoryStorageComponent | m_StorageManager = null |
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ChimeraCharacter | m_Player |
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Widget | m_wContainer |
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Widget | m_wStorageList |
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Widget | m_wLootStorage |
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Widget | m_wOpenedStorage |
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Widget | m_wWeaponSlots |
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Widget | m_wAttachmentStorage |
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Widget | m_widget |
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SCR_InventoryInspectionUI | m_InspectionScreen = null |
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SCR_InventorySlotUI | m_pFocusedSlotUI = null |
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SCR_InventorySlotUI | m_pSelectedSlotUI = null |
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SCR_InventorySlotUI | m_DraggedSlot = null |
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SCR_InventorySlotStorageUI | m_pFocusedSlotStorageUI = null |
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SCR_InventorySlotStorageUI | m_pSelectedSlotStorageUI = null |
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SCR_InventorySlotStorageUI | m_pSelectedSlotStoragePrevUI = null |
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SCR_InventoryStorageBaseUI | m_pStorageBaseUI = null |
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SCR_InventoryStoragesListUI | m_pStorageListUI = null |
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SCR_InventoryStorageGadgetsUI | m_pGadgetsBaseUI = null |
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SCR_InventoryStorageBaseUI | m_pStorageLootUI = null |
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SCR_InventoryWeaponSlotsUI | m_pWeaponStorage = null |
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EquipedWeaponStorageComponent | m_pWeaponStorageComp = null |
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ref array< SCR_InventoryOpenedStorageUI > | m_aOpenedStoragesUI = {} |
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SCR_InventoryAttachmentStorageUI | m_pAttachmentStorageUI = null |
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SCR_InventoryItemInfoUI | m_pItemInfo = null |
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SCR_InventoryDamageInfoUI | m_pDamageInfo = null |
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SCR_InventoryStorageBaseUI | m_pActiveStorageUI = null |
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SCR_InventoryStorageBaseUI | m_pActiveHoveredStorageUI = null |
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SCR_InventoryStorageBaseUI | m_pPrevActiveStorageUI = null |
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ref array< SCR_InventorySlotUI > | m_aShownStorages = new array<SCR_InventorySlotUI>() |
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GridLayoutWidget | m_wStoragesContainer |
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int | m_iStorageListCounter = 0 |
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int | m_iVicinityDiscoveryRadius = 0 |
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ref SCR_InventorySlotUI | m_pInspectedSlot = null |
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ref SCR_InventoryGearInspectionPointUI | m_pGearInspectionPointUI = null |
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Widget | m_wAttachmentContainer = null |
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ref SCR_DamageStateConfig | m_DamageStateConfig |
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EStateMenuStorage | m_EStateMenuStorage = EStateMenuStorage.STATE_IDLE |
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EStateMenuItem | m_EStateMenuItem = EStateMenuItem.STATE_IDLE |
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string | m_sFSMStatesNames [10] ={"init", "idle", "item selected", "storage selected", "STATE_STORAGE_OPENED", "storage unfolded", "move started", "move finished", "closing", "STATE_UNKNOWN" } |
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SCR_NavigationBarUI | m_pNavigationBar = null |
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SCR_InputButtonComponent | m_CloseButton |
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ref SCR_SupplyCostItemHintUIInfo | m_SupplyCostUIInfo |
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ref SCR_SupplyRefundItemHintUIInfo | m_SupplyRefundUIInfo |
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ref SCR_NonrefundableItemHintUIInfo | m_NonrefundableUIInfo |
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ref SCR_ArsenalItemRankHintUIInfo | m_ArsenalItemRankUIInfo |
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ref SCR_ValuableIntelItemHintUIInfo | m_ValuableIntelUIInfo |
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ref map< FactionKey, ref SCR_FactionOutfitItemHintUIInfo > | m_mItemFactionUIInfos = new map<FactionKey, ref SCR_FactionOutfitItemHintUIInfo>() |
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IEntity | m_pItem |
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BaseInventoryStorageComponent | m_pDisplayedStorage |
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BaseInventoryStorageComponent | m_pLastCurrentNavStorage |
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BaseInventoryStorageComponent | m_pStorageFrom |
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BaseInventoryStorageComponent | m_pStorageTo |
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SCR_InventorySlotStorageUI | m_pStorageUITo |
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SCR_CharacterVicinityComponent | m_pVicinity |
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ButtonWidget | m_wButtonShowAll |
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SCR_InventoryCharacterWidgetHelper | m_pCharacterWidgetHelper |
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ItemPreviewManagerEntity | m_pPreviewManager |
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bool | m_bDraggingEnabled |
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FrameWidget | m_wDragDropContainer |
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SCR_SlotUIComponent | m_pDragDropFrameSlotUI |
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ItemPreviewWidget | m_pDragDropPreviewImage |
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ref array< SCR_InventoryStorageBaseUI > | m_aStorages = {} |
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TextWidget | m_wTotalWeightText |
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bool | m_bLocked = false |
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SCR_InventoryStorageQuickSlotsUI | m_pQuickSlotStorage |
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Widget | m_wQuickSlotStorage |
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ref SCR_InvCallBack | m_pCallBack = new SCR_InvCallBack() |
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bool | m_bIsUsingGamepad |
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float | m_fX |
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float | m_fY |
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bool | m_bShowIt = true |
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int | m_iMouseX |
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SCR_CharacterControllerComponent | m_CharController |
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ref array< HitZone > | m_aBleedingHitZones = {} |
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bool | m_bEnablePagingContext |
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bool | m_bWasJustTraversing |
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bool | m_bStorageSwitchMode |
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SCR_InventorySlotUI | m_pItemToAssign |
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Widget | m_wAttachmentPointsContainer |
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ref array< SCR_InventoryHitZonePointContainerUI > | m_aHitZonePoints = {} |
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SCR_InventoryHitZonePointUI | m_bleedingHandlerGlobal |
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SCR_InventoryHitZonePointUI | m_fractureHandlerGlobal |
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SCR_CountingTimerUI | m_morphineTimerHandlerGlobal |
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SCR_CountingTimerUI | m_salineTimerHandlerGlobal |
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SCR_CharacterDamageManagerComponent | m_CharDamageManager |
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SCR_InventorySpinBoxComponent | m_AttachmentSpinBox |
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bool | m_bProcessInitQueue = false |
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EInvInitStage | m_eInitStage = EInvInitStage.BEGIN |
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SCR_LoadingOverlay | m_LoadingOverlay |
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UI Script Inventory Menu UI Layout.