Arma Reforger Script API
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Public Member Functions | Static Public Member Functions | Public Attributes | Static Public Attributes | Protected Member Functions | Protected Attributes | Static Protected Attributes | List of all members
SCR_InventoryMenuUI Interface Reference

UI Script Inventory Menu UI Layout. More...

Inheritance diagram for SCR_InventoryMenuUI:
[legend]

Public Member Functions

ItemPreviewManagerEntity GetItemPreviewManager ()
 
void AddItemToAttachmentSelection (string item, Managed data=null)
 
void RemoveItemFromAttachmentSelection (string item)
 
SCR_InventorySpinBoxComponent GetAttachmentSpinBoxComponent ()
 
void OnDamageStateChanged ()
 
void RegisterUIStorage (SCR_InventorySlotUI pStorageUI)
 
void UnregisterUIStorage (SCR_InventorySlotUI pStorageUI)
 
void SetActiveStorage (SCR_InventoryStorageBaseUI storageUI)
 
SCR_InventoryStorageManagerComponent GetInventoryStorageManager ()
 
SCR_InventoryStorageBaseUI GetActualStorageInCharacterStorageUI ()
 Actualy opened UI storage in character's storage.
 
SCR_InventoryStorageBaseUI GetStorageList ()
 
SCR_InventoryStorageBaseUI GetLootStorage ()
 
bool GetCanInteract ()
 Returns whether interaction with inventory items is possible.
 
void RefreshPlayerWidget ()
 
override void OnMenuUpdate (float tDelta)
 
void UpdatePreview ()
 
void UpdateGearInspectionPreview ()
 
override void OnMenuOpen ()
 
void InitAttachmentSpinBox ()
 
bool CanFocusOnSlotInStorage (SCR_InventoryStorageBaseUI storage, int slotIndex)
 
void FocusOnSlotInStorage (SCR_InventoryStorageBaseUI storage, int slotIndex=0)
 
void OnAction (SCR_InputButtonComponent comp, string action, SCR_InventoryStorageBaseUI pParentStorage=null, int traverseStorageIndex=-1)
 
void ShowStorage ()
 
void ShowStorage (BaseInventoryStorageComponent storage, LoadoutAreaType area=null)
 
void ShowVicinity (bool compact=false)
 
void ShowAttachmentStorage (InventorySearchPredicate searchPredicate, bool closeOnly=false)
 
void CloseAttachmentStorage ()
 
SCR_InventoryAttachmentStorageUI GetAttachmentStorageUI ()
 
void RemoveAttachmentStorage (SCR_InventoryAttachmentStorageUI attStorage)
 
void OpenStorageAsContainer (BaseInventoryStorageComponent storage, bool showVicinity=true, bool hideCloseButton=false)
 
void RemoveOpenStorage (SCR_InventoryOpenedStorageUI openedStorage)
 
void RefreshLootUIListener ()
 
void ShowStoragesList ()
 
void ShowAllStoragesInList ()
 
SCR_InventoryStorageBaseUI GetStorageUIByBaseStorageComponent (BaseInventoryStorageComponent pStorage)
 
void ShowItemInfo (string sName="", string sDescr="", float sWeight=0.0, SCR_InventoryUIInfo uiInfo=null)
 
void ShowDamageInfo (string sName, SCR_InventoryDamageUIInfo damageInfo)
 
void DestroyDamageInfo ()
 
void HideItemInfo ()
 
void HideDamageInfo ()
 
void SetSlotFocused (SCR_InventorySlotUI pFocusedSlot, SCR_InventoryStorageBaseUI pFromStorageUI, bool bFocused)
 
void NavigationBarUpdate ()
 
void HandleSlottedItemFunction ()
 
void NavigationBarUpdateGamepad ()
 
SCR_InventoryInspectionUI GetInspectionScreen ()
 Returns the inspection screen UI.
 
void InspectItem (SCR_InventorySlotUI itemSlot)
 Opens the inspection screen for the item slot.
 
void InspectWeapon (SCR_WeaponAttachmentsStorageComponent weaponAttachmentStorage)
 
SCR_InventoryGearInspectionPointUI GetGearInspectionUI ()
 
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.
 
void Action_QuickSlotAssign ()
 
void Action_QuickSlotUnassign ()
 
void MoveItemToStorageSlot ()
 
void EquipWeaponIntoWeaponSlot ()
 
void MoveItem (SCR_InventoryStorageBaseUI pStorageBaseUI=null)
 
void DeselectSlot ()
 
void SetOpenStorage ()
 
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.
 
void CloseLinkedStorages (BaseInventoryStorageComponent parentStorage)
 Closes any linked storages when the parent storage is closed via traversal or closed as a container.
 
void Action_DeselectItem ()
 
void Action_Inspect ()
 
void Action_StepBack (SCR_InventoryStorageBaseUI pParentStorage=null, int traverseStorageIndex=-1)
 
void Action_DragDown ()
 
void Action_OnDrag ()
 
void Action_DragUp ()
 
void ContainerSetPos (int iMouseX, int iMouseY)
 
SCR_InventoryOpenedStorageUI GetOpenedStorage (BaseInventoryStorageComponent storage)
 
void OnContainerHovered (SCR_InventoryStorageBaseUI pContainer)
 
void HighlightAvailableStorages (SCR_InventorySlotUI itemSlot)
 
void ResetHighlightsOnAvailableStorages ()
 
void OnContainerLeft (SCR_InventoryStorageBaseUI pContainer)
 
void OnContainerFocused (SCR_InventoryStorageBaseUI pContainer)
 
void OnContainerFocusLeft (SCR_InventoryStorageBaseUI pContainer)
 
SCR_CharacterControllerComponent GetCharacterController ()
 
void ShowQuickSlotStorage ()
 
void Action_SelectQuickSlot ()
 
bool IsWeaponEquipped (IEntity weapon)
 
bool CanAddAttachment (SCR_InventorySlotUI itemSlot, SCR_InventorySlotUI targetSlot)
 
void OnAttachmentSpinboxFocused ()
 
bool IsUsingGamepad ()
 
void OnInputDeviceIsGamepad (bool isGamepad)
 
void SCR_InventoryMenuUI ()
 
void ~SCR_InventoryMenuUI ()
 
- Public Member Functions inherited from ChimeraMenuBase
override void OnMenuInit ()
 
override void OnMenuUpdate (float tDelta)
 
override void OnMenuOpen ()
 
override void OnMenuOpened ()
 
override void OnMenuClose ()
 
override void OnMenuFocusGained ()
 
override void OnMenuFocusLost ()
 
override void OnMenuShow ()
 
override void OnMenuHide ()
 

Static Public Member Functions

static SCR_InventoryMenuUI GetInventoryMenu ()
 
- Static Public Member Functions inherited from ChimeraMenuBase
static ChimeraMenuBase CurrentChimeraMenu ()
 
static ChimeraMenuBase GetOwnerMenu (Widget w)
 Returns parent menu of a widget.
 

Public Attributes

ItemPreviewWidget m_wPlayerRender
 
ItemPreviewWidget m_wPlayerRenderSmall
 
PreviewRenderAttributes m_PlayerRenderAttributes
 
- Public Attributes inherited from ChimeraMenuBase
ref ScriptInvoker m_OnTextEditContextChange = new ScriptInvoker
 
ref ScriptInvoker m_OnUpdate = new ScriptInvoker
 

Static Public Attributes

const string ARSENAL_STORAGE_LAYOUT = "{5C4812D758C0EDB8}UI/layouts/Menus/Inventory/SupplyInventoryContainerGrid.layout"
 
const string BACKPACK_STORAGE_LAYOUT = "{E61475CBB560757F}UI/layouts/Menus/Inventory/InventoryContainerGrid.layout"
 
const string WEAPON_STORAGE_LAYOUT = "{7B28D87B8A1ADD42}UI/layouts/Menus/Inventory/InventoryWeaponSlots.layout"
 
const string STORAGES_LIST_LAYOUT = "{FC579324F5E4B3A4}UI/layouts/Menus/Inventory/InventoryCharacterGrid.layout"
 
const string ITEM_INFO = "{7BA9AFEC71DAC3CF}UI/layouts/Menus/Inventory/InventoryInfo.layout"
 
const string DAMAGE_INFO = "{55AFA256E1C20FB2}UI/layouts/Menus/Inventory/InventoryDamageInfo.layout"
 
const string STORAGE_LAYOUT_CLOSE_WIDGET_NAME = "CloseStorageBtn"
 
const ResourceName HITZONE_CONTAINER_LAYOUT = "{36DB099B4CDF8FC2}UI/layouts/Menus/Inventory/Medical/HitZonePointContainer.layout"
 
const int WEAPON_SLOTS_COUNT = 4
 

Protected Member Functions

void InitializeCharacterHitZones ()
 
bool InitHitZones ()
 
void HideCharacterHitZones ()
 
void InitializeCharacterInformation ()
 
float GetTotalWeight ()
 
bool ProcessInitQueue ()
 
void OnQueueProcessed ()
 
void UpdateCharacterPreview ()
 
void SetStorageSwitchMode (bool enabled)
 
void ToggleStorageSwitchMode ()
 
void SetAttachmentSpinBoxActive (bool enable)
 
bool Init ()
 returns true if the init procedure was success
 
void OnLootedCharacterLifeStateChanged (ECharacterLifeState previousLifeState, ECharacterLifeState newLifeState)
 
int CloseOpenedStorage ()
 
int CloseStorage (SCR_InventoryStorageBaseUI pStorageUI)
 
int CloseStorage (notnull Widget w)
 
void ToggleStorageContainerVisibility (notnull SCR_InventorySlotUI pSlot)
 
SCR_InventoryStorageBaseUI GetStorageUIFromVicinity (BaseInventoryStorageComponent storage)
 
SCR_InventoryOpenedStorageUI CreateOpenedStorageUI (BaseInventoryStorageComponent storage)
 
void SortSlotsByLoadoutArea (out array< SCR_InventorySlotUI > aSlots)
 
void ShowEquipedWeaponStorage ()
 
bool GetDamageInfo ()
 
void SetFocusedSlotEffects ()
 
EDropContainer IsFocusedItemInsideDropContainer ()
 
bool CanSwapItems (SCR_InventorySlotUI slot1, SCR_InventorySlotUI slot2)
 
bool CanMoveItem (SCR_InventorySlotUI slot1, SCR_InventorySlotUI slot2)
 
bool CanMoveItem (SCR_InventorySlotUI slot1, SCR_InventoryStorageBaseUI slot2)
 
void CreateItemSplitDialog (int maxVal, IEntity entityTo, IEntity entityFrom)
 
void OnItemSplitDialogConfirm (SCR_ItemSplitDialog dialog)
 
bool OnItemSplitDialogConfirm_Merge (inout notnull SCR_ItemSplitDialog dialog)
 
bool OnItemSplitDialogConfirm_Create (inout notnull SCR_ItemSplitDialog dialog)
 
void HandleSelectButtonState (string sAction="#AR-Inventory_Select")
 
void FilterOutStorages (bool bShow=true)
 shows only the storages the item can be stored into
 
void FilterOutItems (bool bFilterOut)
 
void Action_TryCloseInventory ()
 
void Action_CloseInventory ()
 
void OnControllableDeleted (IEntity controllable)
 
void SimpleFSM (EMenuAction EAction=EMenuAction.ACTION_SELECT)
 
void Action_OpenContainer ()
 
void Action_Drop ()
 
void EquipWeapon ()
 
void MoveToVicinity (IEntity pItem)
 
void MoveFromVicinity ()
 
void MoveBetweenFromVicinity ()
 
bool ShouldSpawnItem ()
 
bool IsStorageArsenal (BaseInventoryStorageComponent storage)
 
void EquipDraggedItem (bool forceEquip=false)
 
void MoveBetweenToVicinity ()
 
bool MoveBetweenToVicinity_VirtualArsenal ()
 
bool MoveItem_VirtualArsenal (inout SCR_InventoryStorageBaseUI pStorageBaseUI=null)
 
bool EquipWeaponIntoWeaponSlot_VirtualArsenal ()
 
bool MoveItemToStorageSlot_VirtualArsenal ()
 Attempts to process MoveItemToStorageSlot logic specific for virtual arsenal and returns whenever it was successful or not.
 
bool EquipDraggedItem_VirtualArsenal (bool forceEquip=false)
 
bool MoveBetweenFromVicinity_VirtualArsenal ()
 
bool MoveItem_ResourceContainer (inout SCR_InventoryStorageBaseUI pStorageBaseUI=null)
 
bool MoveItemToStorageSlot_ResourceContainer ()
 
void TraverseActualSlot ()
 
bool ShouldAllowTraverseActualSlot ()
 Method that returns if traverse on selected slot should be performed.
 
void OpenAsNewContainer ()
 
void OpenLinkedStoragesDelayed (SCR_UniversalInventoryStorageComponent scrStorage, bool showVicinity=true, bool hideCloseButton=true)
 
void CloseLinkedStoragesDelayed (SCR_UniversalInventoryStorageComponent scrStorage)
 
void Action_SelectItem ()
 when clicked on item / storage slot using controller or mouse
 
void Action_MoveInsideStorage ()
 
void Action_EquipItem ()
 
void Action_MoveBetween ()
 
void Action_UseItem ()
 
void Action_UnfoldItem ()
 
void Action_Move (SCR_InventoryStorageBaseUI pStorageBase)
 
void Action_LootMove ()
 
bool IsStorageInsideLBS (BaseInventoryStorageComponent pStorage, ClothNodeStorageComponent pLBSStorage)
 
void OnItemAddedListener (IEntity item, notnull BaseInventoryStorageComponent storage)
 
void OnItemRemovedListener (IEntity item, notnull BaseInventoryStorageComponent storage)
 
void RefreshUISlotStorages ()
 
void UpdateTotalWeightText ()
 
void InitQuickSlots ()
 
void RemoveItemFromQuickSlotDrop ()
 
void SetItemToQuickSlot (int iSlotIndex, SCR_InventorySlotUI slot=null)
 
void SetItemToQuickSlotDrop ()
 
void Action_SwapItems (SCR_InventorySlotUI item1, SCR_InventorySlotUI item2)
 
void Action_MoveItemToStorage (SCR_InventoryStorageBaseUI toStorage=null)
 

Protected Attributes

SCR_InventoryStorageManagerComponent m_InventoryManager = null
 
SCR_CharacterInventoryStorageComponent m_StorageManager = null
 
ChimeraCharacter m_Player
 
Widget m_wContainer
 
Widget m_wStorageList
 
Widget m_wLootStorage
 
Widget m_wOpenedStorage
 
Widget m_wWeaponSlots
 
Widget m_wAttachmentStorage
 
Widget m_widget
 
SCR_InventoryInspectionUI m_InspectionScreen = null
 
SCR_InventorySlotUI m_pFocusedSlotUI = null
 
SCR_InventorySlotUI m_pSelectedSlotUI = null
 
SCR_InventorySlotUI m_DraggedSlot = null
 
SCR_InventorySlotStorageUI m_pFocusedSlotStorageUI = null
 
SCR_InventorySlotStorageUI m_pSelectedSlotStorageUI = null
 
SCR_InventorySlotStorageUI m_pSelectedSlotStoragePrevUI = null
 
SCR_InventoryStorageBaseUI m_pStorageBaseUI = null
 
SCR_InventoryStoragesListUI m_pStorageListUI = null
 
SCR_InventoryStorageGadgetsUI m_pGadgetsBaseUI = null
 
SCR_InventoryStorageBaseUI m_pStorageLootUI = null
 
SCR_InventoryWeaponSlotsUI m_pWeaponStorage = null
 
EquipedWeaponStorageComponent m_pWeaponStorageComp = null
 
ref array< SCR_InventoryOpenedStorageUIm_aOpenedStoragesUI = {}
 
SCR_InventoryAttachmentStorageUI m_pAttachmentStorageUI = null
 
SCR_InventoryItemInfoUI m_pItemInfo = null
 
SCR_InventoryDamageInfoUI m_pDamageInfo = null
 
SCR_InventoryStorageBaseUI m_pActiveStorageUI = null
 
SCR_InventoryStorageBaseUI m_pActiveHoveredStorageUI = null
 
SCR_InventoryStorageBaseUI m_pPrevActiveStorageUI = null
 
ref array< SCR_InventorySlotUIm_aShownStorages = new array<SCR_InventorySlotUI>()
 
GridLayoutWidget m_wStoragesContainer
 
int m_iStorageListCounter = 0
 
int m_iVicinityDiscoveryRadius = 0
 
ref SCR_InventorySlotUI m_pInspectedSlot = null
 
ref SCR_InventoryGearInspectionPointUI m_pGearInspectionPointUI = null
 
Widget m_wAttachmentContainer = null
 
ref SCR_DamageStateConfig m_DamageStateConfig
 
EStateMenuStorage m_EStateMenuStorage = EStateMenuStorage.STATE_IDLE
 
EStateMenuItem m_EStateMenuItem = EStateMenuItem.STATE_IDLE
 
string m_sFSMStatesNames [10] ={"init", "idle", "item selected", "storage selected", "STATE_STORAGE_OPENED", "storage unfolded", "move started", "move finished", "closing", "STATE_UNKNOWN" }
 
SCR_NavigationBarUI m_pNavigationBar = null
 
SCR_InputButtonComponent m_CloseButton
 
ResourceName m_sSupplyCostUIInfoPrefab = "{4D8296CB3CB3B8BF}Configs/Inventory/SupplyCost_ItemUIInfo.conf"
 
ref SCR_SupplyCostItemHintUIInfo m_SupplyCostUIInfo
 
ResourceName m_sSupplyRefundUIInfoPrefab = "{6FD3DF5A3B2C6D30}Configs/Inventory/ItemHints/SupplySell_ItemHint.conf"
 
ref SCR_SupplyRefundItemHintUIInfo m_SupplyRefundUIInfo
 
IEntity m_pItem
 
BaseInventoryStorageComponent m_pDisplayedStorage
 
BaseInventoryStorageComponent m_pLastCurrentNavStorage
 
BaseInventoryStorageComponent m_pStorageFrom
 
BaseInventoryStorageComponent m_pStorageTo
 
SCR_InventorySlotStorageUI m_pStorageUITo
 
SCR_CharacterVicinityComponent m_pVicinity
 
ButtonWidget m_wButtonShowAll
 
SCR_InventoryCharacterWidgetHelper m_pCharacterWidgetHelper
 
ItemPreviewManagerEntity m_pPreviewManager
 
bool m_bDraggingEnabled
 
FrameWidget m_wDragDropContainer
 
SCR_SlotUIComponent m_pDragDropFrameSlotUI
 
ItemPreviewWidget m_pDragDropPreviewImage
 
ref array< SCR_InventoryStorageBaseUIm_aStorages = {}
 
TextWidget m_wTotalWeightText
 
bool m_bLocked = false
 
SCR_InventoryStorageQuickSlotsUI m_pQuickSlotStorage
 
Widget m_wQuickSlotStorage
 
ref SCR_InvCallBack m_pCallBack = new SCR_InvCallBack()
 
bool m_bIsUsingGamepad
 
float m_fX
 
float m_fY
 
bool m_bShowIt = true
 
int m_iMouseX
 
SCR_CharacterControllerComponent m_CharController
 
ref array< HitZonem_aBleedingHitZones = {}
 
bool m_bWasJustTraversing
 
bool m_bStorageSwitchMode
 
SCR_InventorySlotUI m_pItemToAssign
 
Widget m_wAttachmentPointsContainer
 
ref array< SCR_InventoryHitZonePointContainerUIm_aHitZonePoints = {}
 
SCR_InventoryHitZonePointUI m_bleedingHandlerGlobal
 
SCR_InventoryHitZonePointUI m_fractureHandlerGlobal
 
SCR_CountingTimerUI m_morphineTimerHandlerGlobal
 
SCR_CountingTimerUI m_salineTimerHandlerGlobal
 
SCR_CharacterDamageManagerComponent m_CharDamageManager
 
SCR_InventorySpinBoxComponent m_AttachmentSpinBox
 
bool m_bProcessInitQueue = false
 
EInvInitStage m_eInitStage = EInvInitStage.BEGIN
 
SCR_LoadingOverlay m_LoadingOverlay
 
- Protected Attributes inherited from ChimeraMenuBase
bool m_bTextEditActive = false
 

Static Protected Attributes

static ResourceName m_ItemPreviewManagerPrefab = "{9F18C476AB860F3B}Prefabs/World/Game/ItemPreviewManager.et"
 
const int STORAGE_AREA_COLUMNS = 2
 
int const m_iMouseY int DRAG_THRESHOLD = 1
 
const int CHARACTER_HITZONES_COUNT = 7
 
- Static Protected Attributes inherited from ChimeraMenuBase
const string INPUT_CONTEXT_EDIT = "MenuTextEditContext"
 
static ChimeraMenuBase m_ThisMenu
 

Detailed Description

UI Script Inventory Menu UI Layout.

Constructor & Destructor Documentation

◆ SCR_InventoryMenuUI()

void SCR_InventoryMenuUI.SCR_InventoryMenuUI ( )

◆ ~SCR_InventoryMenuUI()

void SCR_InventoryMenuUI.~SCR_InventoryMenuUI ( )

Member Function Documentation

◆ Action_CloseInventory()

void SCR_InventoryMenuUI.Action_CloseInventory ( )
protected

◆ Action_DeselectItem()

void SCR_InventoryMenuUI.Action_DeselectItem ( )

◆ Action_DragDown()

void SCR_InventoryMenuUI.Action_DragDown ( )

◆ Action_DragUp()

void SCR_InventoryMenuUI.Action_DragUp ( )

◆ Action_Drop()

void SCR_InventoryMenuUI.Action_Drop ( )
protected

◆ Action_EquipItem()

void SCR_InventoryMenuUI.Action_EquipItem ( )
protected

◆ Action_Inspect()

void SCR_InventoryMenuUI.Action_Inspect ( )

◆ Action_LootMove()

void SCR_InventoryMenuUI.Action_LootMove ( )
protected

◆ Action_Move()

void SCR_InventoryMenuUI.Action_Move ( SCR_InventoryStorageBaseUI  pStorageBase)
protected

◆ Action_MoveBetween()

void SCR_InventoryMenuUI.Action_MoveBetween ( )
protected

◆ Action_MoveInsideStorage()

void SCR_InventoryMenuUI.Action_MoveInsideStorage ( )
protected

◆ Action_MoveItemToStorage()

void SCR_InventoryMenuUI.Action_MoveItemToStorage ( SCR_InventoryStorageBaseUI  toStorage = null)
protected

◆ Action_OnDrag()

void SCR_InventoryMenuUI.Action_OnDrag ( )

◆ Action_OpenContainer()

void SCR_InventoryMenuUI.Action_OpenContainer ( )
protected

◆ Action_QuickSlotAssign()

void SCR_InventoryMenuUI.Action_QuickSlotAssign ( )

◆ Action_QuickSlotUnassign()

void SCR_InventoryMenuUI.Action_QuickSlotUnassign ( )

◆ Action_SelectItem()

void SCR_InventoryMenuUI.Action_SelectItem ( )
protected

when clicked on item / storage slot using controller or mouse

◆ Action_SelectQuickSlot()

void SCR_InventoryMenuUI.Action_SelectQuickSlot ( )

◆ Action_StepBack()

void SCR_InventoryMenuUI.Action_StepBack ( SCR_InventoryStorageBaseUI  pParentStorage = null,
int  traverseStorageIndex = -1 
)

◆ Action_SwapItems()

void SCR_InventoryMenuUI.Action_SwapItems ( SCR_InventorySlotUI  item1,
SCR_InventorySlotUI  item2 
)
protected

◆ Action_TryCloseInventory()

void SCR_InventoryMenuUI.Action_TryCloseInventory ( )
protected

◆ Action_UnfoldItem()

void SCR_InventoryMenuUI.Action_UnfoldItem ( )
protected

◆ Action_UseItem()

void SCR_InventoryMenuUI.Action_UseItem ( )
protected

◆ AddItemToAttachmentSelection()

void SCR_InventoryMenuUI.AddItemToAttachmentSelection ( string  item,
Managed  data = null 
)

◆ CanAddAttachment()

bool SCR_InventoryMenuUI.CanAddAttachment ( SCR_InventorySlotUI  itemSlot,
SCR_InventorySlotUI  targetSlot 
)

◆ CanFocusOnSlotInStorage()

bool SCR_InventoryMenuUI.CanFocusOnSlotInStorage ( SCR_InventoryStorageBaseUI  storage,
int  slotIndex 
)

◆ CanMoveItem() [1/2]

bool SCR_InventoryMenuUI.CanMoveItem ( SCR_InventorySlotUI  slot1,
SCR_InventorySlotUI  slot2 
)
protected

◆ CanMoveItem() [2/2]

bool SCR_InventoryMenuUI.CanMoveItem ( SCR_InventorySlotUI  slot1,
SCR_InventoryStorageBaseUI  slot2 
)
protected

◆ CanSwapItems()

bool SCR_InventoryMenuUI.CanSwapItems ( SCR_InventorySlotUI  slot1,
SCR_InventorySlotUI  slot2 
)
protected

◆ CloseAttachmentStorage()

void SCR_InventoryMenuUI.CloseAttachmentStorage ( )

◆ CloseLinkedStorages()

void SCR_InventoryMenuUI.CloseLinkedStorages ( BaseInventoryStorageComponent  parentStorage)

Closes any linked storages when the parent storage is closed via traversal or closed as a container.

Parameters
parentStorageParent Storage of which linked storages should be closed

◆ CloseLinkedStoragesDelayed()

void SCR_InventoryMenuUI.CloseLinkedStoragesDelayed ( SCR_UniversalInventoryStorageComponent  scrStorage)
protected

◆ CloseOpenedStorage()

int SCR_InventoryMenuUI.CloseOpenedStorage ( )
protected

◆ CloseStorage() [1/2]

int SCR_InventoryMenuUI.CloseStorage ( notnull Widget  w)
protected

◆ CloseStorage() [2/2]

int SCR_InventoryMenuUI.CloseStorage ( SCR_InventoryStorageBaseUI  pStorageUI)
protected

◆ ContainerSetPos()

void SCR_InventoryMenuUI.ContainerSetPos ( int  iMouseX,
int  iMouseY 
)

◆ CreateItemSplitDialog()

void SCR_InventoryMenuUI.CreateItemSplitDialog ( int  maxVal,
IEntity  entityTo,
IEntity  entityFrom 
)
protected

◆ CreateOpenedStorageUI()

SCR_InventoryOpenedStorageUI SCR_InventoryMenuUI.CreateOpenedStorageUI ( BaseInventoryStorageComponent  storage)
protected

v

◆ DeselectSlot()

void SCR_InventoryMenuUI.DeselectSlot ( )

◆ DestroyDamageInfo()

void SCR_InventoryMenuUI.DestroyDamageInfo ( )

◆ EquipDraggedItem()

void SCR_InventoryMenuUI.EquipDraggedItem ( bool  forceEquip = false)
protected

◆ EquipDraggedItem_VirtualArsenal()

bool SCR_InventoryMenuUI.EquipDraggedItem_VirtualArsenal ( bool  forceEquip = false)
protected

◆ EquipWeapon()

void SCR_InventoryMenuUI.EquipWeapon ( )
protected

◆ EquipWeaponIntoWeaponSlot()

void SCR_InventoryMenuUI.EquipWeaponIntoWeaponSlot ( )

◆ EquipWeaponIntoWeaponSlot_VirtualArsenal()

bool SCR_InventoryMenuUI.EquipWeaponIntoWeaponSlot_VirtualArsenal ( )
protected

◆ FilterOutItems()

void SCR_InventoryMenuUI.FilterOutItems ( bool  bFilterOut)
protected

◆ FilterOutStorages()

void SCR_InventoryMenuUI.FilterOutStorages ( bool  bShow = true)
protected

shows only the storages the item can be stored into

◆ FocusOnSlotInStorage()

void SCR_InventoryMenuUI.FocusOnSlotInStorage ( SCR_InventoryStorageBaseUI  storage,
int  slotIndex = 0 
)

◆ GetActualStorageInCharacterStorageUI()

SCR_InventoryStorageBaseUI SCR_InventoryMenuUI.GetActualStorageInCharacterStorageUI ( )

Actualy opened UI storage in character's storage.

◆ GetAttachmentSpinBoxComponent()

SCR_InventorySpinBoxComponent SCR_InventoryMenuUI.GetAttachmentSpinBoxComponent ( )

◆ GetAttachmentStorageUI()

SCR_InventoryAttachmentStorageUI SCR_InventoryMenuUI.GetAttachmentStorageUI ( )

◆ GetCanInteract()

bool SCR_InventoryMenuUI.GetCanInteract ( )

Returns whether interaction with inventory items is possible.

◆ GetCharacterController()

SCR_CharacterControllerComponent SCR_InventoryMenuUI.GetCharacterController ( )

◆ GetDamageInfo()

bool SCR_InventoryMenuUI.GetDamageInfo ( )
protected

◆ GetGearInspectionUI()

SCR_InventoryGearInspectionPointUI SCR_InventoryMenuUI.GetGearInspectionUI ( )

◆ GetInspectionScreen()

SCR_InventoryInspectionUI SCR_InventoryMenuUI.GetInspectionScreen ( )

Returns the inspection screen UI.

◆ GetInventoryMenu()

static SCR_InventoryMenuUI SCR_InventoryMenuUI.GetInventoryMenu ( )
static

◆ GetInventoryStorageManager()

SCR_InventoryStorageManagerComponent SCR_InventoryMenuUI.GetInventoryStorageManager ( )

◆ GetItemPreviewManager()

ItemPreviewManagerEntity SCR_InventoryMenuUI.GetItemPreviewManager ( )

◆ GetLootStorage()

SCR_InventoryStorageBaseUI SCR_InventoryMenuUI.GetLootStorage ( )

◆ GetOpenedStorage()

SCR_InventoryOpenedStorageUI SCR_InventoryMenuUI.GetOpenedStorage ( BaseInventoryStorageComponent  storage)

◆ GetStorageList()

SCR_InventoryStorageBaseUI SCR_InventoryMenuUI.GetStorageList ( )

◆ GetStorageUIByBaseStorageComponent()

SCR_InventoryStorageBaseUI SCR_InventoryMenuUI.GetStorageUIByBaseStorageComponent ( BaseInventoryStorageComponent  pStorage)

◆ GetStorageUIFromVicinity()

SCR_InventoryStorageBaseUI SCR_InventoryMenuUI.GetStorageUIFromVicinity ( BaseInventoryStorageComponent  storage)
protected

◆ GetTotalWeight()

float SCR_InventoryMenuUI.GetTotalWeight ( )
protected

◆ HandleSelectButtonState()

void SCR_InventoryMenuUI.HandleSelectButtonState ( string  sAction = "#AR-Inventory_Select")
protected

◆ HandleSlottedItemFunction()

void SCR_InventoryMenuUI.HandleSlottedItemFunction ( )

◆ HideCharacterHitZones()

void SCR_InventoryMenuUI.HideCharacterHitZones ( )
protected

◆ HideDamageInfo()

void SCR_InventoryMenuUI.HideDamageInfo ( )

◆ HideItemInfo()

void SCR_InventoryMenuUI.HideItemInfo ( )

◆ HighlightAvailableStorages()

void SCR_InventoryMenuUI.HighlightAvailableStorages ( SCR_InventorySlotUI  itemSlot)

◆ Init()

bool SCR_InventoryMenuUI.Init ( )
protected

returns true if the init procedure was success

◆ InitAttachmentSpinBox()

void SCR_InventoryMenuUI.InitAttachmentSpinBox ( )

◆ InitHitZones()

bool SCR_InventoryMenuUI.InitHitZones ( )
protected

◆ InitializeCharacterHitZones()

void SCR_InventoryMenuUI.InitializeCharacterHitZones ( )
protected

◆ InitializeCharacterInformation()

void SCR_InventoryMenuUI.InitializeCharacterInformation ( )
protected

◆ InitQuickSlots()

void SCR_InventoryMenuUI.InitQuickSlots ( )
protected

◆ InspectItem()

void SCR_InventoryMenuUI.InspectItem ( SCR_InventorySlotUI  itemSlot)

Opens the inspection screen for the item slot.

◆ InspectWeapon()

void SCR_InventoryMenuUI.InspectWeapon ( SCR_WeaponAttachmentsStorageComponent  weaponAttachmentStorage)

◆ IsFocusedItemInsideDropContainer()

EDropContainer SCR_InventoryMenuUI.IsFocusedItemInsideDropContainer ( )
protected

◆ IsStorageArsenal()

bool SCR_InventoryMenuUI.IsStorageArsenal ( BaseInventoryStorageComponent  storage)
protected

◆ IsStorageInsideLBS()

bool SCR_InventoryMenuUI.IsStorageInsideLBS ( BaseInventoryStorageComponent  pStorage,
ClothNodeStorageComponent  pLBSStorage 
)
protected

◆ IsUsingGamepad()

bool SCR_InventoryMenuUI.IsUsingGamepad ( )

◆ IsWeaponEquipped()

bool SCR_InventoryMenuUI.IsWeaponEquipped ( IEntity  weapon)

◆ LifeStateChanged()

void SCR_InventoryMenuUI.LifeStateChanged ( ECharacterLifeState  previousLifeState,
ECharacterLifeState  newLifeState 
)

Method inserted on LifeStateChanged invoker on the character controller When LifeState changes, we may want to close the inventory.

◆ MoveBetweenFromVicinity()

void SCR_InventoryMenuUI.MoveBetweenFromVicinity ( )
protected

◆ MoveBetweenFromVicinity_VirtualArsenal()

bool SCR_InventoryMenuUI.MoveBetweenFromVicinity_VirtualArsenal ( )
protected

◆ MoveBetweenToVicinity()

void SCR_InventoryMenuUI.MoveBetweenToVicinity ( )
protected

◆ MoveBetweenToVicinity_VirtualArsenal()

bool SCR_InventoryMenuUI.MoveBetweenToVicinity_VirtualArsenal ( )
protected

Relevant for OpenStorage classes

The first opened storage that belong to arsenal is to be used.

Perform refund logic.

◆ MoveFromVicinity()

void SCR_InventoryMenuUI.MoveFromVicinity ( )
protected

◆ MoveItem()

void SCR_InventoryMenuUI.MoveItem ( SCR_InventoryStorageBaseUI  pStorageBaseUI = null)

◆ MoveItem_ResourceContainer()

bool SCR_InventoryMenuUI.MoveItem_ResourceContainer ( inout SCR_InventoryStorageBaseUI  pStorageBaseUI = null)
protected

Create to vicinity

If targetEntity has a resource component on them then we cancel but we interrupt the whole procesing chain of MoveItemToStorageSlot.

If they are the same slot (or same resourceComponent) and have resource component on them then we cancel but we interrupt the whole procesing chain of MoveItemToStorageSlot.

◆ MoveItem_VirtualArsenal()

bool SCR_InventoryMenuUI.MoveItem_VirtualArsenal ( inout SCR_InventoryStorageBaseUI  pStorageBaseUI = null)
protected

Perform refund logic.

Relevant for OpenStorage classes

◆ MoveItemToStorageSlot()

void SCR_InventoryMenuUI.MoveItemToStorageSlot ( )

◆ MoveItemToStorageSlot_ResourceContainer()

bool SCR_InventoryMenuUI.MoveItemToStorageSlot_ResourceContainer ( )
protected

If they are the same slot and have resource component on them then we cancel but we interrupt the whole procesing chain of MoveItemToStorageSlot.

◆ MoveItemToStorageSlot_VirtualArsenal()

bool SCR_InventoryMenuUI.MoveItemToStorageSlot_VirtualArsenal ( )
protected

Attempts to process MoveItemToStorageSlot logic specific for virtual arsenal and returns whenever it was successful or not.

Returns
true if the operation was indeed for virtual arsenal, false otherwise.

Perform refund logic.

Relevant for OpenStorage classes

◆ MoveToVicinity()

void SCR_InventoryMenuUI.MoveToVicinity ( IEntity  pItem)
protected

◆ NavigationBarUpdate()

void SCR_InventoryMenuUI.NavigationBarUpdate ( )

◆ NavigationBarUpdateGamepad()

void SCR_InventoryMenuUI.NavigationBarUpdateGamepad ( )

◆ OnAction()

void SCR_InventoryMenuUI.OnAction ( SCR_InputButtonComponent  comp,
string  action,
SCR_InventoryStorageBaseUI  pParentStorage = null,
int  traverseStorageIndex = -1 
)

◆ OnAttachmentSpinboxFocused()

void SCR_InventoryMenuUI.OnAttachmentSpinboxFocused ( )

◆ OnContainerFocused()

void SCR_InventoryMenuUI.OnContainerFocused ( SCR_InventoryStorageBaseUI  pContainer)

◆ OnContainerFocusLeft()

void SCR_InventoryMenuUI.OnContainerFocusLeft ( SCR_InventoryStorageBaseUI  pContainer)

◆ OnContainerHovered()

void SCR_InventoryMenuUI.OnContainerHovered ( SCR_InventoryStorageBaseUI  pContainer)

◆ OnContainerLeft()

void SCR_InventoryMenuUI.OnContainerLeft ( SCR_InventoryStorageBaseUI  pContainer)

◆ OnControllableDeleted()

void SCR_InventoryMenuUI.OnControllableDeleted ( IEntity  controllable)
protected

◆ OnDamageStateChanged()

void SCR_InventoryMenuUI.OnDamageStateChanged ( )

◆ OnInputDeviceIsGamepad()

void SCR_InventoryMenuUI.OnInputDeviceIsGamepad ( bool  isGamepad)

◆ OnItemAddedListener()

void SCR_InventoryMenuUI.OnItemAddedListener ( IEntity  item,
notnull BaseInventoryStorageComponent  storage 
)
protected

◆ OnItemRemovedListener()

void SCR_InventoryMenuUI.OnItemRemovedListener ( IEntity  item,
notnull BaseInventoryStorageComponent  storage 
)
protected

◆ OnItemSplitDialogConfirm()

void SCR_InventoryMenuUI.OnItemSplitDialogConfirm ( SCR_ItemSplitDialog  dialog)
protected

◆ OnItemSplitDialogConfirm_Create()

bool SCR_InventoryMenuUI.OnItemSplitDialogConfirm_Create ( inout notnull SCR_ItemSplitDialog  dialog)
protected

Failsafe for not processing the same case needed in for merging containers.

◆ OnItemSplitDialogConfirm_Merge()

bool SCR_InventoryMenuUI.OnItemSplitDialogConfirm_Merge ( inout notnull SCR_ItemSplitDialog  dialog)
protected

◆ OnLootedCharacterLifeStateChanged()

void SCR_InventoryMenuUI.OnLootedCharacterLifeStateChanged ( ECharacterLifeState  previousLifeState,
ECharacterLifeState  newLifeState 
)
protected

◆ OnMenuOpen()

override void SCR_InventoryMenuUI.OnMenuOpen ( )

Implements ChimeraMenuBase.

◆ OnMenuUpdate()

override void SCR_InventoryMenuUI.OnMenuUpdate ( float  tDelta)

Implements ChimeraMenuBase.

◆ OnQueueProcessed()

void SCR_InventoryMenuUI.OnQueueProcessed ( )
protected

◆ OpenAsNewContainer()

void SCR_InventoryMenuUI.OpenAsNewContainer ( )
protected

◆ OpenLinkedStorages()

void SCR_InventoryMenuUI.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.

Parameters
parentStorageParent Storage of which linked storages should be opened
showVicinityIf true will force showVicinity, set to false if opening linked storages via traversal

◆ OpenLinkedStoragesDelayed()

void SCR_InventoryMenuUI.OpenLinkedStoragesDelayed ( SCR_UniversalInventoryStorageComponent  scrStorage,
bool  showVicinity = true,
bool  hideCloseButton = true 
)
protected

◆ OpenStorageAsContainer()

void SCR_InventoryMenuUI.OpenStorageAsContainer ( BaseInventoryStorageComponent  storage,
bool  showVicinity = true,
bool  hideCloseButton = false 
)

◆ ProcessInitQueue()

bool SCR_InventoryMenuUI.ProcessInitQueue ( )
protected

◆ RefreshLootUIListener()

void SCR_InventoryMenuUI.RefreshLootUIListener ( )

◆ RefreshPlayerWidget()

void SCR_InventoryMenuUI.RefreshPlayerWidget ( )

◆ RefreshUISlotStorages()

void SCR_InventoryMenuUI.RefreshUISlotStorages ( )
protected

◆ RegisterUIStorage()

void SCR_InventoryMenuUI.RegisterUIStorage ( SCR_InventorySlotUI  pStorageUI)

◆ RemoveAttachmentStorage()

void SCR_InventoryMenuUI.RemoveAttachmentStorage ( SCR_InventoryAttachmentStorageUI  attStorage)

◆ RemoveItemFromAttachmentSelection()

void SCR_InventoryMenuUI.RemoveItemFromAttachmentSelection ( string  item)

◆ RemoveItemFromQuickSlotDrop()

void SCR_InventoryMenuUI.RemoveItemFromQuickSlotDrop ( )
protected

◆ RemoveOpenStorage()

void SCR_InventoryMenuUI.RemoveOpenStorage ( SCR_InventoryOpenedStorageUI  openedStorage)

◆ ResetHighlightsOnAvailableStorages()

void SCR_InventoryMenuUI.ResetHighlightsOnAvailableStorages ( )

◆ SetActiveStorage()

void SCR_InventoryMenuUI.SetActiveStorage ( SCR_InventoryStorageBaseUI  storageUI)

◆ SetAttachmentSpinBoxActive()

void SCR_InventoryMenuUI.SetAttachmentSpinBoxActive ( bool  enable)
protected

◆ SetFocusedSlotEffects()

void SCR_InventoryMenuUI.SetFocusedSlotEffects ( )
protected

◆ SetItemToQuickSlot()

void SCR_InventoryMenuUI.SetItemToQuickSlot ( int  iSlotIndex,
SCR_InventorySlotUI  slot = null 
)
protected

◆ SetItemToQuickSlotDrop()

void SCR_InventoryMenuUI.SetItemToQuickSlotDrop ( )
protected

◆ SetOpenStorage()

void SCR_InventoryMenuUI.SetOpenStorage ( )

◆ SetSlotFocused()

void SCR_InventoryMenuUI.SetSlotFocused ( SCR_InventorySlotUI  pFocusedSlot,
SCR_InventoryStorageBaseUI  pFromStorageUI,
bool  bFocused 
)

◆ SetStorageSwitchMode()

void SCR_InventoryMenuUI.SetStorageSwitchMode ( bool  enabled)
protected

◆ ShouldAllowTraverseActualSlot()

bool SCR_InventoryMenuUI.ShouldAllowTraverseActualSlot ( )
protected

Method that returns if traverse on selected slot should be performed.

Returns
true if traverse on the selected slot should be performed, false otherwise.

◆ ShouldSpawnItem()

bool SCR_InventoryMenuUI.ShouldSpawnItem ( )
protected

◆ ShowAllStoragesInList()

void SCR_InventoryMenuUI.ShowAllStoragesInList ( )

◆ ShowAttachmentStorage()

void SCR_InventoryMenuUI.ShowAttachmentStorage ( InventorySearchPredicate  searchPredicate,
bool  closeOnly = false 
)

◆ ShowDamageInfo()

void SCR_InventoryMenuUI.ShowDamageInfo ( string  sName,
SCR_InventoryDamageUIInfo  damageInfo 
)

◆ ShowEquipedWeaponStorage()

void SCR_InventoryMenuUI.ShowEquipedWeaponStorage ( )
protected

◆ ShowItemInfo()

void SCR_InventoryMenuUI.ShowItemInfo ( string  sName = "",
string  sDescr = "",
float  sWeight = 0::0,
SCR_InventoryUIInfo  uiInfo = null 
)

◆ ShowQuickSlotStorage()

void SCR_InventoryMenuUI.ShowQuickSlotStorage ( )

◆ ShowStorage() [1/2]

void SCR_InventoryMenuUI.ShowStorage ( )

◆ ShowStorage() [2/2]

void SCR_InventoryMenuUI.ShowStorage ( BaseInventoryStorageComponent  storage,
LoadoutAreaType  area = null 
)

◆ ShowStoragesList()

void SCR_InventoryMenuUI.ShowStoragesList ( )

◆ ShowVicinity()

void SCR_InventoryMenuUI.ShowVicinity ( bool  compact = false)

◆ SimpleFSM()

void SCR_InventoryMenuUI.SimpleFSM ( EMenuAction  EAction = EMenuAction::ACTION_SELECT)
protected

◆ SortSlotsByLoadoutArea()

void SCR_InventoryMenuUI.SortSlotsByLoadoutArea ( out array< SCR_InventorySlotUI aSlots)
protected

◆ ToggleStorageContainerVisibility()

void SCR_InventoryMenuUI.ToggleStorageContainerVisibility ( notnull SCR_InventorySlotUI  pSlot)
protected

◆ ToggleStorageSwitchMode()

void SCR_InventoryMenuUI.ToggleStorageSwitchMode ( )
protected

◆ TraverseActualSlot()

void SCR_InventoryMenuUI.TraverseActualSlot ( )
protected

◆ UnregisterUIStorage()

void SCR_InventoryMenuUI.UnregisterUIStorage ( SCR_InventorySlotUI  pStorageUI)

◆ UpdateCharacterPreview()

void SCR_InventoryMenuUI.UpdateCharacterPreview ( )
protected

◆ UpdateGearInspectionPreview()

void SCR_InventoryMenuUI.UpdateGearInspectionPreview ( )

◆ UpdatePreview()

void SCR_InventoryMenuUI.UpdatePreview ( )

◆ UpdateTotalWeightText()

void SCR_InventoryMenuUI.UpdateTotalWeightText ( )
protected

Member Data Documentation

◆ ARSENAL_STORAGE_LAYOUT

const string SCR_InventoryMenuUI.ARSENAL_STORAGE_LAYOUT = "{5C4812D758C0EDB8}UI/layouts/Menus/Inventory/SupplyInventoryContainerGrid.layout"
static

◆ BACKPACK_STORAGE_LAYOUT

const string SCR_InventoryMenuUI.BACKPACK_STORAGE_LAYOUT = "{E61475CBB560757F}UI/layouts/Menus/Inventory/InventoryContainerGrid.layout"
static

◆ CHARACTER_HITZONES_COUNT

const int SCR_InventoryMenuUI.CHARACTER_HITZONES_COUNT = 7
staticprotected

◆ DAMAGE_INFO

const string SCR_InventoryMenuUI.DAMAGE_INFO = "{55AFA256E1C20FB2}UI/layouts/Menus/Inventory/InventoryDamageInfo.layout"
static

◆ DRAG_THRESHOLD

int const m_iMouseY int SCR_InventoryMenuUI.DRAG_THRESHOLD = 1
staticprotected

◆ HITZONE_CONTAINER_LAYOUT

const ResourceName SCR_InventoryMenuUI.HITZONE_CONTAINER_LAYOUT = "{36DB099B4CDF8FC2}UI/layouts/Menus/Inventory/Medical/HitZonePointContainer.layout"
static

◆ ITEM_INFO

const string SCR_InventoryMenuUI.ITEM_INFO = "{7BA9AFEC71DAC3CF}UI/layouts/Menus/Inventory/InventoryInfo.layout"
static

◆ m_aBleedingHitZones

ref array<HitZone> SCR_InventoryMenuUI.m_aBleedingHitZones = {}
protected

◆ m_aHitZonePoints

ref array<SCR_InventoryHitZonePointContainerUI> SCR_InventoryMenuUI.m_aHitZonePoints = {}
protected

◆ m_aOpenedStoragesUI

ref array<SCR_InventoryOpenedStorageUI> SCR_InventoryMenuUI.m_aOpenedStoragesUI = {}
protected

◆ m_aShownStorages

ref array<SCR_InventorySlotUI> SCR_InventoryMenuUI.m_aShownStorages = new array<SCR_InventorySlotUI>()
protected

◆ m_aStorages

ref array<SCR_InventoryStorageBaseUI> SCR_InventoryMenuUI.m_aStorages = {}
protected

◆ m_AttachmentSpinBox

SCR_InventorySpinBoxComponent SCR_InventoryMenuUI.m_AttachmentSpinBox
protected

◆ m_bDraggingEnabled

bool SCR_InventoryMenuUI.m_bDraggingEnabled
protected

◆ m_bIsUsingGamepad

bool SCR_InventoryMenuUI.m_bIsUsingGamepad
protected

◆ m_bleedingHandlerGlobal

SCR_InventoryHitZonePointUI SCR_InventoryMenuUI.m_bleedingHandlerGlobal
protected

◆ m_bLocked

bool SCR_InventoryMenuUI.m_bLocked = false
protected

◆ m_bProcessInitQueue

bool SCR_InventoryMenuUI.m_bProcessInitQueue = false
protected

◆ m_bShowIt

bool SCR_InventoryMenuUI.m_bShowIt = true
protected

◆ m_bStorageSwitchMode

bool SCR_InventoryMenuUI.m_bStorageSwitchMode
protected

◆ m_bWasJustTraversing

bool SCR_InventoryMenuUI.m_bWasJustTraversing
protected

◆ m_CharController

SCR_CharacterControllerComponent SCR_InventoryMenuUI.m_CharController
protected

◆ m_CharDamageManager

SCR_CharacterDamageManagerComponent SCR_InventoryMenuUI.m_CharDamageManager
protected

◆ m_CloseButton

SCR_InputButtonComponent SCR_InventoryMenuUI.m_CloseButton
protected

◆ m_DamageStateConfig

ref SCR_DamageStateConfig SCR_InventoryMenuUI.m_DamageStateConfig
protected

◆ m_DraggedSlot

SCR_InventorySlotUI SCR_InventoryMenuUI.m_DraggedSlot = null
protected

◆ m_eInitStage

EInvInitStage SCR_InventoryMenuUI.m_eInitStage = EInvInitStage.BEGIN
protected

◆ m_EStateMenuItem

EStateMenuItem SCR_InventoryMenuUI.m_EStateMenuItem = EStateMenuItem.STATE_IDLE
protected

◆ m_EStateMenuStorage

EStateMenuStorage SCR_InventoryMenuUI.m_EStateMenuStorage = EStateMenuStorage.STATE_IDLE
protected

◆ m_fractureHandlerGlobal

SCR_InventoryHitZonePointUI SCR_InventoryMenuUI.m_fractureHandlerGlobal
protected

◆ m_fX

float SCR_InventoryMenuUI.m_fX
protected

◆ m_fY

float SCR_InventoryMenuUI.m_fY
protected

◆ m_iMouseX

int SCR_InventoryMenuUI.m_iMouseX
protected

◆ m_InspectionScreen

SCR_InventoryInspectionUI SCR_InventoryMenuUI.m_InspectionScreen = null
protected

◆ m_InventoryManager

SCR_InventoryStorageManagerComponent SCR_InventoryMenuUI.m_InventoryManager = null
protected

◆ m_iStorageListCounter

int SCR_InventoryMenuUI.m_iStorageListCounter = 0
protected

◆ m_ItemPreviewManagerPrefab

ResourceName SCR_InventoryMenuUI.m_ItemPreviewManagerPrefab = "{9F18C476AB860F3B}Prefabs/World/Game/ItemPreviewManager.et"
staticprotected

◆ m_iVicinityDiscoveryRadius

int SCR_InventoryMenuUI.m_iVicinityDiscoveryRadius = 0
protected

◆ m_LoadingOverlay

SCR_LoadingOverlay SCR_InventoryMenuUI.m_LoadingOverlay
protected

◆ m_morphineTimerHandlerGlobal

SCR_CountingTimerUI SCR_InventoryMenuUI.m_morphineTimerHandlerGlobal
protected

◆ m_pActiveHoveredStorageUI

SCR_InventoryStorageBaseUI SCR_InventoryMenuUI.m_pActiveHoveredStorageUI = null
protected

◆ m_pActiveStorageUI

SCR_InventoryStorageBaseUI SCR_InventoryMenuUI.m_pActiveStorageUI = null
protected

◆ m_pAttachmentStorageUI

SCR_InventoryAttachmentStorageUI SCR_InventoryMenuUI.m_pAttachmentStorageUI = null
protected

◆ m_pCallBack

ref SCR_InvCallBack SCR_InventoryMenuUI.m_pCallBack = new SCR_InvCallBack()
protected

◆ m_pCharacterWidgetHelper

SCR_InventoryCharacterWidgetHelper SCR_InventoryMenuUI.m_pCharacterWidgetHelper
protected

◆ m_pDamageInfo

SCR_InventoryDamageInfoUI SCR_InventoryMenuUI.m_pDamageInfo = null
protected

◆ m_pDisplayedStorage

BaseInventoryStorageComponent SCR_InventoryMenuUI.m_pDisplayedStorage
protected

◆ m_pDragDropFrameSlotUI

SCR_SlotUIComponent SCR_InventoryMenuUI.m_pDragDropFrameSlotUI
protected

◆ m_pDragDropPreviewImage

ItemPreviewWidget SCR_InventoryMenuUI.m_pDragDropPreviewImage
protected

◆ m_pFocusedSlotStorageUI

SCR_InventorySlotStorageUI SCR_InventoryMenuUI.m_pFocusedSlotStorageUI = null
protected

◆ m_pFocusedSlotUI

SCR_InventorySlotUI SCR_InventoryMenuUI.m_pFocusedSlotUI = null
protected

◆ m_pGadgetsBaseUI

SCR_InventoryStorageGadgetsUI SCR_InventoryMenuUI.m_pGadgetsBaseUI = null
protected

◆ m_pGearInspectionPointUI

ref SCR_InventoryGearInspectionPointUI SCR_InventoryMenuUI.m_pGearInspectionPointUI = null
protected

◆ m_pInspectedSlot

ref SCR_InventorySlotUI SCR_InventoryMenuUI.m_pInspectedSlot = null
protected

◆ m_pItem

IEntity SCR_InventoryMenuUI.m_pItem
protected

◆ m_pItemInfo

SCR_InventoryItemInfoUI SCR_InventoryMenuUI.m_pItemInfo = null
protected

◆ m_pItemToAssign

SCR_InventorySlotUI SCR_InventoryMenuUI.m_pItemToAssign
protected

◆ m_pLastCurrentNavStorage

BaseInventoryStorageComponent SCR_InventoryMenuUI.m_pLastCurrentNavStorage
protected

◆ m_Player

ChimeraCharacter SCR_InventoryMenuUI.m_Player
protected

◆ m_PlayerRenderAttributes

PreviewRenderAttributes SCR_InventoryMenuUI.m_PlayerRenderAttributes

◆ m_pNavigationBar

SCR_NavigationBarUI SCR_InventoryMenuUI.m_pNavigationBar = null
protected

◆ m_pPrevActiveStorageUI

SCR_InventoryStorageBaseUI SCR_InventoryMenuUI.m_pPrevActiveStorageUI = null
protected

◆ m_pPreviewManager

ItemPreviewManagerEntity SCR_InventoryMenuUI.m_pPreviewManager
protected

◆ m_pQuickSlotStorage

SCR_InventoryStorageQuickSlotsUI SCR_InventoryMenuUI.m_pQuickSlotStorage
protected

◆ m_pSelectedSlotStoragePrevUI

SCR_InventorySlotStorageUI SCR_InventoryMenuUI.m_pSelectedSlotStoragePrevUI = null
protected

◆ m_pSelectedSlotStorageUI

SCR_InventorySlotStorageUI SCR_InventoryMenuUI.m_pSelectedSlotStorageUI = null
protected

◆ m_pSelectedSlotUI

SCR_InventorySlotUI SCR_InventoryMenuUI.m_pSelectedSlotUI = null
protected

◆ m_pStorageBaseUI

SCR_InventoryStorageBaseUI SCR_InventoryMenuUI.m_pStorageBaseUI = null
protected

◆ m_pStorageFrom

BaseInventoryStorageComponent SCR_InventoryMenuUI.m_pStorageFrom
protected

◆ m_pStorageListUI

SCR_InventoryStoragesListUI SCR_InventoryMenuUI.m_pStorageListUI = null
protected

◆ m_pStorageLootUI

SCR_InventoryStorageBaseUI SCR_InventoryMenuUI.m_pStorageLootUI = null
protected

◆ m_pStorageTo

BaseInventoryStorageComponent SCR_InventoryMenuUI.m_pStorageTo
protected

◆ m_pStorageUITo

SCR_InventorySlotStorageUI SCR_InventoryMenuUI.m_pStorageUITo
protected

◆ m_pVicinity

SCR_CharacterVicinityComponent SCR_InventoryMenuUI.m_pVicinity
protected

◆ m_pWeaponStorage

SCR_InventoryWeaponSlotsUI SCR_InventoryMenuUI.m_pWeaponStorage = null
protected

◆ m_pWeaponStorageComp

EquipedWeaponStorageComponent SCR_InventoryMenuUI.m_pWeaponStorageComp = null
protected

◆ m_salineTimerHandlerGlobal

SCR_CountingTimerUI SCR_InventoryMenuUI.m_salineTimerHandlerGlobal
protected

◆ m_sFSMStatesNames

string SCR_InventoryMenuUI.m_sFSMStatesNames[10] ={"init", "idle", "item selected", "storage selected", "STATE_STORAGE_OPENED", "storage unfolded", "move started", "move finished", "closing", "STATE_UNKNOWN" }
protected

◆ m_sSupplyCostUIInfoPrefab

ResourceName SCR_InventoryMenuUI.m_sSupplyCostUIInfoPrefab = "{4D8296CB3CB3B8BF}Configs/Inventory/SupplyCost_ItemUIInfo.conf"
protected

◆ m_sSupplyRefundUIInfoPrefab

ResourceName SCR_InventoryMenuUI.m_sSupplyRefundUIInfoPrefab = "{6FD3DF5A3B2C6D30}Configs/Inventory/ItemHints/SupplySell_ItemHint.conf"
protected

◆ m_StorageManager

SCR_CharacterInventoryStorageComponent SCR_InventoryMenuUI.m_StorageManager = null
protected

◆ m_SupplyCostUIInfo

ref SCR_SupplyCostItemHintUIInfo SCR_InventoryMenuUI.m_SupplyCostUIInfo
protected

◆ m_SupplyRefundUIInfo

ref SCR_SupplyRefundItemHintUIInfo SCR_InventoryMenuUI.m_SupplyRefundUIInfo
protected

◆ m_wAttachmentContainer

Widget SCR_InventoryMenuUI.m_wAttachmentContainer = null
protected

◆ m_wAttachmentPointsContainer

Widget SCR_InventoryMenuUI.m_wAttachmentPointsContainer
protected

◆ m_wAttachmentStorage

Widget SCR_InventoryMenuUI.m_wAttachmentStorage
protected

◆ m_wButtonShowAll

ButtonWidget SCR_InventoryMenuUI.m_wButtonShowAll
protected

◆ m_wContainer

Widget SCR_InventoryMenuUI.m_wContainer
protected

◆ m_wDragDropContainer

FrameWidget SCR_InventoryMenuUI.m_wDragDropContainer
protected

◆ m_widget

Widget SCR_InventoryMenuUI.m_widget
protected

◆ m_wLootStorage

Widget SCR_InventoryMenuUI.m_wLootStorage
protected

◆ m_wOpenedStorage

Widget SCR_InventoryMenuUI.m_wOpenedStorage
protected

◆ m_wPlayerRender

ItemPreviewWidget SCR_InventoryMenuUI.m_wPlayerRender

◆ m_wPlayerRenderSmall

ItemPreviewWidget SCR_InventoryMenuUI.m_wPlayerRenderSmall

◆ m_wQuickSlotStorage

Widget SCR_InventoryMenuUI.m_wQuickSlotStorage
protected

◆ m_wStorageList

Widget SCR_InventoryMenuUI.m_wStorageList
protected

◆ m_wStoragesContainer

GridLayoutWidget SCR_InventoryMenuUI.m_wStoragesContainer
protected

◆ m_wTotalWeightText

TextWidget SCR_InventoryMenuUI.m_wTotalWeightText
protected

◆ m_wWeaponSlots

Widget SCR_InventoryMenuUI.m_wWeaponSlots
protected

◆ STORAGE_AREA_COLUMNS

const int SCR_InventoryMenuUI.STORAGE_AREA_COLUMNS = 2
staticprotected

◆ STORAGE_LAYOUT_CLOSE_WIDGET_NAME

const string SCR_InventoryMenuUI.STORAGE_LAYOUT_CLOSE_WIDGET_NAME = "CloseStorageBtn"
static

◆ STORAGES_LIST_LAYOUT

const string SCR_InventoryMenuUI.STORAGES_LIST_LAYOUT = "{FC579324F5E4B3A4}UI/layouts/Menus/Inventory/InventoryCharacterGrid.layout"
static

◆ WEAPON_SLOTS_COUNT

const int SCR_InventoryMenuUI.WEAPON_SLOTS_COUNT = 4
static

◆ WEAPON_STORAGE_LAYOUT

const string SCR_InventoryMenuUI.WEAPON_STORAGE_LAYOUT = "{7B28D87B8A1ADD42}UI/layouts/Menus/Inventory/InventoryWeaponSlots.layout"
static

The documentation for this interface was generated from the following file: