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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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void | 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 | 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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UI Script Inventory Menu UI Layout.