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| override void | Init () |
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| override void | SetSlotVisible (bool bVisible) |
| | should be the slot visible?
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| override string | SetSlotSize () |
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| void | UpdateHints () |
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| void | SetQuickSlotHintVisible (RichTextWidget hintWidget) |
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| void | SCR_InventorySlotQuickSlotUI (InventoryItemComponent pComponent=null, SCR_InventoryStorageBaseUI pStorageUI=null, bool bVisible=true, int iSlotIndex=-1, SCR_ItemAttributeCollection pAttributes=null) |
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| void | ~SCR_InventorySlotQuickSlotUI () |
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| void | UpdateReferencedComponent (InventoryItemComponent pComponent, SCR_ItemAttributeCollection attributes=null) |
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| void | UpdateInventorySlot (InventoryItemComponent comp, int stackNumber) |
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| bool | IsDraggable () |
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| BaseInventoryStorageComponent | GetStorageComponent () |
| | returns the storage component associated with this UI component
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| LoadoutAreaType | GetLoadoutArea () |
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| void | SetStackNumber (int i) |
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| void | IncreaseStackNumber () |
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| void | IncreaseStackNumberWithRplId (RplId id) |
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| void | OnOwnedSlotsUpdated () |
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| Widget | GetButtonWidget () |
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| bool | IsSlotEnabled () |
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| bool | IsSlotBlocked () |
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| bool | IsSlotSelected () |
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| void | SetSlotBlocked (bool bBlocked) |
| | should be the slot be blocked?
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| int | GetSlotIndex () |
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| void | SetQuickSlotIndexVisible (TextWidget textQuickSlot, bool bVisible) |
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| void | OnSlotFocused () |
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| override bool | OnMouseEnter (Widget w, int x, int y) |
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| override bool | OnMouseLeave (Widget w, Widget enterW, int x, int y) |
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| void | OnSlotFocusLost () |
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| void | ToggleSelected () |
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| void | SetSelected (bool select) |
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| void | SetEnabled (bool enable) |
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| bool | OnDrop (SCR_InventorySlotUI slot) |
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| void | SetEnabledForMove (int iSelect) |
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| InventoryItemComponent | GetInventoryItemComponent () |
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| BaseInventoryStorageComponent | GetAsStorage () |
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| SCR_InventoryStorageBaseUI | GetStorageUI () |
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| bool | IsSelected () |
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| string | GetItemName () |
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| void | ClearItemDetails () |
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| bool | RemoveItem () |
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| void | SetItemFunctionality () |
| | stores the type of the functionality of the item in the slot
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| SCR_CharacterInventoryStorageComponent | GetCharacterStorage (IEntity entity) |
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| void | UseItem (IEntity player, SCR_EUseContext context) |
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| bool | CanUseItem (IEntity player) |
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| int | GetAmmoCount () |
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| void | Refresh () |
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| void | Destroy () |
| | Removes just the UI slot.
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| void | OnChangeLockState () |
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| void | SetSelectedQuickSlot (bool select) |
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| ECommonItemType | GetCommonItemType () |
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| override bool | OnFocus (Widget w, int x, int y) |
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| override bool | OnFocusLost (Widget w, int x, int y) |
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| override bool | OnChange (Widget w, bool finished) |
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| Widget | GetWidget () |
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| int | GetColumnSize () |
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| int | GetRowSize () |
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| void | SetSlotSize (ESlotSize slotSize) |
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| ESlotSize | GetSlotSize () |
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| void | SetPage (int iPage) |
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| int | GetPage () |
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| ESlotFunction | GetSlotedItemFunction () |
| | What functionality the item in the slot has? ( weapon, magazine, health, consumable... )
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| void | SetIcon (ResourceName texture) |
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| override void | HandlerAttached (Widget w) |
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| ResourceName | GetItemResource () |
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| bool | IsStacked () |
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| void | CheckCompatibility (SCR_InventorySlotUI slot) |
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| bool | IsCompatible () |
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| void | SCR_InventorySlotUI (InventoryItemComponent pComponent=null, SCR_InventoryStorageBaseUI pStorageUI=null, bool bVisible=true, int iSlotIndex=-1, SCR_ItemAttributeCollection pAttributes=null) |
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| void | ~SCR_InventorySlotUI () |
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| override void | HandlerDeattached (Widget w) |
| |
UI Script Inventory Slot UI Layout.