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override void | SetSlotVisible (bool bVisible) |
| should be the slot visible?
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void | ToggleShownIconVisible () |
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override bool | RemoveItem () |
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override void | SetItemFunctionality () |
| stores the type of the functionality of the item in the slot
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override void | SetSelected (bool select) |
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void | SCR_InventorySlotStorageUI (InventoryItemComponent pComponent=null, SCR_InventoryStorageBaseUI pStorageUI=null, bool bVisible=true, int iSlotIndex=-1, SCR_ItemAttributeCollection pAttributes=null) |
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void | ~SCR_InventorySlotStorageUI () |
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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 | SetSlotVisible (bool bVisible) |
| should be the slot visible?
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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 | OnSelect (Widget w, int x, int y) |
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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, int x, int y, 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) |
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UI Script Inventory Slot UI Layout.