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ref ScriptInvoker | m_OnClick = new ScriptInvoker |
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◆ ActivateActions()
void SCR_MenuActionsComponent.ActivateActions |
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◆ AddActionListeners()
void SCR_MenuActionsComponent.AddActionListeners |
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protected |
◆ AddActionListenersDelayed()
void SCR_MenuActionsComponent.AddActionListenersDelayed |
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int |
delay | ) |
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protected |
Activate / deactivate in your menu.
Tried calling this on focus gained / lost, but if the menu is not focused the component gets deactivated As of now, if a button press closes a menu and that button's action is active in the menu below, it may get triggered immediatly, thus the delayed activation. This is already being investigated by the Enfusion guys
◆ DeactivateActions()
void SCR_MenuActionsComponent.DeactivateActions |
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◆ FindComponent()
◆ GetActions()
◆ GetOnAction()
ScriptInvokerAction SCR_MenuActionsComponent.GetOnAction |
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◆ HandlerAttached()
override void SCR_MenuActionsComponent.HandlerAttached |
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Widget |
w | ) |
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◆ HandlerDeattached()
override void SCR_MenuActionsComponent.HandlerDeattached |
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Widget |
w | ) |
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◆ OnAction()
void SCR_MenuActionsComponent.OnAction |
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float |
multiplier, |
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EActionTrigger |
reason |
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) |
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protected |
Bind this in your menu.
We might be in a hidden tab or menu, in which case we don't want the invoker to trigger
◆ OnMenuDeactivated()
◆ RemoveActionListeners()
void SCR_MenuActionsComponent.RemoveActionListeners |
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protected |
◆ m_aActions
◆ m_aPressActions
◆ m_aValueActions
◆ m_bHasActionListeners
bool SCR_MenuActionsComponent.m_bHasActionListeners |
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protected |
◆ m_iDelay
int SCR_MenuActionsComponent.m_iDelay |
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protected |
◆ m_OnAction
ref ScriptInvokerAction SCR_MenuActionsComponent.m_OnAction |
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protected |
The documentation for this interface was generated from the following file:
- Game/UI/Components/SCR_MenuActionsComponent.c