REDNODE / GAME API

InventoryGenericItemChooser

classscriptedClass

extends inkLogicController › inkILogicController › IScriptable › ISerializable

Extended by 2 types

InventoryCyberwareItemChooser InventoryWeaponItemChooser

Properties 16

NameTypeFlags
equipmentAreagamedataEquipmentAreascriptedprotected
inventoryDataManagerref<InventoryDataManagerV2>scriptedprotected
itemContainerinkCompoundRefscriptedprotected
itemDisplaywref<InventoryItemDisplayController>scriptedprotected
playerwref<PlayerPuppet>scriptedprotected
selectedItemwref<InventoryItemDisplayController>scriptedprotected
slotIndexInt32scriptedprotected
slotsCategoryinkWidgetRefscriptedprotected
slotsContainerinkCompoundRefscriptedprotected
slotsRootContainerinkWidgetRefscriptedprotected
slotsRootLabelinkTextRefscriptedprotected
tooltipsManagerwref<gameuiTooltipsManager>scriptedprotected
transmogCtrlsContainerinkCompoundRefscriptedprivate
transmogIndicatorwref<inkWidget>scriptedprivate
transmogIndicatorCtrlwref<TransmogButtonView>scriptedprivate
uiScriptableSystemwref<UIScriptableSystem>scriptedprotected

Methods 32

public final func Bind(playerArg: wref<PlayerPuppet>, inventoryDataManagerArg: ref<InventoryDataManagerV2>, equipmentAreaArg: gamedataEquipmentArea, opt slotIndexArg: Int32, opt tooltipsManagerArg: wref<gameuiTooltipsManager>, opt showTransmogedIcon: Bool)scripted
public final func BindUIScriptableSystem(scriptableSystem: wref<UIScriptableSystem>)scripted
public final func CanEquipVisuals(targetItem: ItemID) -> Boolscripted
protected final func ChangeSelectedItem(controller: wref<InventoryItemDisplayController>)scripted
private final func DetermineUIMenuNotificationType() -> UIMenuNotificationTypescripted
protected func ForceDisplayLabel() -> Boolscripted
protected func GetDisplayToSpawn() -> CNamescripted
public final func GetEquipmentArea() -> gamedataEquipmentAreascripted
protected func GetIntroAnimation() -> CNamescripted
private final func GetInventoryItemDisplayControllerFromTarget(evt: ref<inkPointerEvent>) -> wref<InventoryItemDisplayController>scripted
public func GetModifiedItem() -> wref<InventoryItemDisplayController>scripted
public func GetModifiedItemData() -> InventoryItemDatascripted
public func GetModifiedItemID() -> ItemIDscripted
public final func GetSelectedItem() -> wref<InventoryItemDisplayController>scripted
public func GetSelectedSlotID() -> TweakDBIDscripted
protected func GetSlotDisplayToSpawn() -> CNamescripted
public final func GetSlotIndex() -> Int32scripted
protected func GetSlots() -> array<ref<InventoryItemAttachments>>scripted
private final func HideTooltips()scripted
public func IsAttachmentItem(itemData: script_ref<InventoryItemData>) -> Boolscripted
protected cb func OnInventoryItemHoverOut(evt: ref<inkPointerEvent>) -> Boolscripted
protected cb func OnInventoryItemHoverOver(evt: ref<inkPointerEvent>) -> Boolscripted
protected cb func OnItemInventoryClick(e: ref<inkPointerEvent>) -> Boolscripted
protected func RebuildSlots()scripted
public func RefreshItems(opt overrideClothingSet: Bool, opt clothingSetIndex: Int32, opt showTransmogedIcon: Bool)scripted
protected func RefreshMainItem(opt overrideClothingSet: Bool, opt clothingSetIndex: Int32, opt showTransmogedIcon: Bool)scripted
public func RefreshSelectedItem()scripted
public func RequestClose() -> Boolscripted
public final func SelectMainItem()scripted
private final func ShowNotification(gameInstance: GameInstance, type: UIMenuNotificationType)scripted
protected final func UnequipItem(controller: wref<InventoryItemDisplayController>)scripted
protected final func UnequipItemMods(controller: wref<InventoryItemDisplayController>)scripted