InventoryItemsList
classscriptedClass
extends inkLogicController › inkILogicController › IScriptable › ISerializable
Properties 8
| Name | Type | Flags |
|---|---|---|
InventoryItemName | CName | scriptedprotected |
InventoryItems | array<wref<inkWidget>> | scriptedprotected |
InventoryManager | ref<InventoryDataManagerV2> | scriptedprotected |
IsDevice | Bool | scriptedprotected |
ItemsLayout | wref<inkCompoundWidget> | scriptedprotected |
ItemsLayoutRef | inkCompoundRef | scriptedprotected |
ItemsOwner | wref<GameObject> | scriptedprotected |
TooltipsData | array<ref<ATooltipData>> | scriptedprotected |
Methods 15
protected func CreateInventoryDisplay() -> wref<inkWidget>scripted
protected func DeleteItemDisplay(itemDisplay: wref<inkWidget>)scripted
public final func GetTooltipsData() -> array<ref<ATooltipData>>scripted
protected cb func OnButtonClick(controller: wref<inkButtonController>) -> Boolscripted
protected cb func OnInitialize() -> Boolscripted
protected cb func OnInventoryItemEnter(e: wref<inkWidget>) -> Boolscripted
protected cb func OnInventoryItemExit(e: wref<inkWidget>) -> Boolscripted
protected func OnItemClicked(e: wref<inkWidget>)scripted
protected cb func OnUninitialize() -> Boolscripted
public final func PrepareInventory(player: ref<PlayerPuppet>)scripted
public final func PrepareInventory(player: ref<PlayerPuppet>, owner: ref<GameObject>)scripted
private final func RefreshTooltips(tooltipItemData: script_ref<InventoryItemData>, equippedItemData: script_ref<InventoryItemData>)scripted
protected func SetupItemDisplay(itemDisplay: wref<inkWidget>, itemData: wref<gameItemData>)scripted
public final func ShowInventory(items: script_ref<array<wref<gameItemData>>>)scripted
protected func TooltipDataPostProcess()scripted