REDNODE / GAME API

InventoryItemsList

classscriptedClass

extends inkLogicController › inkILogicController › IScriptable › ISerializable

Properties 8

NameTypeFlags
InventoryItemNameCNamescriptedprotected
InventoryItemsarray<wref<inkWidget>>scriptedprotected
InventoryManagerref<InventoryDataManagerV2>scriptedprotected
IsDeviceBoolscriptedprotected
ItemsLayoutwref<inkCompoundWidget>scriptedprotected
ItemsLayoutRefinkCompoundRefscriptedprotected
ItemsOwnerwref<GameObject>scriptedprotected
TooltipsDataarray<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