REDNODE / GAME API

LootingGameController

classscriptedClass

extends inkGameController › worlduiIGameController › inkIGameController › IScriptable › ISerializable

Properties 21

NameTypeFlags
activeHubListenerIdref<CallbackHandle>scriptedprivate
activeListenerIdref<CallbackHandle>scriptedprivate
bbEquipmentwref<IBlackboard>scriptedprivate
bbEquipmentDatawref<IBlackboard>scriptedprivate
bbEquipmentDataDefinitionref<UI_EquipmentDataDef>scriptedprivate
bbEquipmentDefinitionref<UI_EquipmentDef>scriptedprivate
bbInteractionswref<IBlackboard>scriptedprivate
bbInteractionsDefinitionref<UIInteractionsDef>scriptedprivate
controllerwref<LootingController>scriptedprivate
dataListenerIdref<CallbackHandle>scriptedprivate
dataManagerref<InventoryDataManagerV2>scriptedprivate
introAnimref<inkAnimProxy>scriptedprivate
itemEquippedListenerIdref<CallbackHandle>scriptedprivate
lastActiveOwnerIdEntityIDscriptedpublic
lastActiveWeaponSlotWeaponDatascriptedprivate
lastActiveWeaponIDItemIDscriptedprivate
outroAnimref<inkAnimProxy>scriptedprivate
playerwref<PlayerPuppet>scriptedprivate
previousDataLootDatascriptedprivate
uiInventorySystemwref<UIInventoryScriptableSystem>scriptedprivate
weaponDataListenerIdref<CallbackHandle>scriptedprivate

Methods 11

private final func IsUpdateRequired(newData: script_ref<LootData>) -> Boolscripted
protected cb func OnActivateHub(activeHubId: Int32) -> Boolscripted
protected cb func OnInitialize() -> Boolscripted
protected cb func OnInvalidateTooltipOwnerEvent(e: ref<InvalidateTooltipOwnerEvent>) -> Boolscripted
protected cb func OnItemEquipped(value: Variant) -> Boolscripted
protected cb func OnUninitialize() -> Boolscripted
protected cb func OnUpdateData(value: Variant) -> Boolscripted
protected cb func OnWeaponDataChanged(value: Variant) -> Boolscripted
private final func RegisterToBB()scripted
private final func SetShouldHideClampedMappins(flag: Bool)scripted
private final func UnregisterFromBB()scripted