REDNODE / GAME API

RadialWheelController

classscriptedClass

extends inkHUDGameController › inkGameController › worlduiIGameController › inkIGameController › IScriptable › ISerializable

Properties 32

NameTypeFlags
activeIndexInt32scriptedprivate
activeSlotref<WeaponRadialSlot>scriptedprivate
activeSlotTooltipref<RadialSlot>scriptedprivate
activeWeaponSlotTooltipref<RadialSlot>scriptedprivate
applyInputHintInputHintDatascriptedprivate
axisInputCallbackIDref<CallbackHandle>scriptedprivate
consSlotCachedDataInventoryItemDatascriptedprivate
cycleInputHintDataLeftInputHintDatascriptedprivate
cycleInputHintDataRightInputHintDatascriptedprivate
cyclingActionRegisteredCNamescriptedprivate
EquipmentBlackboardDefref<UI_EquipmentDef>scriptedprivate
equipmentSystemwref<EquipmentSystem>scriptedprivate
equipmentUIBlackboardwref<IBlackboard>scriptedprivate
equipmentUICallbackIDref<CallbackHandle>scriptedprivate
gadgetSlotCachedDataInventoryItemDatascriptedprivate
initializedBoolscriptedprivate
inputHintControllerref<RadialSlot>scriptedprivate
inventoryManagerref<InventoryDataManagerV2>scriptedprivate
isActiveBoolscriptedprivate
isInMenuCallbackIDref<CallbackHandle>scriptedprivate
pendingRadialSlotAsyncSpawnCountInt32scriptedprivate
pointerwref<PointerController>scriptedprivate
pointerRefinkWidgetRefscriptedprivate
quickSlotBlackboardwref<IBlackboard>scriptedprivate
QuickSlotBlackboardDefref<UI_QuickSlotsDataDef>scriptedprivate
radialModeERadialModescriptedprivate
radialWeaponsarray<ref<WeaponRadialSlot>>scriptedprivate
registeredInputHintsarray<InputHintData>scriptedprivate
statusEffectsref<RadialSlot>scriptedprivate
transactionSystemwref<TransactionSystem>scriptedprivate
UISystemBBwref<IBlackboard>scriptedprivate
UISystemDefref<UI_SystemDef>scriptedprivate

Methods 62

private final func AddInputHint(inputHint: script_ref<InputHintData>, add: Bool)scripted
private final func ApplySlot(slot: ref<RadialSlot>)scripted
private final func BindItem(slot: ref<CyclableRadialSlot>, requestType: EHotkeyRequestType) -> Boolscripted
private final func CacheData()scripted
private final func CacheInputHintData()scripted
private final func CanPlayerCycleCyberware() -> Boolscripted
private final func CanPlayerCycleMisc(cyclableSlot: ref<CyclableRadialSlot>) -> Boolscripted
private final func CanPlayerCycleSlot(slot: ref<CyclableRadialSlot>) -> Boolscripted
private final func ClearInputHints()scripted
private final func ConvertMarginToVector(margin: inkMargin) -> Vector2scripted
private final func ConvertVectorToAngle(input: Vector4) -> Floatscripted
private final func CycleCyberware(cyclableSlot: ref<CyclableRadialSlot>)scripted
private final func CycleHotkeys(cyclableSlot: ref<CyclableRadialSlot>, next: Bool)scripted
private final func CycleSlot(cyclableSlot: ref<CyclableRadialSlot>, actionName: CName)scripted
private final func DetermineActiveSlot(angle: Float) -> ref<WeaponRadialSlot>scripted
private final func DisarmPlayer()scripted
private final func DrawItem(slot: ref<RadialSlot>) -> Boolscripted
private final func GetBaseFists() -> InventoryItemDatascripted
private final func GetController(slot: ref<RadialSlot>) -> ref<InventoryItemDisplayController>scripted
private final func GetEquipmentSystem() -> wref<EquipmentSystem>scripted
private final func GetInventoryItemData(slot: ref<RadialSlot>) -> InventoryItemDatascripted
private final func GetItemData(itemID: ItemID) -> wref<gameItemData>scripted
private final func GetItemID(slot: ref<RadialSlot>) -> ItemIDscripted
private final func GetPlayer() -> ref<GameObject>scripted
private final func GetValidCombatCyberware() -> InventoryItemDatascripted
private final func GetValidItemsForMiscSlot(cyclableSlot: ref<CyclableRadialSlot>) -> array<InventoryItemData>scripted
private final func GetValidNeighbouringIndex(arr: script_ref<array<InventoryItemData>>, fromIndex: Int32, searchNext: Bool) -> Int32scripted
protected final func GetWeapons() -> array<wref<gameItemData>>scripted
private final func HandleEquipmentChange(data: script_ref<SPaperdollEquipData>)scripted
protected final func HandleEquipmentChangeByTask(eqData: script_ref<SPaperdollEquipData>)scripted
protected final func HandleEquipmentChangeTask(data: ref<ScriptTaskData>)scripted
private final func IsGadgetOrConsumableSlot(slot: ref<WeaponRadialSlot>) -> Boolscripted
protected cb func OnAction(action: ListenerAction, consumer: ListenerActionConsumer) -> Boolscripted
protected cb func OnEquipmentChanged(value: Variant) -> Boolscripted
protected cb func OnForceRadialWheelRebuild(evt: ref<ForceRadialWheelRebuild>) -> Boolscripted
protected cb func OnForceRadialWheelShutdown(evt: ref<ForceRadialWheelShutdown>) -> Boolscripted
protected cb func OnInitialize() -> Boolscripted
protected cb func OnIsInMenuChanged(param: Bool) -> Boolscripted
protected cb func OnLateInit(evt: ref<LateInit>) -> Boolscripted
protected cb func OnOpenWheelRequest(evt: ref<QuickSlotButtonHoldStartEvent>) -> Boolscripted
protected cb func OnRadialAngleChanged(v: Vector4) -> Boolscripted
protected cb func OnSlotWidgetSpawned(widget: ref<inkWidget>, userData: ref<IScriptable>) -> Boolscripted
protected cb func OnUninitialize() -> Boolscripted
private final func RefreshCyberware()scripted
private final func RefreshHotkey(slot: ref<CyclableRadialSlot>)scripted
private final func RefreshHotkeys()scripted
private final func RefreshSlots()scripted
private final func RefreshWeapons()scripted
protected final func RegisterBlackboards(shouldRegister: Bool)scripted
private final func RestoreCachedSlots()scripted
private final func SendInputHintEvent(inputHint: script_ref<InputHintData>, show: Bool)scripted
private final func SendPSMRadialCloseRequest()scripted
private final func SetActiveSlot(newActiveSlot: ref<WeaponRadialSlot>) -> Boolscripted
private final func SetupWidgetForSlot(widget: ref<inkWidget>, slot: ref<RadialSlot>)scripted
private final func Shutdown()scripted
private final func SpawnRadialWeapons()scripted
private final func SpawnSlotWidget(slot: ref<RadialSlot>) -> Boolscripted
private final func UpdateActiveTooltip()scripted
private final func UpdateInputHints()scripted
private final func UpdatePointer(rawInputVector: Vector4, rawAngle: Float)scripted
public func UpdateRequired()scripted
private final func UpdateStatusEffects()scripted