RadialWheelController
classscriptedClass
extends inkHUDGameController › inkGameController › worlduiIGameController › inkIGameController › IScriptable › ISerializable
Properties 32
| Name | Type | Flags |
|---|---|---|
activeIndex | Int32 | scriptedprivate |
activeSlot | ref<WeaponRadialSlot> | scriptedprivate |
activeSlotTooltip | ref<RadialSlot> | scriptedprivate |
activeWeaponSlotTooltip | ref<RadialSlot> | scriptedprivate |
applyInputHint | InputHintData | scriptedprivate |
axisInputCallbackID | ref<CallbackHandle> | scriptedprivate |
consSlotCachedData | InventoryItemData | scriptedprivate |
cycleInputHintDataLeft | InputHintData | scriptedprivate |
cycleInputHintDataRight | InputHintData | scriptedprivate |
cyclingActionRegistered | CName | scriptedprivate |
EquipmentBlackboardDef | ref<UI_EquipmentDef> | scriptedprivate |
equipmentSystem | wref<EquipmentSystem> | scriptedprivate |
equipmentUIBlackboard | wref<IBlackboard> | scriptedprivate |
equipmentUICallbackID | ref<CallbackHandle> | scriptedprivate |
gadgetSlotCachedData | InventoryItemData | scriptedprivate |
initialized | Bool | scriptedprivate |
inputHintController | ref<RadialSlot> | scriptedprivate |
inventoryManager | ref<InventoryDataManagerV2> | scriptedprivate |
isActive | Bool | scriptedprivate |
isInMenuCallbackID | ref<CallbackHandle> | scriptedprivate |
pendingRadialSlotAsyncSpawnCount | Int32 | scriptedprivate |
pointer | wref<PointerController> | scriptedprivate |
pointerRef | inkWidgetRef | scriptedprivate |
quickSlotBlackboard | wref<IBlackboard> | scriptedprivate |
QuickSlotBlackboardDef | ref<UI_QuickSlotsDataDef> | scriptedprivate |
radialMode | ERadialMode | scriptedprivate |
radialWeapons | array<ref<WeaponRadialSlot>> | scriptedprivate |
registeredInputHints | array<InputHintData> | scriptedprivate |
statusEffects | ref<RadialSlot> | scriptedprivate |
transactionSystem | wref<TransactionSystem> | scriptedprivate |
UISystemBB | wref<IBlackboard> | scriptedprivate |
UISystemDef | ref<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 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