REDNODE / GAME API

ShardsMenuGameController

classscriptedClass

extends gameuiMenuGameController › inkGameController › worlduiIGameController › inkIGameController › IScriptable › ISerializable

Properties 22

NameTypeFlags
activeDataref<CodexListSyncData>scriptedprivate
animationProxyref<inkAnimProxy>scriptedprivate
buttonHintsControllerwref<ButtonHints>scriptedprivate
buttonHintsManagerRefinkWidgetRefscriptedprivate
crackHintinkWidgetRefscriptedprivate
doubleInputPreventionFlagBoolscriptedprivate
emptyPlaceholderRefinkWidgetRefscriptedprivate
entryViewControllerwref<CodexEntryViewController>scriptedprivate
entryViewRefinkCompoundRefscriptedprivate
hasNewCryptedEntriesBoolscriptedprivate
InventoryManagerref<InventoryDataManagerV2>scriptedprivate
isEncryptedEntrySelectedBoolscriptedprivate
journalManagerwref<JournalManager>scriptedprivate
leftBlockControllerRefinkWidgetRefscriptedprivate
listControllerwref<ShardsVirtualNestedListController>scriptedprivate
mingameBBwref<IBlackboard>scriptedprivate
playerwref<PlayerPuppet>scriptedprivate
rightViewPlaceholderRefinkWidgetRefscriptedprivate
selectedDataref<ShardEntryData>scriptedprivate
userDataEntryInt32scriptedprivate
virtualListinkWidgetRefscriptedprivate

Methods 22

public func FindItem(hash: Int32) -> Int32scripted
private final func ForceSelectIndex(i: Uint32)scripted
private final func GetVirtualDataForCrypted(item: script_ref<InventoryItemData>, curShard: wref<JournalOnscreen>, level: Int32, opt newEntries: script_ref<array<Int32>>) -> ref<VirutalNestedListData>scripted
private final func HideNodataWarning()scripted
protected cb func OnBack(userData: ref<IScriptable>) -> Boolscripted
protected cb func OnButtonRelease(e: ref<inkPointerEvent>) -> Boolscripted
protected cb func OnEntryVisitedUpdate(entryHash: Uint32, className: CName, notifyOption: JournalNotifyOption, changeType: JournalChangeType) -> Boolscripted
protected cb func OnInitialize() -> Boolscripted
protected cb func OnPlayerAttach(playerPuppet: ref<GameObject>) -> Boolscripted
protected cb func OnPlayerDetach(playerPuppet: ref<GameObject>) -> Boolscripted
protected cb func OnSetMenuEventDispatcher(menuEventDispatcher: wref<inkMenuEventDispatcher>) -> Boolscripted
protected cb func OnSetUserData(userData: ref<IScriptable>) -> Boolscripted
protected cb func OnShardForceSelectionEvent(evt: ref<ShardForceSelectionEvent>) -> Boolscripted
protected cb func OnShardSelectedEvent(evt: ref<ShardSelectedEvent>) -> Boolscripted
protected cb func OnShardsMenuGameControllerDelayInit(evt: ref<ShardForceSelectionEvent>) -> Boolscripted
protected cb func OnUninitialize() -> Boolscripted
public final func PlayAnim(animName: CName)scripted
private final func PopulateData()scripted
private final func ProcessItem(item: script_ref<InventoryItemData>, data: script_ref<array<ref<VirutalNestedListData>>>, level: Int32, opt newEntries: script_ref<array<Int32>>) -> Boolscripted
private final func RefreshButtonHints()scripted
private final func SelectEntry()scripted
private final func ShowNodataWarning()scripted