REDNODE / GAME API

UIInventoryItemsManager

classscriptedClass

extends IScriptable › ISerializable

Properties 18

NameTypeFlags
ammoTypeCacheref<inkIntHashMap>scriptedprivate
equippedItemsarray<ItemID>scriptedprivate
equippedItemsFetchedBoolscriptedprivate
iconsNameResolverref<IconsNameResolver>scriptedprivate
inventoryManagerwref<InventoryManager>scriptedprivate
maxStatValuesDataarray<ref<WeaponMaxStatValueData>>scriptedprivate
notSellableTagsarray<CName>scriptedprivate
playerwref<PlayerPuppet>scriptedprivate
statsDataSystemref<StatsDataSystem>scriptedprivate
statsMapCacheref<inkWeakHashMap>scriptedprivate
statsPropertiesCacheref<inkHashMap>scriptedprivate
TEMP_cuverBarsEnabledBoolscriptedprivate
TEMP_separatorBarsEnabledBoolscriptedprivate
transactionSystemref<TransactionSystem>scriptedprivate
transmogItemsarray<ItemID>scriptedprivate
transmogItemsFetchedBoolscriptedprivate
uiScriptableSystemwref<UIScriptableSystem>scriptedprivate
useMaleIconsBoolscriptedprivate

Methods 28

private final func AddTransmogIfNotEmpty(itemID: ItemID)scripted
public final func AttachPlayer(player: wref<PlayerPuppet>)scripted
public final func FlushAmmoCache()scripted
public final func FlushEquippedItems()scripted
public final func FlushStatMaps()scripted
public final func FlushTransmogItems()scripted
public final func GetAttachedPlayer() -> wref<PlayerPuppet>scripted
public final func GetCachedEquippedItems() -> array<ItemID>scripted
public final func GetCachedTransmogItems() -> array<ItemID>scripted
public final func GetCachedUIStatProperties(statType: gamedataStatType) -> wref<UIItemStatProperties>scripted
public final func GetCachedUIStatProperties(statType: gamedataStatType, roundValue: Bool) -> wref<UIItemStatProperties>scripted
public final func GetCurveBarsEnabled() -> Boolscripted
public final func GetInventoryManager() -> wref<InventoryManager>scripted
public final func GetNumberOfSlots(equipmentArea: gamedataEquipmentArea) -> Int32scripted
public final func GetPlayerBufferSize() -> Floatscripted
public final func GetRawEquippedItems(equipmentArea: gamedataEquipmentArea) -> array<ItemID>scripted
public final func GetSeparatorBarsEnabled() -> Boolscripted
public final func GetStatsSystemValueFromCurve(set: CName, curve: CName, value: Float) -> Floatscripted
public final func GetTransactionSystem() -> wref<TransactionSystem>scripted
public final func GetWeaponStatMaxValue(stat: gamedataStatType) -> Floatscripted
public final func IsItemEquipped(itemID: ItemID) -> Boolscripted
public final func IsItemNew(item: ItemID) -> Boolscripted
public final func IsItemPlayerFavourite(item: ItemID) -> Boolscripted
public final func IsItemTransmog(itemID: ItemID) -> Boolscripted
public final func IsSellable(itemData: ref<gameItemData>) -> Boolscripted
private final func PopulatemaxStatValues()scripted
public final func SetCuverBarsEnabled(value: Bool)scripted
public final func SetSeparatorBarsEnabled(value: Bool)scripted