REDNODE / GAME API

gameuiInGameMenuGameController

classnative

extends gameuiBaseMenuGameController › inkGameController › worlduiIGameController › inkIGameController › IScriptable › ISerializable

Properties 17

NameTypeFlags
animContainerref<inGameMenuAnimContainer>scriptedprivate
bbOnEquipmentChangedIDref<CallbackHandle>scriptedprivate
breachingNetworkBBIDref<CallbackHandle>scriptedprivate
controllerDisconnectedBoolscriptedprivate
controllerDisconnectedBBIDref<CallbackHandle>scriptedprivate
garmentSwitchEffectControllersarray<gameuiGarmentSwitchEffectController>overriding
inputSchemesBBIDref<CallbackHandle>scriptedprivate
inventoryListenerref<AttachmentSlotsScriptListener>scriptedprivate
itemSceneInfosarray<gameuiInGameMenuGameControllerItemSceneInfo>overriding
lastInGameNotificationTypeUIInGameNotificationTypescriptedprivate
loadSaveDelayIDDelayIDscriptedprivate
openStorageBBIDref<CallbackHandle>scriptedprivate
playerwref<GameObject>scriptedprivate
quickSaveInProgressBoolscriptedprivate
showDeathScreenBBIDref<CallbackHandle>scriptedprivate
triggerMenuEventBBIDref<CallbackHandle>scriptedprivate
wasHoldingMapHotKeyBoolscriptedprivate

Methods 40

private final func DelayedHandleQuickLoad()scripted
private final func HandleQuickSave()scripted
private final func IsPlayerInCombat() -> Boolscripted
protected cb func OnAction(action: ListenerAction, consumer: ListenerActionConsumer) -> Boolscripted
protected cb func OnArcadeMinigameEvent(value: String) -> Boolscripted
protected cb func OnBreachingNetwork(value: String) -> Boolscripted
protected cb func OnDeathScreenDelayEvent(evt: ref<DeathMenuDelayEvent>) -> Boolscripted
protected cb func OnDelayedRegisterToGlobalInputCallbackEvent(evt: ref<DelayedRegisterToGlobalInputCallbackEvent>) -> Boolscripted
protected cb func OnDisconnectController(value: Bool) -> Boolscripted
protected cb func OnDisplayDeathMenu(value: Bool) -> Boolscripted
protected cb func OnEquipmentChanged(value: Variant) -> Boolscripted
protected cb func OnForceCloseHubMenuEvent(evt: ref<ForceCloseHubMenuEvent>) -> Boolscripted
protected cb func OnHandleMenuInput(evt: ref<inkPointerEvent>) -> Boolscripted
protected cb func OnHandleQuickLoad(evt: ref<DelayedHandleQuickLoadEvent>) -> Boolscripted
protected cb func OnInitialize() -> Boolscripted
protected cb func OnInputSchemeChanged(value: Uint32) -> Boolscripted
protected cb func OnOpenStorage(value: Variant) -> Boolscripted
protected cb func OnOpenWardrobe(value: Variant) -> Boolscripted
protected cb func OnPlayerAttach(playerPuppet: ref<GameObject>) -> Boolscripted
protected cb func OnPlayerDetach(playerPuppet: ref<GameObject>) -> Boolscripted
protected cb func OnPuppetReady(sceneName: CName, puppet: ref<gamePuppet>) -> Boolscripted
protected cb func OnQuickLoadSavesReady(saves: array<String>) -> Boolscripted
protected cb func OnRequestHubMenu(evt: ref<StartHubMenuEvent>) -> Boolscripted
protected cb func OnResetItemAppearanceInSlotDelayEvent(evt: ref<ResetItemAppearanceInSlotDelayEvent>) -> Boolscripted
protected cb func OnSavingComplete(success: Bool, locks: array<gameSaveLock>) -> Boolscripted
protected cb func OnTimeSkipFinishEvent(evt: ref<TimeSkipFinishEvent>) -> Boolscripted
protected cb func OnTriggerMenuEvent(value: CName) -> Boolscripted
protected cb func OnUiStateChangedSuccessfully(previousStateName: CName, currentStateName: CName) -> Boolscripted
protected cb func OnUninitialize() -> Boolscripted
private final func OpenShortcutMenu(actionName: CName)scripted
private final func RegisterGlobalBlackboards()scripted
private final func RegisterInputListenersForPlayer(playerPuppet: ref<GameObject>)scripted
private final func RegisterInventoryListener()scripted
protected final func RegisterPSMListeners(playerPuppet: ref<GameObject>)scripted
private final func SendNotification(notificationEvent: ref<UIInGameNotificationEvent>)scripted
private final func TryOpenCraftingMenu(actionName: CName)scripted
private final func UnregisterGlobalBlackboards()scripted
private final func UnregisterInputListenersForPlayer(playerPuppet: ref<GameObject>)scripted
private final func UnregisterInventoryListener()scripted
protected final func UnregisterPSMListeners(playerPuppet: ref<GameObject>)scripted