InventoryEquipmentSlot
Base: ink.WidgetLogicController
| Property | Type | |
|---|---|---|
EquipSlotRef | ink.WidgetReference | scripted |
EmptySlotButtonRef | ink.WidgetReference | scripted |
BackgroundShape | ink.ImageWidgetReference | scripted |
BackgroundHighlight | ink.ImageWidgetReference | scripted |
BackgroundFrame | ink.ImageWidgetReference | scripted |
unavailableIcon | ink.WidgetReference | scripted |
toggleHighlight | ink.ImageWidgetReference | scripted |
CurrentItemView | WeakHandle<InventoryItemDisplayController> | scripted |
Empty | bool | scripted |
itemData | game.InventoryItemData | scripted |
equipmentArea | game.data.EquipmentArea | scripted |
slotName | string | scripted |
slotIndex | int | scripted |
DisableSlot | bool | scripted |
smallSize | Vector2 | scripted |
bigSize | Vector2 | scripted |
bool OnInitialize() RTTIvoid SetDisableSlot(bool disableSlot) RTTIvoid Setup(game.InventoryItemData itemData, game.data.EquipmentArea equipmentArea, string? slotName, int? slotIndex, ent.Entity? ownerEntity) RTTIvoid Show() RTTIvoid Clear() RTTIvoid RefreshUI() RTTIvoid SetShape(game.InventoryItemShape shapeType) RTTIvoid Select() RTTIvoid Unselect() RTTIgame.InventoryItemData GetItemData() RTTIWeakHandle<ink.Widget> GetSlotWidget() RTTIWeakHandle<ink.Widget> GetCustomizeWidget() RTTIgame.data.EquipmentArea GetEquipmentArea() RTTIint GetEquipmentAreaEnumToInt() RTTIint GetSlotIndex() RTTIstring GetSlotName() RTTIbool IsEmpty() RTTI