InventoryItemsList
Base: ink.WidgetLogicController
None.
| Property | Type | |
|---|---|---|
InventoryItemName | CName | scripted |
ItemsLayoutRef | ink.CompoundWidgetReference | scripted |
TooltipsData | ATooltipData?[] | scripted |
ItemsOwner | WeakHandle<game.Object> | scripted |
ItemsLayout | WeakHandle<ink.CompoundWidget> | scripted |
InventoryItems | WeakHandle<ink.Widget>[] | scripted |
IsDevice | bool | scripted |
InventoryManager | InventoryDataManagerV2? | scripted |
bool OnInitialize() RTTIbool OnUninitialize() RTTIvoid PrepareInventory(PlayerPuppet player) RTTIvoid PrepareInventory(PlayerPuppet player, game.Object owner) RTTIvoid ShowInventory(WeakHandle<game.ItemData>[] items) RTTIWeakHandle<ink.Widget> CreateInventoryDisplay() RTTIvoid SetupItemDisplay(WeakHandle<ink.Widget> itemDisplay, WeakHandle<game.ItemData> itemData) RTTIvoid DeleteItemDisplay(WeakHandle<ink.Widget> itemDisplay) RTTIbool OnButtonClick(WeakHandle<ink.ButtonController> controller) RTTIvoid OnItemClicked(WeakHandle<ink.Widget> e) RTTIATooltipData?[] GetTooltipsData() RTTIbool OnInventoryItemEnter(WeakHandle<ink.Widget> e) RTTIvoid RefreshTooltips(game.InventoryItemData tooltipItemData, game.InventoryItemData equippedItemData) RTTIvoid TooltipDataPostProcess() RTTIbool OnInventoryItemExit(WeakHandle<ink.Widget> e) RTTI