BlackICE Scripting

class

CyberwareInventoryMiniGrid

  • 21 properties
  • 51 functions

Extends ink.WidgetLogicController ink.IWidgetLogicController IScriptable ISerializable

Properties

PropertyTypeOffset
isLeftAlignedbool0x0 scripted
gridContainerink.UniformGridWidgetReference0x8 scripted
labelink.TextWidgetReference0x20 scripted
isNewink.WidgetReference0x38 scripted
selectedSlotIndexint0x50 scripted
equipAreagame.data.EquipmentArea0x54 scripted
parentObjectIScriptable?0x58 scripted
onRealeaseCallbackNameCName0x68 scripted
opacityAnimationink.anim.Proxy?0x70 scripted
marginAnimationink.anim.Proxy?0x80 scripted
labelAnimationink.anim.Proxy?0x90 scripted
labelPulsePulseAnimation?0xA0 scripted
marginink.Margin0xB0 scripted
targetMarginink.Margin0xC0 scripted
parentink.CompoundWidgetReference0xD0 scripted
playerWeakHandle<PlayerPuppet>0xE8 scripted
minigridAnimationink.anim.Proxy?0xF8 scripted
screenCyberwareScreenType0x108 scripted
displayContextItemDisplayContextData?0x110 scripted
gridDataWeakHandle<InventoryItemDisplayController>[]0x120 scripted
rootWeakHandle<ink.Widget>0x130 scripted

Functions

  • bool OnInitialize() RTTI
  • bool OnUninitialize() RTTI
  • bool OnHoverOverCategory(ink.PointerEvent e) RTTI
  • bool OnHoverOutCategory(ink.PointerEvent e) RTTI
  • bool OnHoverOverCategoryLabel(ink.PointerEvent e) RTTI
  • bool OnHoverOutCategoryLabel(ink.PointerEvent e) RTTI
  • void HoveredAttribute(PlayerPuppet player, game.data.StatType attribute) RTTI
  • void SetOpacityDumb(bool hide, bool shouldDim, float duration, float delay) RTTI
  • void OpacityHide(bool? shouldDim) RTTI
  • void OpacityFullHide() RTTI
  • void OpacityFullShow() RTTI
  • void OpacityShow(float? delay) RTTI
  • void SetOrientation(ink.EOrientation orientation) RTTI
  • void SetTargetMargin(ink.Margin margin, ink.CompoundWidgetReference parent) RTTI
  • void SetupData(game.data.EquipmentArea equipArea, WeakHandle<UIInventoryItem>[] playerEquipAreaInventory, IScriptable parent, CName onRealeaseCallbackName, CyberwareScreenType screen, bool hasMods, ItemDisplayContextData displayContext, InventoryDataManagerV2? inventoryManager, PlayerPuppet? player) RTTI
  • void RefreshisNewPreview(bool hasNew) RTTI
  • bool OnStateChanged(WeakHandle<ink.Widget> widget, CName oldState, CName newState) RTTI
  • void HighlightSlot(int index, bool? animatedHighlight) RTTI
  • void UnhighlightSlot(int index) RTTI
  • void HighlightSelectedSlot() RTTI
  • void UnhighlightSelectedSlot() RTTI
  • void UnhighlightAllSlots() RTTI
  • int GetSlotIndex(WeakHandle<InventoryItemDisplayController> slot) RTTI
  • void PlayEquipAnimation(int index) RTTI
  • void SelectSlot(int index) RTTI
  • void UnselectSlot() RTTI
  • int GetSelectedSlotIndex() RTTI
  • WeakHandle<UIInventoryItem> GetSelectedSlotData() RTTI
  • WeakHandle<UIInventoryItem> GetEquippedData(game.ItemID itemID) RTTI
  • WeakHandle<UIInventoryItem> GetSlotData(int slotIndex) RTTI
  • int GetSlotToEquipe(game.ItemID itemID) RTTI
  • game.data.EquipmentArea GetEquipmentArea() RTTI
  • bool IsLeftSide() RTTI
  • WeakHandle<ink.Widget> GetLastSlot() RTTI
  • WeakHandle<ink.Widget> GetFirstSlot() RTTI
  • void UpdateData(game.data.EquipmentArea equipArea, WeakHandle<UIInventoryItem>[] playerEquipAreaInventory, CyberwareScreenType? screen) RTTI
  • bool OnSlotSpawned(ink.Widget widget, IScriptable userData) RTTI
  • void UpdateTitle(string label) RTTI
  • WeakHandle<InventoryItemDisplayController>[] GetInventoryItemDisplays() RTTI
  • void RemoveElements(int limit) RTTI
  • string GetAreaHeader(game.data.EquipmentArea area) RTTI
  • void ResetPosition(bool? immediate, float? duration) RTTI
  • void SetPosition(ink.Margin margin, float duration) RTTI
  • void SetPosition_Animation(ink.Margin margin, float duration, bool? isReversed, float? customOffset, ink.anim.InterpolationMode? interpolationMode, ink.anim.InterpolationType? interpolationType) RTTI
  • void PlayIntroAnimation(float duration, ink.anim.InterpolationMode interpolationMode, ink.anim.InterpolationType interpolationType) RTTI
  • void PlayMinigridAnim(bool playReverse) RTTI
  • void SetPositionImmediate(ink.Margin margin) RTTI
  • void SetLabelImmediate(bool show) RTTI
  • void AnimateLabel(bool hide) RTTI
  • void SetInteractive(bool interactive) RTTI
  • bool IsEquipmentAreaRequiringPerk(game.data.EquipmentArea equipmentArea) RTTI