BlackICE Scripting

class

InventoryItemsList

  • 8 properties
  • 15 functions

Extends ink.WidgetLogicController ink.IWidgetLogicController IScriptable ISerializable

Properties

PropertyTypeOffset
InventoryItemNameCName0x0 scripted
ItemsLayoutRefink.CompoundWidgetReference0x8 scripted
TooltipsDataATooltipData?[]0x20 scripted
ItemsOwnerWeakHandle<game.Object>0x30 scripted
ItemsLayoutWeakHandle<ink.CompoundWidget>0x40 scripted
InventoryItemsWeakHandle<ink.Widget>[]0x50 scripted
IsDevicebool0x60 scripted
InventoryManagerInventoryDataManagerV2?0x68 scripted

Functions

  • bool OnInitialize() RTTI
  • bool OnUninitialize() RTTI
  • void PrepareInventory(PlayerPuppet player) RTTI
  • void PrepareInventory(PlayerPuppet player, game.Object owner) RTTI
  • void ShowInventory(WeakHandle<game.ItemData>[] items) RTTI
  • WeakHandle<ink.Widget> CreateInventoryDisplay() RTTI
  • void SetupItemDisplay(WeakHandle<ink.Widget> itemDisplay, WeakHandle<game.ItemData> itemData) RTTI
  • void DeleteItemDisplay(WeakHandle<ink.Widget> itemDisplay) RTTI
  • bool OnButtonClick(WeakHandle<ink.ButtonController> controller) RTTI
  • void OnItemClicked(WeakHandle<ink.Widget> e) RTTI
  • ATooltipData?[] GetTooltipsData() RTTI
  • bool OnInventoryItemEnter(WeakHandle<ink.Widget> e) RTTI
  • void RefreshTooltips(game.InventoryItemData tooltipItemData, game.InventoryItemData equippedItemData) RTTI
  • void TooltipDataPostProcess() RTTI
  • bool OnInventoryItemExit(WeakHandle<ink.Widget> e) RTTI