BlackICE Scripting

InventoryGameController class

game.ui.InventoryGameController

Inheritance

Base: game.ui.MenuGameController

Derived

None.

Properties

PropertyType
TooltipsManagerRefink.WidgetReference scripted
buttonHintsManagerRefink.WidgetReference scripted
itemModeControllerRefink.WidgetReference scripted
defaultWrapperink.WidgetReference scripted
itemWrapperink.WidgetReference scripted
cyberwareSlotRootRefsink.CompoundWidgetReference scripted
cyberwareHolderink.WidgetReference scripted
cyberdeckInventoryStatsContainerink.CompoundWidgetReference scripted
paperDollWidgetink.WidgetReference scripted
sortingButtonink.WidgetReference scripted
sortingDropdownink.WidgetReference scripted
notificationRootink.WidgetReference scripted
playerStatsWidgetink.WidgetReference scripted
btnBackpackink.WidgetReference scripted
btnCyberwareink.WidgetReference scripted
btnCraftingink.WidgetReference scripted
btnStatsink.WidgetReference scripted
btnSetsink.WidgetReference scripted
itemNotificationRootink.WidgetReference scripted
TooltipsManagerWeakHandle<game.ui.TooltipsManager> scripted
menuEventDispatcherWeakHandle<ink.MenuEventDispatcher> scripted
buttonHintsControllerWeakHandle<ButtonHints> scripted
playerWeakHandle<PlayerPuppet> scripted
modeInventoryModes scripted
itemViewModeItemViewModes scripted
itemModeLogicControllerWeakHandle<InventoryItemModeLogicController> scripted
animationProxyink.anim.Proxy? scripted
animDefink.anim.Definition? scripted
itemModeProxyink.anim.Proxy? scripted
itemModeOutroProxyink.anim.Proxy? scripted
paperDollProxyink.anim.Proxy? scripted
targetPaperDollVisibilitybool scripted
refreshUIRequestedbool scripted
InventoryListWeakHandle<InventoryItemDisplay>[] scripted
WeaponsListWeakHandle<InventoryItemDisplayController>[] scripted
EquipmentListWeakHandle<InventoryItemDisplayController>[] scripted
CyberwareListWeakHandle<InventoryItemDisplayController>[] scripted
PocketListWeakHandle<InventoryItemDisplayController>[] scripted
ConsumablesListWeakHandle<InventoryItemDisplayController>[] scripted
animationListWeakHandle<InventoryItemDisplayController>[] scripted
InventoryManagerInventoryDataManagerV2? scripted
uiScriptableSystemWeakHandle<UIScriptableSystem> scripted
comparisonResolverItemPreferredComparisonResolver? scripted
equipmentSystemWeakHandle<EquipmentSystem> scripted
EquipAreasgame.data.EquipmentArea[] scripted
CyberwareAreasgame.data.EquipmentArea[] scripted
WeaponAreasgame.data.ItemType[] scripted
PocketAreasgame.data.EquipmentArea[] scripted
ConsumablesAreasgame.data.EquipmentArea[] scripted
UIBBEquipmentUI_EquipmentDef? scripted
UIBBItemModUI_ItemModSystemDef? scripted
DisassembleCallbackUI_CraftingDef? scripted
UIBBEquipmentBlackboardWeakHandle<game.IBlackboard> scripted
UIBBItemModBlackbordWeakHandle<game.IBlackboard> scripted
DisassembleBlackboardWeakHandle<game.IBlackboard> scripted
InventoryBBIDred.CallbackObject? scripted
EquipmentBBIDred.CallbackObject? scripted
SubEquipmentBBIDred.CallbackObject? scripted
ItemModBBIDred.CallbackObject? scripted
DisassembleBBIDred.CallbackObject? scripted
isE3Demobool scripted
inventoryStatsListenerInventoryStatsListener? scripted
quantityPickerPopupTokenink.GameNotificationToken? scripted
psmBlackboardWeakHandle<game.IBlackboard> scripted
cyberdeckInventoryStatsControllerWeakHandle<CyberdeckInventoryStatsController> scripted
equipmentAreaCategoryEventQueueEquipmentAreaCategoryCreated?[] scripted
cyberwareItemsgame.InventoryItemData[] scripted
equipmentAreaCategoriesEquipmentAreaCategory?[] scripted
wardrobeOutfitAreasgame.data.EquipmentArea[] scripted
lastClothingSetIndexint scripted
telemetrySystemWeakHandle<game.TelemetryTelemetrySystem> scripted
CyberwareScreenUserDataCyberwareDisplayWrapper? scripted
openItemModebool scripted

Functions