TribesGUI.TribesInventorySelectionMenu
- Extends
- TribesGUIPage
Core.Object
|
+-- GUI.GUI
|
+-- GUI.GUIComponent
|
+-- GUI.GUIMultiComponent
|
+-- GUI.GUIPage
|
+-- TribesGUI.TribesGUIPage
|
+-- TribesGUI.TribesInventorySelectionMenu
Structures Summary |
ButtonParams gutter, rows, columns, styleName |
Functions Summary |
| | ApplyButtonParams (Array<GUIComponent> buttons, ButtonParams params, optional int startIndex))
|
| | AssignWeaponToSlot (int slotIndex, InventoryStationAccess.InventoryStationWeapon weapon))
|
| | ConfigureInventoryStation ()))
|
| | ConvertToCustomLoadout (InventoryStationAccess.InventoryStationLoadout InLoadout, out CustomPlayerLoadout OutLoadout))
|
| | ConvertToInventoryLoadout (CustomPlayerLoadout InLoadout, out InventoryStationAccess.InventoryStationLoadout OutLoadout))
|
| | EnableExit ()))
|
| TribesInventoryArmorButton | FindArmorButton (class<CombatRole> combatRoleClass, optional out int index))
|
| TribesInventoryPackButton | FindPackButton (class<Pack> packClass, optional out int index))
|
| TribesInventoryWeaponButton | FindWeaponButton (class<Weapon> weaponClass, optional out int index))
|
| | FlashArmor (class<CombatRole> ItemClass, float Duration))
|
| | FlashWeapon (class<Weapon> ItemClass, float Duration))
|
| int | GetSlotIndexHoldingWeapon (class<Weapon> weaponClass))
|
| | InitComponent (GUIComponent MyOwner))
|
| | InternalOnActivate ()))
|
| | InternalOnClick (GUIComponent Sender))
|
| bool | InternalOnKeyEvent (out byte Key, out byte State, float delta))
|
| | InternalOnMousePressed (GUIComponent Sender))
|
| | OnArmorClick (GUIComponent Sender))
|
| | OnArmorWatched (GUIComponent Sender))
|
| | OnAssignWeapon (TribesInventoryWeaponSlot AssignedSlot))
|
| | OnClientDraw (Canvas C))
|
| | OnExitInventory (GUIComponent Sender))
|
| | OnHide ()))
|
| | OnLoadoutClick (GUIComponent Sender))
|
| | OnLoadoutEditCompleted (GUIComponent Sender))
|
| | OnLoadoutEditFocusGained (GUIComponent Sender))
|
| | OnLoadoutEditFocusLost (GUIComponent Sender))
|
| | OnLoadoutEditStart (GUIComponent Sender))
|
| | OnLoadoutGroupDown (GUIComponent Sender))
|
| | OnLoadoutGroupUp (GUIComponent Sender))
|
| | OnLoadoutReset (GUIComponent Sender))
|
| | OnLoadoutWatched (GUIComponent Sender))
|
| | OnPackClick (GUIComponent Sender))
|
| | OnPackWatched (GUIComponent Sender))
|
| | OnPageWatched (GUIComponent Sender))
|
| | OnSkinNext (GUIComponent Sender))
|
| | OnSkinPrevious (GUIComponent Sender))
|
| | OnWeaponClick (GUIComponent Sender))
|
| | OnWeaponWatched (GUIComponent Sender))
|
| | SaveCurrentLoadout ()))
|
| | SelectArmor (InventoryStationAccess.InventoryStationCombatRole role))
|
| | SelectPack (InventoryStationAccess.InventoryStationPack pack))
|
| | SetActiveProfileLoadout (InventoryStationAccess.InventoryStationLoadout loadout))
|
| | SetCurrentLoadout (InventoryStationAccess.InventoryStationLoadout loadout))
|
| | SetWeaponSlotsEnabled ()))
|
| | UpdateAvailableSkins ()))
|
| | UpdateLoadoutTabs ()))
|
| | UpdateSkin ()))
|
| | UpdateWeaponSlots (int NewNumSlots))
|
Inherited Functions from GUI.GUIPage |
Activate, ChangeHint, DeActivate, DlgReturned, Free, HandleParameters, Hide, InitComponent, NotifyLevelChange, onGameplayMessage, OnProgress, OpenDlg, Show |
const CURRENT_LOADOUT_SLOT = -1;
var Array<
class<
SkinInfo>> availableSkins;
var bool bIsFemale;
var bool bNotInGame;
var bool bOldBehindView;
var bool bUseProfiles;
currentLoadoutArrayStart Source code
var int currentLoadoutArrayStart;
var int currentSkinIndex;
ExternalViewportSurround Source code
lastAppliedWeaponSlotIndex Source code
var int lastAppliedWeaponSlotIndex;
PreviousCameraRotation Source code
var
Rotator PreviousCameraRotation;
TribesGUI
var(TribesGUI) localized String AcceptText;
var(TribesGui) private EditInline Config
GUIPanel ArmorButtonsContainer;
var(TribesGUI) private EditInline Config
ButtonParams ArmorParams;
var(TribesGUI) localized String ArmorText;
bAutoAdvanceSlotSelection Source code
var(TribesGUI) Config bool bAutoAdvanceSlotSelection;
bSwapDuplicateWeaponSlots Source code
var(TribesGUI) Config bool bSwapDuplicateWeaponSlots;
var(TribesGui) private EditInline Config
GUIPanel CharacterContainer;
var(TribesGUI) localized String currentLoadoutText;
var(TribesGui) private EditInline Config
GUIButton DoneButton;
var(TribesGui) private EditInline Config
GUIPanel ExternalViewportPanel;
LoadoutButtonsContainer Source code
var(TribesGui) private EditInline Config
GUIPanel LoadoutButtonsContainer;
LoadoutGroupDownButton Source code
var(TribesGui) private EditInline Config
GUIButton LoadoutGroupDownButton;
var(TribesGui) private EditInline Config
GUIButton LoadoutGroupUpButton;
var(TribesGUI) private EditInline Config
ButtonParams LoadoutParams;
var(TribesGUI) Config int MaxLoadoutNameLength;
var(TribesGUI) Config int MaxLoadoutSlots;
var(TribesGui) private EditInline Config
GUIButton NextSkinButton;
NumVisibleLoadoutSlots Source code
var(TribesGUI) Config int NumVisibleLoadoutSlots;
var(TribesGUI) Config int NumWeaponSlots;
var(TribesGui) private EditInline Config
GUIPanel PackButtonsContainer;
var(TribesGUI) private EditInline Config
ButtonParams PackParams;
var(TribesGUI) localized String PackText;
var(TribesGui) private EditInline Config
GUIButton PreviousSkinButton;
var(TribesGui) private EditInline Config
GUIButton ResetLoadoutButton;
var(TribesGUI) private EditInline Config
GUILabel TitleLabel;
var(TribesGUI) localized String TitleText;
var(TribesGUI) private EditInline Config
GUIImage WatchedItemIcon;
var(TribesGUI) private EditInline Config
GUILabel WatchedItemInfoLabel;
var(TribesGUI) private EditInline Config
GUILabel WatchedItemNameLabel;
WatchedLoadoutArmorIcon Source code
var(TribesGUI) private EditInline Config
GUIImage WatchedLoadoutArmorIcon;
WatchedLoadoutPackIcon Source code
var(TribesGUI) private EditInline Config
GUIImage WatchedLoadoutPackIcon;
WatchedLoadoutWeaponIcon1 Source code
var(TribesGUI) private EditInline Config
GUIImage WatchedLoadoutWeaponIcon1;
WatchedLoadoutWeaponIcon2 Source code
var(TribesGUI) private EditInline Config
GUIImage WatchedLoadoutWeaponIcon2;
WatchedLoadoutWeaponIcon3 Source code
var(TribesGUI) private EditInline Config
GUIImage WatchedLoadoutWeaponIcon3;
WeaponButtonsContainer Source code
var(TribesGui) private EditInline Config
GUIPanel WeaponButtonsContainer;
var(TribesGUI) private EditInline Config
ButtonParams WeaponParams;
var(TribesGUI) private EditInline Config
ButtonParams WeaponSlotParams;
var(TribesGui) private EditInline Config
GUIPanel WeaponSlotsContainer;
var(TribesGUI) localized String WeaponText;
delegate bool OnCapturedMouseMove ( float deltaX, float deltaY) )
ConfigureInventoryStation Source code
function ConfigureInventoryStation ( ) )
ConvertToCustomLoadout Source code
ConvertToInventoryLoadout Source code
function EnableExit ( ) )
function FlashArmor (
class<
CombatRole> ItemClass,
float Duration) )
function FlashWeapon (
class<
Weapon> ItemClass,
float Duration) )
GetSlotIndexHoldingWeapon Source code
function int GetSlotIndexHoldingWeapon (
class<
Weapon>
weaponClass) )
function InternalOnActivate ( ) )
function bool InternalOnKeyEvent ( out
byte Key, out
byte State,
float delta) )
InternalOnMousePressed Source code
function OnClientDraw (
Canvas C) )
function OnHide ( ) )
OnLoadoutEditCompleted Source code
OnLoadoutEditFocusGained Source code
OnLoadoutEditFocusLost Source code
function SaveCurrentLoadout ( ) )
SetActiveProfileLoadout Source code
function SetWeaponSlotsEnabled ( ) )
function UpdateAvailableSkins ( ) )
function UpdateLoadoutTabs ( ) )
function UpdateSkin ( ) )
function UpdateWeaponSlots ( int NewNumSlots) )
defaultproperties
{
bPersistent = true
bAutoAdvanceSlotSelection = false
bSwapDuplicateWeaponSlots = false
MenuState = MSAT_Blurry
NumVisibleLoadoutSlots = 8
MaxLoadoutSlots = 23
NumWeaponSlots = 3
MaxLoadoutNameLength = 24
ArmorText = "1 - SELECT ARMOR"
PackText = "2 - SELECT PACK"
WeaponText = "3 - SELECT WEAPON"
AcceptText = "4 - ACCEPT CHANGES & EXIT"
currentLoadoutText = "CURRENT LOADOUT"
TitleText = "INVENTORY STATION"
ExternalViewportSurround = Texture'GUITribes.InvScreenBorder'
ArmorParams = (gutter=5,columns=3,rows=1,styleName="STY_InvButton")
PackParams = (gutter=5,columns=4,rows=1,styleName="STY_InvButton")
WeaponParams = (gutter=5,columns=5,rows=2,styleName="STY_InvWeaponButton")
LoadoutParams = (gutter=0,columns=8,rows=1,styleName="STY_InvTab")
WeaponSlotParams = (gutter=0,columns=3,rows=1,styleName="STY_InvButton")
bSuppressLevelRender=true
}
|
Creation time: st 23.5.2018 00:10:36.366 - Created with
UnCodeX