5 protected SCR_BaseCompartmentManagerComponent m_CompartmentManager;
9 [
Attribute(
"#AR-Editor_TooltipDetail_Compartment_Empty")]
10 private string m_sEmptyDriverText;
12 [
Attribute(
"#AR-Editor_TooltipDetail_Compartment_Player")]
13 private string m_sPlayerText;
15 [
Attribute(
"0", UIWidgets.ComboBox,
"Compartment type to Check",
"The type of compartment that this tooltip checks to see if they are filled", ParamEnumArray.FromEnum(
ECompartmentType) )]
19 override bool NeedUpdate()
30 m_MultiLineTextWidget.ClearAllText();
32 array<BaseCompartmentSlot> compartments = {};
34 int total = compartments.Count();
39 for (
int i = 0; i < total; i++)
41 occupant = compartments[i].GetOccupant();
45 m_MultiLineTextWidget.AddText(m_sEmptyDriverText);
51 int playerID = editableGunner.GetPlayerID();
54 m_MultiLineTextWidget.AddText(editableGunner.GetDisplayName());
56 m_MultiLineTextWidget.AddText(m_sPlayerText,
m_PlayerManager.GetPlayerName(playerID));
65 if (!m_MultiLineTextWidget)
68 m_CompartmentManager = SCR_BaseCompartmentManagerComponent.Cast(entity.GetOwner().FindComponent(SCR_BaseCompartmentManagerComponent));
73 array<BaseCompartmentSlot> compartments = {};
76 if (compartments.IsEmpty())
80 if (damageManager && damageManager.GetState() ==
EDamageState.DESTROYED)