8 super.HandlerAttached(w);
21 m_widget.FindAnyWidget(
"HeaderOverlay").SetVisible(
false);
28 super.HandlerDeattached(w);
38 array<IEntity> pItemsInStorage = {};
98 BaseInventoryStorageComponent storage,
102 array<BaseInventoryStorageComponent> aTraverseStorage = null,
122 w.FindAnyWidget(
"HeaderOverlay").SetVisible(
false);
138 BaseInventoryStorageComponent storage,
142 array<BaseInventoryStorageComponent> aTraverseStorage = null)
146 m_eSlotAreaType = slotID;
160 m_widget.AddHandler(
this);
ArmaReforgerScripted GetGame()
ref array< SCR_WeaponRackSlotEntity > m_aSlots
InputManager GetInputManager()
override SCR_InventorySlotUI CreateSlotUI(InventoryItemComponent pComponent, SCR_ItemAttributeCollection pAttributes=null)
void SCR_InventoryAttachmentPointUI(BaseInventoryStorageComponent storage, LoadoutAreaType slotID=null, SCR_InventoryMenuUI menuManager=null, int iPage=0, array< BaseInventoryStorageComponent > aTraverseStorage=null)
override void SetPreviewItem()
SCR_InventoryHitZoneUI SCR_InventoryAttachmentPointUI OnDrop(SCR_InventorySlotUI slot)
const string SLOT_LAYOUT_1x1
override void HandlerAttached(Widget w)
BaseInventoryStorageComponent m_Storage
override bool IsTraversalAllowed()
override int CreateSlots()
override void SetPreviewItem()
void SCR_InventoryAttachmentStorageUI(BaseInventoryStorageComponent storage, LoadoutAreaType slotID=null, SCR_InventoryMenuUI menuManager=null, int iPage=0, array< BaseInventoryStorageComponent > aTraverseStorage=null, InventorySearchPredicate searchPredicate=null)
override event void HandlerDeattached(Widget w)
ref InventorySearchPredicate m_SearchPredicate
void ActivateCloseStorageButton()
override void HandlerAttached(Widget w)
int GetRelevantItems(out notnull array< IEntity > items)
void SCR_InventorySlotUI(InventoryItemComponent pComponent=null, SCR_InventoryStorageBaseUI pStorageUI=null, bool bVisible=true, int iSlotIndex=-1, SCR_ItemAttributeCollection pAttributes=null)
SCR_InventoryStorageBaseUI m_pStorageUI
void ShowPage(int iPage, out int slotToFocus=-1)
ButtonWidget m_wCloseStorageButton
LoadoutAreaType m_eSlotAreaType
void CreateEmptyLayout(bool recreate=false)
override void HandlerAttached(Widget w)
SCR_InventoryMenuUI m_MenuHandler
void SCR_InventoryStorageBaseUI(BaseInventoryStorageComponent storage, LoadoutAreaType slotID=null, SCR_InventoryMenuUI menuManager=null, int iPage=0, array< BaseInventoryStorageComponent > aTraverseStorage=null)
void UpdateOwnedSlots(notnull array< IEntity > pItemsInStorage)
BaseInventoryStorageComponent m_Storage
SCR_InventoryStorageManagerComponent m_InventoryManager
void DestroyEmptySlots()
Destroys all empty slots which were created by this handler.
bool OnDrop(SCR_InventorySlotUI slot)
int TNodeId
Node global id is a hash of name of the node.