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SCR_InventoryOpenedStorageArsenalUI.c
Go to the documentation of this file.
1
class
SCR_InventoryOpenedStorageArsenalUI
:
SCR_InventoryOpenedStorageUI
2
{
3
//------------------------------------------------------------------------------------------------
4
override
protected
void
GetAllItems
(out notnull array<IEntity> pItemsInStorage, BaseInventoryStorageComponent pStorage = null)
5
{
6
if
(pStorage)
7
{
8
super.GetAllItems(pItemsInStorage, pStorage);
9
10
return
;
11
}
12
13
ChimeraWorld
chimeraWorld =
GetGame
().GetWorld();
14
ItemPreviewManagerEntity itemPreviewManagerEntity = chimeraWorld.GetItemPreviewManager();
15
16
SCR_ArsenalComponent
arsenalComponent =
SCR_ArsenalComponent
.Cast(
m_Storage
.GetOwner().FindComponent(
SCR_ArsenalComponent
));
17
array<ResourceName> prefabsToSpawn =
new
array<ResourceName>();
18
19
if
(!arsenalComponent)
20
return
;
21
22
arsenalComponent.
GetAvailablePrefabs
(prefabsToSpawn);
23
24
foreach
(
ResourceName
resourceName
: prefabsToSpawn)
25
{
26
pItemsInStorage.Insert(itemPreviewManagerEntity.ResolvePreviewEntityForPrefab(
resourceName
));
27
}
28
29
}
30
31
//------------------------------------------------------------------------------------------------
32
override
void
RefreshResources
()
33
{
34
if
(!
m_wResourceAvailableText
&& !
m_wResourceAvailableDisplay
)
35
return
;
36
37
if
(!
m_ResourceComponent
)
38
{
39
m_wResourceAvailableDisplay
.SetVisible(
false
);
40
return
;
41
}
42
43
44
float
availableResources;
45
46
if
(!
m_ResourceComponent
|| !
m_ResourceComponent
.IsResourceTypeEnabled() || !
SCR_ResourceSystemHelper
.GetAvailableResources(
m_ResourceComponent
, availableResources))
47
{
48
m_wResourceAvailableDisplay
.SetVisible(
false
);
49
return
;
50
}
51
52
m_wResourceAvailableText
.SetTextFormat(
"#AR-Supplies_Arsenal_Availability"
,
SCR_ResourceSystemHelper
.SuppliesToString(availableResources));
53
54
m_wResourceAvailableDisplay
.SetVisible(
true
);
55
56
if
(!
m_wResourceAvailableDisplay
.IsVisible())
57
m_wResourceAvailableDisplay
.SetVisible(
false
);
58
}
59
60
//------------------------------------------------------------------------------------------------
61
override
void
Init
()
62
{
63
super.Init();
64
65
m_wWeightDisplay
.SetVisible(
false
);
66
m_wProgressBar
.SetVisible(
false
);
67
68
m_wWeightText
= null;
69
m_wWeightDisplay
= null;
70
m_wCapacityDisplay
= null;
71
m_wCapacityPercentageText
= null;
72
73
m_wResourceStoredDisplay
=
m_widget
.FindAnyWidget(
"ResourceDisplayStored"
);
74
if
(
m_wResourceStoredDisplay
)
75
m_wResourceStoredText
=
TextWidget
.Cast(
m_wResourceStoredDisplay
.FindAnyWidget(
"ResourceText"
));
76
77
m_wResourceAvailableDisplay
=
m_widget
.FindAnyWidget(
"ResourceDisplayAvailable"
);
78
if
(
m_wResourceAvailableDisplay
)
79
m_wResourceAvailableText
=
TextWidget
.Cast(
m_wResourceAvailableDisplay
.FindAnyWidget(
"ResourceText"
));
80
81
if
(!
m_wResourceStoredDisplay
|| !
m_wResourceAvailableText
)
82
return
;
83
84
if
(
m_Storage
&&
m_Storage
.GetOwner())
85
m_ResourceComponent
= SCR_ResourceComponent.FindResourceComponent(
m_Storage
.GetOwner());
86
87
if
(!
m_ResourceComponent
)
88
{
89
m_wResourceAvailableDisplay
.SetVisible(
false
);
90
return
;
91
}
92
93
m_ResourceConsumer
=
m_ResourceComponent
.GetConsumer(
EResourceGeneratorID
.DEFAULT,
EResourceType
.SUPPLIES);
94
m_ResourceComponent
.TEMP_GetOnInteractorReplicated().Insert(
RefreshResources
);
95
96
RefreshResources
();
97
m_wResourceStoredDisplay
.SetVisible(
false
);
98
}
99
100
//------------------------------------------------------------------------------------------------
101
override
protected
SCR_InventorySlotUI
CreateSlotUI
(
InventoryItemComponent
pComponent,
SCR_ItemAttributeCollection
pAttributes = null )
102
{
103
if
(!pComponent)
104
{
105
return
new
SCR_InventorySlotUI
(null,
this
,
false
, -1, pAttributes);
106
}
107
else
108
{
109
SCR_ArsenalInventorySlotUI
slotUI =
new
SCR_ArsenalInventorySlotUI
(pComponent,
this
,
false
, -1, null);
//creates the slot
110
111
slotUI.
SetArsenalResourceComponent
(
m_ResourceComponent
);
112
SCR_InventoryStorageBaseUI
.ARSENAL_SLOT_STORAGES.Insert(slotUI, GetCurrentNavigationStorage().
GetOwner
());
113
114
return
slotUI;
115
}
116
}
117
118
//------------------------------------------------------------------------------------------------
119
override
void
Refresh
()
120
{
121
super.Refresh();
122
123
RefreshResources
();
124
}
125
};
GetGame
ArmaReforgerScripted GetGame()
Definition
game.c:1398
resourceName
ResourceName resourceName
Definition
SCR_AIGroup.c:66
EResourceType
EResourceType
Definition
SCR_ResourceContainer.c:2
EResourceGeneratorID
EResourceGeneratorID
Definition
SCR_ResourceGenerator.c:2
ChimeraWorld
Definition
ChimeraWorld.c:13
InventoryItemComponent
Definition
InventoryItemComponent.c:13
ResourceName
Definition
ResourceName.c:13
SCR_ArsenalComponent
Definition
SCR_ArsenalComponent.c:10
SCR_ArsenalComponent::GetAvailablePrefabs
bool GetAvailablePrefabs(out notnull array< ResourceName > availablePrefabs)
Definition
SCR_ArsenalComponent.c:292
SCR_ArsenalInventorySlotUI
Definition
SCR_ArsenalInventorySlotUI.c:3
SCR_ArsenalInventorySlotUI::SetArsenalResourceComponent
void SetArsenalResourceComponent(SCR_ResourceComponent component)
Definition
SCR_ArsenalInventorySlotUI.c:34
SCR_InventoryOpenedStorageArsenalUI
Definition
SCR_InventoryOpenedStorageArsenalUI.c:2
SCR_InventoryOpenedStorageArsenalUI::RefreshResources
override void RefreshResources()
Definition
SCR_InventoryOpenedStorageArsenalUI.c:32
SCR_InventoryOpenedStorageArsenalUI::CreateSlotUI
SCR_InventorySlotUI CreateSlotUI(InventoryItemComponent pComponent, SCR_ItemAttributeCollection pAttributes=null)
Definition
SCR_InventoryOpenedStorageArsenalUI.c:101
SCR_InventoryOpenedStorageArsenalUI::GetAllItems
void GetAllItems(out notnull array< IEntity > pItemsInStorage, BaseInventoryStorageComponent pStorage=null)
Definition
SCR_InventoryOpenedStorageArsenalUI.c:4
SCR_InventoryOpenedStorageArsenalUI::Init
override void Init()
Definition
SCR_InventoryOpenedStorageArsenalUI.c:61
SCR_InventoryOpenedStorageArsenalUI::Refresh
override void Refresh()
Definition
SCR_InventoryOpenedStorageArsenalUI.c:119
SCR_InventoryOpenedStorageUI::SCR_InventoryOpenedStorageUI
void SCR_InventoryOpenedStorageUI(BaseInventoryStorageComponent storage, LoadoutAreaType slotID=null, SCR_InventoryMenuUI menuManager=null, int iPage=0, array< BaseInventoryStorageComponent > aTraverseStorage=null, int cols=6, int rows=3, bool fromVicinity=false)
Definition
SCR_InventoryOpenedStorageUI.c:60
SCR_InventorySlotUI
Definition
SCR_InventorySlotUI.c:26
SCR_InventoryStorageBaseUI::m_wWeightText
TextWidget m_wWeightText
Definition
SCR_InventoryStorageBaseUI.c:49
SCR_InventoryStorageBaseUI::m_wCapacityDisplay
Widget m_wCapacityDisplay
Definition
SCR_InventoryStorageBaseUI.c:50
SCR_InventoryStorageBaseUI::m_wCapacityPercentageText
TextWidget m_wCapacityPercentageText
Definition
SCR_InventoryStorageBaseUI.c:49
SCR_InventoryStorageBaseUI::m_wWeightDisplay
Widget m_wWeightDisplay
Definition
SCR_InventoryStorageBaseUI.c:50
SCR_InventoryStorageBaseUI::m_ResourceComponent
SCR_ResourceComponent m_ResourceComponent
Definition
SCR_InventoryStorageBaseUI.c:22
SCR_InventoryStorageBaseUI::m_wResourceAvailableDisplay
Widget m_wResourceAvailableDisplay
Definition
SCR_InventoryStorageBaseUI.c:50
SCR_InventoryStorageBaseUI::SCR_InventoryStorageBaseUI
void SCR_InventoryStorageBaseUI(BaseInventoryStorageComponent storage, LoadoutAreaType slotID=null, SCR_InventoryMenuUI menuManager=null, int iPage=0, array< BaseInventoryStorageComponent > aTraverseStorage=null)
Definition
SCR_InventoryStorageBaseUI.c:2058
SCR_InventoryStorageBaseUI::m_wResourceStoredText
TextWidget m_wResourceStoredText
Definition
SCR_InventoryStorageBaseUI.c:49
SCR_InventoryStorageBaseUI::m_wResourceStoredDisplay
Widget m_wResourceStoredDisplay
Definition
SCR_InventoryStorageBaseUI.c:50
SCR_InventoryStorageBaseUI::m_wResourceAvailableText
TextWidget m_wResourceAvailableText
Definition
SCR_InventoryStorageBaseUI.c:49
SCR_InventoryStorageBaseUI::m_Storage
BaseInventoryStorageComponent m_Storage
Definition
SCR_InventoryStorageBaseUI.c:21
SCR_InventoryStorageBaseUI::m_wProgressBar
Widget m_wProgressBar
Definition
SCR_InventoryStorageBaseUI.c:63
SCR_InventoryStorageBaseUI::m_widget
Widget m_widget
Definition
SCR_InventoryStorageBaseUI.c:33
SCR_InventoryStorageBaseUI::m_ResourceConsumer
SCR_ResourceConsumer m_ResourceConsumer
Definition
SCR_InventoryStorageBaseUI.c:23
SCR_ItemAttributeCollection
Definition
SCR_ItemAttributeCollection.c:3
SCR_ResourceSystemHelper
Definition
SCR_ResourceSystemHelper.c:2
TextWidget
Definition
TextWidget.c:16
GetOwner
IEntity GetOwner()
Owner entity of the fuel tank.
Definition
SCR_FuelNode.c:128
scripts
Game
UI
Inventory
SCR_InventoryOpenedStorageArsenalUI.c
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