M&B: Bannerlord 1.2.7
The horns sound, the ravens gather.
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SandBox.GauntletUI.GauntletInventoryScreen Class Reference

Inherits ScreenBase, TaleWorlds.CampaignSystem.GameState.IInventoryStateHandler, TaleWorlds.Core.IGameStateListener, and SandBox.View.IChangeableScreen.

Public Member Functions

 GauntletInventoryScreen (InventoryState inventoryState)
 
void ExecuteLootingScript ()
 
void ExecuteSellAllLoot ()
 
void ExecuteCancel ()
 
void ExecuteConfirm ()
 
void ExecuteSwitchToPreviousTab ()
 
void ExecuteSwitchToNextTab ()
 
void ExecuteBuySingle ()
 
void ExecuteSellSingle ()
 
void ExecuteTakeAll ()
 
void ExecuteGiveAll ()
 
void ExecuteBuyConsumableItem ()
 
void FilterInventoryAtOpening (InventoryManager.InventoryCategoryType inventoryCategoryType)
 
void ExecuteLootingScript ()
 
void ExecuteSellAllLoot ()
 
void ExecuteBuyConsumableItem ()
 
void OnActivate ()
 
void OnDeactivate ()
 
void OnInitialize ()
 
void OnFinalize ()
 
bool AnyUnsavedChanges ()
 Returns whether if the screen has unsaved changes at that time. Meaning, if the screen would change when pressed Reset.
 
bool CanChangesBeApplied ()
 Returns whether if the changes made in the screen can be applied by pressing done.
 
void ApplyChanges ()
 
void ResetChanges ()
 

Protected Member Functions

override void OnFrameTick (float dt)
 
override void OnInitialize ()
 
override void OnDeactivate ()
 
override void OnActivate ()
 
override void OnFinalize ()
 

Properties

InventoryState InventoryState [get]
 

Constructor & Destructor Documentation

◆ GauntletInventoryScreen()

SandBox.GauntletUI.GauntletInventoryScreen.GauntletInventoryScreen ( InventoryState  inventoryState)

Member Function Documentation

◆ OnFrameTick()

override void SandBox.GauntletUI.GauntletInventoryScreen.OnFrameTick ( float  dt)
protected

◆ OnInitialize()

override void SandBox.GauntletUI.GauntletInventoryScreen.OnInitialize ( )
protected

◆ OnDeactivate()

override void SandBox.GauntletUI.GauntletInventoryScreen.OnDeactivate ( )
protected

◆ OnActivate()

override void SandBox.GauntletUI.GauntletInventoryScreen.OnActivate ( )
protected

◆ OnFinalize()

override void SandBox.GauntletUI.GauntletInventoryScreen.OnFinalize ( )
protected

◆ ExecuteLootingScript()

void SandBox.GauntletUI.GauntletInventoryScreen.ExecuteLootingScript ( )

◆ ExecuteSellAllLoot()

void SandBox.GauntletUI.GauntletInventoryScreen.ExecuteSellAllLoot ( )

◆ ExecuteCancel()

void SandBox.GauntletUI.GauntletInventoryScreen.ExecuteCancel ( )

◆ ExecuteConfirm()

void SandBox.GauntletUI.GauntletInventoryScreen.ExecuteConfirm ( )

◆ ExecuteSwitchToPreviousTab()

void SandBox.GauntletUI.GauntletInventoryScreen.ExecuteSwitchToPreviousTab ( )

◆ ExecuteSwitchToNextTab()

void SandBox.GauntletUI.GauntletInventoryScreen.ExecuteSwitchToNextTab ( )

◆ ExecuteBuySingle()

void SandBox.GauntletUI.GauntletInventoryScreen.ExecuteBuySingle ( )

◆ ExecuteSellSingle()

void SandBox.GauntletUI.GauntletInventoryScreen.ExecuteSellSingle ( )

◆ ExecuteTakeAll()

void SandBox.GauntletUI.GauntletInventoryScreen.ExecuteTakeAll ( )

◆ ExecuteGiveAll()

void SandBox.GauntletUI.GauntletInventoryScreen.ExecuteGiveAll ( )

◆ ExecuteBuyConsumableItem()

void SandBox.GauntletUI.GauntletInventoryScreen.ExecuteBuyConsumableItem ( )

Property Documentation

◆ InventoryState

InventoryState SandBox.GauntletUI.GauntletInventoryScreen.InventoryState
get