This script is a bridge between S-Inventory and RFPS. More...
Public Member Functions | |
void | Awake () |
void | Start () |
void | Update () |
This script checks two things every update: More... | |
void | RecordCurrentWeapon () |
void | CheckCurrentWeapon () |
void | SetLastAmmoCount (int weaponNumber, int ammoCount) |
void | UpdateAmmoCounts () |
void | CheckInventoryGUI () |
bool | IsInventoryGUIOpen () |
void | HideHUD () |
void | ShowHUD () |
void | SetHUD (bool value) |
void | OnVendorStart (Transform sInventoryObject) |
void | OnVendorEnd (Transform sInventoryObject) |
void | OnItemGroupStart (Transform sInventoryObject) |
void | OnItemGroupEnd (Transform sInventoryObject) |
Public Attributes | |
bool | hideWithItemGroups = true |
Set true to hide the HUD when opening item groups such as containers. More... | |
bool | hideWithVendors = true |
Set true to hide the HUD when interacting with vendors. More... | |
UnityEngine.Events.UnityEvent | onOpenInventory = new UnityEngine.Events.UnityEvent() |
UnityEngine.Events.UnityEvent | onCloseInventory = new UnityEngine.Events.UnityEvent() |
This script is a bridge between S-Inventory and RFPS.
Add it to your player. It does the following:
void PixelCrushers.DialogueSystem.SInventory.SInventoryFPSBridge.Awake | ( | ) |
void PixelCrushers.DialogueSystem.SInventory.SInventoryFPSBridge.CheckCurrentWeapon | ( | ) |
void PixelCrushers.DialogueSystem.SInventory.SInventoryFPSBridge.CheckInventoryGUI | ( | ) |
void PixelCrushers.DialogueSystem.SInventory.SInventoryFPSBridge.HideHUD | ( | ) |
bool PixelCrushers.DialogueSystem.SInventory.SInventoryFPSBridge.IsInventoryGUIOpen | ( | ) |
void PixelCrushers.DialogueSystem.SInventory.SInventoryFPSBridge.OnItemGroupEnd | ( | Transform | sInventoryObject | ) |
void PixelCrushers.DialogueSystem.SInventory.SInventoryFPSBridge.OnItemGroupStart | ( | Transform | sInventoryObject | ) |
void PixelCrushers.DialogueSystem.SInventory.SInventoryFPSBridge.OnVendorEnd | ( | Transform | sInventoryObject | ) |
void PixelCrushers.DialogueSystem.SInventory.SInventoryFPSBridge.OnVendorStart | ( | Transform | sInventoryObject | ) |
void PixelCrushers.DialogueSystem.SInventory.SInventoryFPSBridge.RecordCurrentWeapon | ( | ) |
void PixelCrushers.DialogueSystem.SInventory.SInventoryFPSBridge.SetHUD | ( | bool | value | ) |
void PixelCrushers.DialogueSystem.SInventory.SInventoryFPSBridge.SetLastAmmoCount | ( | int | weaponNumber, |
int | ammoCount | ||
) |
void PixelCrushers.DialogueSystem.SInventory.SInventoryFPSBridge.ShowHUD | ( | ) |
void PixelCrushers.DialogueSystem.SInventory.SInventoryFPSBridge.Start | ( | ) |
void PixelCrushers.DialogueSystem.SInventory.SInventoryFPSBridge.Update | ( | ) |
This script checks two things every update:
void PixelCrushers.DialogueSystem.SInventory.SInventoryFPSBridge.UpdateAmmoCounts | ( | ) |
bool PixelCrushers.DialogueSystem.SInventory.SInventoryFPSBridge.hideWithItemGroups = true |
Set true
to hide the HUD when opening item groups such as containers.
bool PixelCrushers.DialogueSystem.SInventory.SInventoryFPSBridge.hideWithVendors = true |
Set true
to hide the HUD when interacting with vendors.
UnityEngine.Events.UnityEvent PixelCrushers.DialogueSystem.SInventory.SInventoryFPSBridge.onCloseInventory = new UnityEngine.Events.UnityEvent() |
UnityEngine.Events.UnityEvent PixelCrushers.DialogueSystem.SInventory.SInventoryFPSBridge.onOpenInventory = new UnityEngine.Events.UnityEvent() |