PixelCrushers.DialogueSystem.SInventory.SInventoryFPSBridge Class Reference

This script is a bridge between S-Inventory and RFPS. More...

Inheritance diagram for PixelCrushers.DialogueSystem.SInventory.SInventoryFPSBridge:
Collaboration diagram for PixelCrushers.DialogueSystem.SInventory.SInventoryFPSBridge:

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()
 

Detailed Description

This script is a bridge between S-Inventory and RFPS.

Add it to your player. It does the following:

  • Hides the RFPS HUD during S-Inventory GUI interaction such as vendors, item groups, and when the inventory GUI is open.
  • Tries to keep S-Inventory's ammo in sync as you fire your weapons.

Member Function Documentation

◆ Awake()

void PixelCrushers.DialogueSystem.SInventory.SInventoryFPSBridge.Awake ( )

◆ CheckCurrentWeapon()

void PixelCrushers.DialogueSystem.SInventory.SInventoryFPSBridge.CheckCurrentWeapon ( )

◆ CheckInventoryGUI()

void PixelCrushers.DialogueSystem.SInventory.SInventoryFPSBridge.CheckInventoryGUI ( )

◆ HideHUD()

void PixelCrushers.DialogueSystem.SInventory.SInventoryFPSBridge.HideHUD ( )

◆ IsInventoryGUIOpen()

bool PixelCrushers.DialogueSystem.SInventory.SInventoryFPSBridge.IsInventoryGUIOpen ( )

◆ OnItemGroupEnd()

void PixelCrushers.DialogueSystem.SInventory.SInventoryFPSBridge.OnItemGroupEnd ( Transform  sInventoryObject)

◆ OnItemGroupStart()

void PixelCrushers.DialogueSystem.SInventory.SInventoryFPSBridge.OnItemGroupStart ( Transform  sInventoryObject)

◆ OnVendorEnd()

void PixelCrushers.DialogueSystem.SInventory.SInventoryFPSBridge.OnVendorEnd ( Transform  sInventoryObject)

◆ OnVendorStart()

void PixelCrushers.DialogueSystem.SInventory.SInventoryFPSBridge.OnVendorStart ( Transform  sInventoryObject)

◆ RecordCurrentWeapon()

void PixelCrushers.DialogueSystem.SInventory.SInventoryFPSBridge.RecordCurrentWeapon ( )

◆ SetHUD()

void PixelCrushers.DialogueSystem.SInventory.SInventoryFPSBridge.SetHUD ( bool  value)

◆ SetLastAmmoCount()

void PixelCrushers.DialogueSystem.SInventory.SInventoryFPSBridge.SetLastAmmoCount ( int  weaponNumber,
int  ammoCount 
)

◆ ShowHUD()

void PixelCrushers.DialogueSystem.SInventory.SInventoryFPSBridge.ShowHUD ( )

◆ Start()

void PixelCrushers.DialogueSystem.SInventory.SInventoryFPSBridge.Start ( )

◆ Update()

void PixelCrushers.DialogueSystem.SInventory.SInventoryFPSBridge.Update ( )

This script checks two things every update:

  1. If the inventory GUI state has changed, hides or shows the RFPS HUD/controls.
  2. Syncs ammo with S-Inventory if the player has reloaded a weapon, which reduces the amount of ammo remaining in the inventory.

◆ UpdateAmmoCounts()

void PixelCrushers.DialogueSystem.SInventory.SInventoryFPSBridge.UpdateAmmoCounts ( )

Member Data Documentation

◆ hideWithItemGroups

bool PixelCrushers.DialogueSystem.SInventory.SInventoryFPSBridge.hideWithItemGroups = true

Set true to hide the HUD when opening item groups such as containers.

◆ hideWithVendors

bool PixelCrushers.DialogueSystem.SInventory.SInventoryFPSBridge.hideWithVendors = true

Set true to hide the HUD when interacting with vendors.

◆ onCloseInventory

UnityEngine.Events.UnityEvent PixelCrushers.DialogueSystem.SInventory.SInventoryFPSBridge.onCloseInventory = new UnityEngine.Events.UnityEvent()

◆ onOpenInventory

UnityEngine.Events.UnityEvent PixelCrushers.DialogueSystem.SInventory.SInventoryFPSBridge.onOpenInventory = new UnityEngine.Events.UnityEvent()

The documentation for this class was generated from the following file: