ResourceWindow.as

Summary
ResourceWindow.as
Variables
LEFT
RIGHT
NONE
m_WeaponInventory
m_RightResource
m_LeftResource
m_Character
m_CharacterId
m_LeftPos
m_RightPos
m_MaxCounter
m_MinCounter
m_Resources
m_Scale
m_IsPlayerCharacter
Functions
Initcalled from the onload method.
SetCharacterstatic mapping of all resources
GetResourcemap the weapon type to the correct weapon
SetResourcesVisibility
AddResource
Layoutupdates the resources on stage with their counters
ClearResourceremoves the resource indicator from stage without modifying the resource object
SlotResourceUpdatedparam resourceType:Number The resource type (1-9).
IsResourceVisiblechecks to see if there is a resource indicator on stage for this resource allready
SlotWeaponRemovedparam inventoryID:com.Utils.ID32 [] identity of the inventory sending the signal
SlotWeaponAddedThis will be called both when you get an item and if an item is moved from a different inventory to this.
SlotWeaponChanged
IsSelfWeaponResource

Variables

LEFT

var LEFT: String

RIGHT

var RIGHT: String

NONE

var NONE: String

m_WeaponInventory

var m_WeaponInventory: Inventory

m_RightResource

var m_RightResource: Object

m_LeftResource

var m_LeftResource: Object

m_Character

var m_Character: Character

m_CharacterId

var m_CharacterId: ID32

m_LeftPos

var m_LeftPos: Number

m_RightPos

var m_RightPos: Number

m_MaxCounter

var m_MaxCounter: Number

m_MinCounter

var m_MinCounter: Number

m_Resources

var m_Resources: Array

m_Scale

var m_Scale: Number

m_IsPlayerCharacter

var m_IsPlayerCharacter: Boolean

Functions

Init

function Init()

called from the onload method. one call for the lifetime of this clip

SetCharacter

function SetCharacter(character: Character) : Void

static mapping of all resources

GetResource

function GetResource(weaponType: Number) : Number

map the weapon type to the correct weapon

Parameters

weaponType:Number, the m_Type property of the inventoryItem contained in the equipped inventory

Returns

Number - the resource mapped to this weapon or 0 on erroe, the 0 will be catched later if this error occur

SetResourcesVisibility

function SetResourcesVisibility(isCharacterPresent: Boolean) : Void

AddResource

function AddResource(resource: Number,
direction: String)

Layout

function Layout()

updates the resources on stage with their counters

ClearResource

function ClearResource(resourceSide: String) : Void

removes the resource indicator from stage without modifying the resource object

Parameters

resourceSide:String - The side (left or right)

SlotResourceUpdated

function SlotResourceUpdated(resourceType: Number,
resourceAmount: Number,
targetID: ID32)

param resourceType:Number The resource type (1-9).

Parameters

resourceAmount:Number The new resource amount.
targetID:ID32 The target

IsResourceVisible

function IsResourceVisible(resource: Number) : Boolean

checks to see if there is a resource indicator on stage for this resource allready

Parameters

resource:Number - the resource to check

Returns

Boolean - if resource is on stage or not

SlotWeaponRemoved

function SlotWeaponRemoved(inventoryID: com.Utils.ID32,
itemPos: Number,
moved: Boolean)

param inventoryID:com.Utils.ID32 [] identity of the inventory sending the signal

Parameters

itemPos[in] Where the item was removed from.
moved[in] True if the item moved to some other inventory.

SlotWeaponAdded

function SlotWeaponAdded(inventoryID: com.Utils.ID32,
itemPos: Number)

This will be called both when you get an item and if an item is moved from a different inventory to this.

Parameters

inventoryID:com.Utils.ID32 [] identity of the inventory sending the signal
itemPos[in] The position for this new item.

SlotWeaponChanged

function SlotWeaponChanged(inventoryID: com.Utils.ID32,
itemPos: Number)

IsSelfWeaponResource

function IsSelfWeaponResource(resource: Number)
var LEFT: String
var RIGHT: String
var NONE: String
var m_WeaponInventory: Inventory
var m_RightResource: Object
var m_LeftResource: Object
var m_Character: Character
var m_CharacterId: ID32
var m_LeftPos: Number
var m_RightPos: Number
var m_MaxCounter: Number
var m_MinCounter: Number
var m_Resources: Array
var m_Scale: Number
var m_IsPlayerCharacter: Boolean
function Init()
called from the onload method.
function SetCharacter(character: Character) : Void
static mapping of all resources
function GetResource(weaponType: Number) : Number
map the weapon type to the correct weapon
function SetResourcesVisibility(isCharacterPresent: Boolean) : Void
function AddResource(resource: Number,
direction: String)
function Layout()
updates the resources on stage with their counters
function ClearResource(resourceSide: String) : Void
removes the resource indicator from stage without modifying the resource object
function SlotResourceUpdated(resourceType: Number,
resourceAmount: Number,
targetID: ID32)
param resourceType:Number The resource type (1-9).
function IsResourceVisible(resource: Number) : Boolean
checks to see if there is a resource indicator on stage for this resource allready
function SlotWeaponRemoved(inventoryID: com.Utils.ID32,
itemPos: Number,
moved: Boolean)
param inventoryID:com.Utils.ID32 [] identity of the inventory sending the signal
function SlotWeaponAdded(inventoryID: com.Utils.ID32,
itemPos: Number)
This will be called both when you get an item and if an item is moved from a different inventory to this.
function SlotWeaponChanged(inventoryID: com.Utils.ID32,
itemPos: Number)
function IsSelfWeaponResource(resource: Number)
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