UIComponent |
com.Components.Resources |
function GetResourceType( weaponType: Number ) : Number
map the weapon type to the correct weapon
| weaponType | :Number, the m_Type property of the inventoryItem contained in the equipped inventory |
Number - the resource mapped to this weapon or 0 on erroe, the 0 will be catched later if this error occur
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.
| inventoryID | :com.Utils.ID32 [] identity of the inventory sending the signal |
| itemPos | [in] The position for this new item. |
private var LEFT: String
private var RIGHT: String
private var NONE: String
private var m_WeaponInventory: Inventory
private var m_RightResource: ResourceBase
private var m_LeftResource: ResourceBase
private var m_Character: Character
private var m_ClientCharacter: Character
private var m_CharacterId: ID32
private var m_LeftPos: Number
private var m_RightPos: Number
private var m_MaxCounter: Number
private var m_MinCounter: Number
private var m_Resources: Array
private var m_Scale: Number
private var m_IsPlayerCharacter: Boolean
private var m_HideWhenEmpty: Boolean
private var m_Tooltip: TooltipInterface
private var m_CurrentTooltipClip: MovieClip
public function Resources()
get the onventory and listen to weapons
public function SetHideWhenEmpty( hide: Boolean )
public function SetCharacter( character: Character ) : Void
map the weapon type to the correct weapon
function GetResourceType( weaponType: Number ) : Number
function GetResource( resourceType ) : ResourceBase
function SetResourcesVisibility( isCharacterPresent: Boolean ) : Void
function AddResource( resourceType: Number ) : ResourceBase
private function onMouseMove()
private function GetResourceColor( resourceType: Number )
private function ShowTooltip( resource: MovieClip )
private function SlotTooltipLayout()
private function CloseTooltip()
removes the resource indicator from stage without modifying the resource object
function ClearResource( resourceSide: String ) : Void
function HideResource( resourceSide: String ) : Void
function SlotToggleCombat( isInCombat ) : Void
param resourceType:Number The resource type (1-9).
function SlotResourceUpdated( resourceType: Number, resourceAmount: Number, targetID: ID32 )
function GetDirection( resourceType: Number ):String
checks to see if there is a resource indicator on stage for this resource allready
function IsResourceVisible( resource: Number ) : Boolean
param inventoryID:com.Utils.ID32 [] identity of the inventory sending the signal
function SlotWeaponRemoved( inventoryID: com.Utils.ID32, itemPos: Number, moved: Boolean )
This will be called both when you get an item and if an item is moved from a different inventory to this.
function SlotWeaponAdded( inventoryID: com.Utils.ID32, itemPos: Number )
function SlotWeaponChanged( inventoryID: com.Utils.ID32, itemPos: Number )