com.Components.Resources

UIComponent
com.Components.Resources
Summary
com.Components.Resources
Variables
LEFT
RIGHT
NONE
m_WeaponInventory
m_RightResource
m_LeftResource
m_Character
m_ClientCharacter
m_CharacterId
m_LeftPos
m_RightPos
m_MaxCounter
m_MinCounter
m_Resources
m_Scale
m_IsPlayerCharacter
m_HideWhenEmpty
m_Tooltip
m_CurrentTooltipClip
Functions
Resources
SetHideWhenEmptyget the onventory and listen to weapons
SetCharacter
GetResourceTypemap the weapon type to the correct weapon
GetResource
SetResourcesVisibility
AddResource
onMouseMove
GetResourceColor
ShowTooltip
SlotTooltipLayout
CloseTooltip
ClearResourceremoves the resource indicator from stage without modifying the resource object
HideResource
SlotToggleCombat
SlotResourceUpdatedparam resourceType:Number The resource type (1-9).
GetDirection
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

Variables

LEFT

private var LEFT: String

RIGHT

private var RIGHT: String

NONE

private var NONE: String

m_WeaponInventory

private var m_WeaponInventory: Inventory

m_RightResource

private var m_RightResource: ResourceBase

m_LeftResource

private var m_LeftResource: ResourceBase

m_Character

private var m_Character: Character

m_ClientCharacter

private var m_ClientCharacter: Character

m_CharacterId

private var m_CharacterId: ID32

m_LeftPos

private var m_LeftPos: Number

m_RightPos

private var m_RightPos: Number

m_MaxCounter

private var m_MaxCounter: Number

m_MinCounter

private var m_MinCounter: Number

m_Resources

private var m_Resources: Array

m_Scale

private var m_Scale: Number

m_IsPlayerCharacter

private var m_IsPlayerCharacter: Boolean

m_HideWhenEmpty

private var m_HideWhenEmpty: Boolean

m_Tooltip

private var m_Tooltip: TooltipInterface

m_CurrentTooltipClip

private var m_CurrentTooltipClip: MovieClip

Functions

Resources

public function Resources()

SetHideWhenEmpty

public function SetHideWhenEmpty(hide: Boolean)

get the onventory and listen to weapons

SetCharacter

public function SetCharacter(character: Character) : Void

GetResourceType

function GetResourceType(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

GetResource

function GetResource(resourceType) : ResourceBase

SetResourcesVisibility

function SetResourcesVisibility(isCharacterPresent: Boolean) : Void

AddResource

function AddResource(resourceType: Number) : ResourceBase

onMouseMove

private function onMouseMove()

GetResourceColor

private function GetResourceColor(resourceType: Number)

ShowTooltip

private function ShowTooltip(resource: MovieClip)

SlotTooltipLayout

private function SlotTooltipLayout()

CloseTooltip

private function CloseTooltip()

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)

HideResource

function HideResource(resourceSide: String) : Void

SlotToggleCombat

function SlotToggleCombat(isInCombat) : Void

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

GetDirection

function GetDirection(resourceType: Number):String

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)
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()
public function SetHideWhenEmpty(hide: Boolean)
get the onventory and listen to weapons
public function SetCharacter(character: Character) : Void
function GetResourceType(weaponType: Number) : Number
map the weapon type to the correct weapon
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()
function ClearResource(resourceSide: String) : Void
removes the resource indicator from stage without modifying the resource object
function HideResource(resourceSide: String) : Void
function SlotToggleCombat(isInCombat) : Void
function SlotResourceUpdated(resourceType: Number,
resourceAmount: Number,
targetID: ID32)
param resourceType:Number The resource type (1-9).
function GetDirection(resourceType: Number):String
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)
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