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An array that stores references to slot UI elements within the inventory.
Functions:
Function: AddItemToInventory
**Purpose:**
To add a new item or update an existing item in the inventory slots.
**Inputs:**
FInventorySlot SlotData: The data representing the item and its properties to be added.
**Returns:**
void
**Detailed Behaviour:**
This function takes an FInventorySlot which includes information about the item, such as ID, quantity, and other relevant metadata. It either updates an existing inventory slot with the new item details or creates a new slot if an appropriate one doesn't exist.
Function: RemoveItemFromInventory
**Purpose:**
To remove an item from a specific inventory slot.
**Inputs:**
int32 SlotIndex: The index of the slot from which the item is to be removed.
**Returns:**
void
**Detailed Behaviour:**
This function removes the item information from the specified slot index, effectively clearing the slot for future use. If the index is out of range, the function should handle this gracefully.
Function: AddMultipleItems
**Purpose:**
To add multiple items to the inventory, either by updating existing slots or creating new ones.
**Inputs:**
TArray SlotDataArray: An array of inventory slots data to be added.
**Returns:**
void
**Detailed Behaviour:**
This function iterates over the array of FInventorySlot, adding each item to the inventory by calling `AddItemToInventory` internally. It is optimized for bulk operations to reduce the number of UI updates required.
Function: RemoveMultipleItems
**Purpose:**
To remove multiple items from the inventory using their slot indices.
**Inputs:**
TArray SlotIndices: An array of slot indices from which items are to be removed.
**Returns:**
void
**Detailed Behaviour:**
This function iterates over the array of indices and calls `RemoveItemFromInventory` for each one. This batch operation allows for efficient multiple item removals.
Function: ExecuteCommand
**Purpose:**
To execute a specific command that affects the inventory UI, allowing for extensibility and custom operations.
**Inputs:**
FString Command: The command to be executed.
FCommandParams Params: The parameters that provide context and arguments for the command.
**Returns:**
void
**Detailed Behaviour:**
This function interprets the command string and parameters, executing the corresponding operation. This could range from complex inventory organization commands to UI state changes, offering a flexible interface for various UI actions.
Usage and Logic Integration
UInventoryUI acts as the central hub for managing the inventory UI elements.
It responds to game events that necessitate adding or removing items, ensuring the UI reflects the current state of the player's inventory.
Batch operations allow for efficient processing of multiple inventory changes with minimal performance impact.
The ExecuteCommand function provides a hook for custom commands and advanced UI interactions that go beyond standard inventory management.
Usage Flow
Game event triggers an inventory update.
Relevant function (Add/Remove, Single/Batch) is called.
UI is updated accordingly to reflect the current inventory state.
Custom commands can be executed through ExecuteCommand for special cases.
This layout ensures that the UInventoryUI class is capable of handling inventory updates in a responsive and flexible manner, accommodating both typical inventory operations and more complex interactions as required by the game logic.
The text was updated successfully, but these errors were encountered:
Class: UInventoryUI
Inherits: UMounteaBaseUserWidget
Implements: IInventoryUI
Properties
InventorySlots: TArray<UInventorySlotUI*>
An array that stores references to slot UI elements within the inventory.
Functions:
Function: AddItemToInventory
Function: RemoveItemFromInventory
Function: AddMultipleItems
Function: RemoveMultipleItems
Function: ExecuteCommand
Usage and Logic Integration
Usage Flow
ExecuteCommand
for special cases.This layout ensures that the
UInventoryUI
class is capable of handling inventory updates in a responsive and flexible manner, accommodating both typical inventory operations and more complex interactions as required by the game logic.The text was updated successfully, but these errors were encountered: