Input Item Component
using { /UnrealEngine.com/Itemization }
using { /Fortnite.com/Game }
using { /Verse.org/Simulation }
using { /Verse.org/SceneGraph }
using { /UnrealEngine.com/ControlInput }
using { /Fortnite.com/Input/Character }
# using { /Verse.org/Input }
(Entity:entity).GetRootInventory<public>()<decides><transacts>:inventory_component=
Result :=
for:
InventoryComponent : Entity.FindDescendantComponents(inventory_component)
do:
InventoryComponent
Result[0]
(Entity:entity).GetRootAgent<public>()<decides><transacts>:agent=
if(Agent := agent[Entity]):
Agent
else:
Entity.GetParent[].GetRootAgent[]
input_item_component<public> := class<final_super><abstract>(item_component):
var InputEventHandle<private>:[]cancelable = array{}
var ComponentEventHandle<private>:[]cancelable = array{}
var<private> CurrentOwningAgent<public>:?agent = false
OnUsePrimary<protected>(Player:player):void
OnUseSecondary<protected>(Player:player):void
OnBeginSimulation<override>():void=
(super:)OnBeginSimulation()
if:
FortRoundManager := Entity.GetFortRoundManager[]
then:
set ComponentEventHandle += array:
FortRoundManager.SubscribeRoundStarted(OnRoundStarted)
FortRoundManager.SubscribeRoundEnded(OnRoundEnded)
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