Class UITKInspect
Displays another player character's name and equipment by reading their in-memory data directly. All character data is already synchronised to observers via WritePayload/ReadPayload, so no server round-trip is required.
public class UITKInspect : UITKControl
- Inheritance
-
ObjectComponentBehaviourMonoBehaviourUITKInspect
- Inherited Members
-
MonoBehaviour.IsInvoking()MonoBehaviour.CancelInvoke()MonoBehaviour.StopCoroutine(Coroutine)MonoBehaviour.StopAllCoroutines()MonoBehaviour.destroyCancellationTokenMonoBehaviour.useGUILayoutMonoBehaviour.didStartMonoBehaviour.didAwakeMonoBehaviour.runInEditModeBehaviour.enabledBehaviour.isActiveAndEnabledComponent.GetComponent<T>()Component.TryGetComponent<T>(out T)Component.GetComponentInChildren<T>()Component.GetComponentsInChildren<T>()Component.GetComponentInParent<T>()Component.GetComponentsInParent<T>()Component.GetComponents<T>()Component.GetComponentIndex()Component.CompareTag(TagHandle)Component.transformComponent.transformHandleComponent.gameObjectComponent.tagObject.GetEntityId()Object.GetInstanceID()Object.GetHashCode()Object.InstantiateAsync<T>(T)Object.InstantiateAsync<T>(T, Transform)Object.InstantiateAsync<T>(T, Vector3, Quaternion)Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)Object.Instantiate(Object, Vector3, Quaternion)Object.Instantiate(Object, Vector3, Quaternion, Transform)Object.Instantiate(Object)Object.Instantiate(Object, Scene)Object.Instantiate<T>(T, InstantiateParameters)Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)Object.Instantiate(Object, Transform)Object.Instantiate<T>(T)Object.Instantiate<T>(T, Vector3, Quaternion)Object.Instantiate<T>(T, Vector3, Quaternion, Transform)Object.Instantiate<T>(T, Transform)Object.Destroy(Object)Object.DestroyImmediate(Object)Object.DontDestroyOnLoad(Object)Object.DestroyObject(Object)Object.FindObjectsOfType<T>()Object.FindObjectsByType<T>(FindObjectsSortMode)Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)Object.FindObjectOfType<T>()Object.FindFirstObjectByType<T>()Object.FindAnyObjectByType<T>()Object.FindFirstObjectByType<T>(FindObjectsInactive)Object.FindAnyObjectByType<T>(FindObjectsInactive)Object.FindObjectsByType<T>()Object.FindObjectsByType<T>(FindObjectsInactive)Object.ToString()Object.nameObject.hideFlags
Remarks
Slots are built here rather than instantiated from a prefab, and reuse the shared
.fish-slot classes so an inspected character's gear reads the same as the player's
own equipment panel.
Each slot carries a tooltip, which an earlier version did not — it only set an icon and a name. Inspecting is for judging someone's gear, and the item name alone does not say what the item does; the tooltip text is already generated by the shared item code, so wiring it up costs nothing.
Methods
Hide(bool)
Hides the panel and forgets the inspected character.
public override void Hide(bool overrideIsAlwaysOpen)
Parameters
overrideIsAlwaysOpenbool
Remarks
Overrides Hide(bool), not Hide(). Hide() is non-virtual and only
forwards here, so this is the one place teardown can live where every caller reaches
it — quit-to-login calls the bool form directly.
Inspect(IPlayerCharacter)
Populates the inspect panel with the target player's data and shows it.
public void Inspect(IPlayerCharacter target)
Parameters
targetIPlayerCharacterThe player character to inspect.
OnAfterStarting()
Rebuilds the panel from the last inspected character after a tree rebuild.
protected override void OnAfterStarting()
OnStarting()
Resolves elements and wires the close button.
public override void OnStarting()