Table of Contents

Class UITKInspect

Namespace
FishMMO.Client
Assembly
FishMMO.Client.dll

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
Object
Component
Behaviour
MonoBehaviour
UITKInspect
Inherited Members
MonoBehaviour.IsInvoking()
MonoBehaviour.CancelInvoke()
MonoBehaviour.StopCoroutine(Coroutine)
MonoBehaviour.StopAllCoroutines()
MonoBehaviour.destroyCancellationToken
MonoBehaviour.useGUILayout
MonoBehaviour.didStart
MonoBehaviour.didAwake
MonoBehaviour.runInEditMode
Behaviour.enabled
Behaviour.isActiveAndEnabled
Component.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.transform
Component.transformHandle
Component.gameObject
Component.tag
Object.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.name
Object.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

overrideIsAlwaysOpen bool

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

target IPlayerCharacter

The 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()