63 {
65 {
66 int childrenCount = m_Body.Count();
67 int displayableChildrenCount = 0;
68
69 if (childrenCount > 0)
70 {
71 int i;
73 {
74 AttachmentCategoriesRow row = AttachmentCategoriesRow.Cast(m_Body[i]);
75 if (row)
76 {
78 {
80 {
82 if (!row.IsVisible())
83 row.OnShow();
84 }
85 else
86 {
88 if (row.IsVisible())
89 row.OnHide();
90 }
91 }
92 else
93 {
95 if (row.IsVisible())
96 row.OnHide();
97 }
99 }
100 else
101 {
102 ContainerWithCargo cargo = ContainerWithCargo.Cast(m_Body[i]);
103 if (cargo)
104 {
106 {
108 if (!cargo.IsVisible())
109 cargo.OnShow();
110 }
111 else
112 {
114 if (cargo.IsVisible())
115 cargo.OnHide();
116 }
117 cargo.UpdateInterval();
118 }
119 RecomputeOpenedContainers();
120 }
121
122 }
123
124
126 {
127 AttachmentCategoriesSlotsContainer slotsContainer = AttachmentCategoriesSlotsContainer.Cast(m_Body[i]);
129 {
132 else
133 slotsContainer.OnHide();
134
135 displayableChildrenCount++;
136 }
137 else
138 {
139 slotsContainer.OnHide();
140 }
141 }
142 }
143
146 {
148 }
150 {
152 HideContent();
153 }
154
155 GetMainWidget().Show(show);
156 }
157 }
void ShowInSlots(string category, bool show)
SlotsIcon m_CargoSlotsIcon
override void UpdateInterval()
string GetCategoryIdentifier()
override bool IsDisplayable()
override bool IsDisplayable()
ref CollapsibleHeader m_CollapsibleHeader
proto native GameInventory GetInventory()
bool CanDisplayAttachmentCategory(string category_name)
proto native bool IsInventoryLockedForLockType(int lockType)