DayZ 1.29
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◆ ShowAtt()

void HandsContainer::ShowAtt ( EntityAI entity)
inlineprotected

См. определение в файле HandsContainer.c строка 1219

1220 {
1223 m_Entity = entity;
1224 m_ActiveIndex = 0;
1225 if( entity.GetSlotsCountCorrect() > 0 )
1226 {
1227 m_Atts = new Attachments( this, entity );
1228 m_Atts.InitAttachmentGrid( 1 );
1229 m_AttachmentSlotsSorted = m_Atts.GetSlotsSorted();
1230 m_StaticAttCount = m_Atts.GetAttachmentHeight();
1233 }
1234 else
1235 {
1236 m_StaticAttCount = 0;
1237 }
1238
1239 if( entity.GetInventory().GetCargo() )
1240 {
1241 m_CargoGrid = new CargoContainer( this, false );
1242 m_CargoGrid.SetEntity( entity );
1243 m_CargoGrid.GetRootWidget().SetSort( 1 );
1246 }
1247
1249 {
1250 foreach( int slot_id : m_AttachmentSlotsSorted )
1251 {
1252 EntityAI item = m_Entity.GetInventory().FindAttachment( slot_id );
1253 if( item )
1254 AttachmentAdded( item, InventorySlots.GetSlotName( slot_id ), m_Entity );
1255 }
1256 }
1257
1258 if (m_CargoGrid)
1259 {
1260 bool hideCargo = m_Entity.GetInventory().IsInventoryLockedForLockType( HIDE_INV_FROM_SCRIPT ) || !m_Entity.CanDisplayCargo() || m_ForcedHide;
1261 if (m_CargoGrid.IsVisible() && hideCargo)
1262 {
1263 HideCargo();
1264 }
1265 else if (!m_CargoGrid.IsVisible() && !hideCargo)
1266 {
1267 ShowCargo();
1268 }
1269 }
1270
1271 m_CollapsibleHeader.ShowCollapseButtons(false);
1272 //m_CollapsibleHeader.ShowCollapseButtons( m_Atts || m_CargoGrid, m_Atts || m_CargoGrid );
1273 RecomputeOpenedContainers();
1274 Refresh();
1275 m_Parent.Refresh();
1276 }
class LogManager EntityAI
Entity m_Entity
Определения CachedEquipmentStorageBase.c:14
Entity m_Parent
Определения CachedEquipmentStorageBase.c:15
void CargoContainer(LayoutHolder parent, bool is_attachment=false)
Определения CargoContainer.c:32
proto native GameInventory GetInventory()
ScriptInvoker GetOnItemAttached()
bool CanDisplayCargo()
ScriptInvoker GetOnItemDetached()
proto native bool IsInventoryLockedForLockType(int lockType)
proto native EntityAI FindAttachment(int slot)
Returns attached entity in slot (you can use InventorySlots.GetSlotIdFromString(name) to get slot id)
void ResetContainer()
Определения HandsContainer.c:56
void HideCargo()
Определения HandsContainer.c:1581
void AttachmentRemoved(EntityAI item, string slot, EntityAI parent)
Определения HandsContainer.c:1343
ref HandsHeader m_CollapsibleHeader
Определения HandsContainer.c:4
void AttachmentAdded(EntityAI item, string slot, EntityAI parent)
Определения HandsContainer.c:1288
ref Attachments m_Atts
Определения HandsContainer.c:7
override void Refresh()
Определения HandsContainer.c:324
ref CargoContainer m_CargoGrid
Определения HandsContainer.c:8
override void Insert(LayoutHolder container, int pos=-1, bool immedUpdate=true)
Определения HandsContainer.c:182
void ShowCargo()
Определения HandsContainer.c:1590
int m_StaticAttCount
Определения HandsContainer.c:15
int m_StaticCargoCount
Определения HandsContainer.c:16
ref array< int > m_AttachmentSlotsSorted
Определения HandsContainer.c:13
proto bool Insert(func fn, int flags=EScriptInvokerInsertFlags.IMMEDIATE)
insert method to list

Перекрестные ссылки AttachmentAdded(), AttachmentRemoved(), Container::CargoContainer(), InventorySlots::GetSlotName(), HideCargo(), Insert(), m_AttachmentSlotsSorted, m_Atts, m_CargoGrid, m_CollapsibleHeader, m_Entity, m_Parent, m_StaticAttCount, m_StaticCargoCount, Refresh(), ResetContainer() и ShowCargo().