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TUTORIAL_SYSTEM = nil
end
return tutorial
end
-- Events that have no TutorialTriggerHandler
control : RegisterForEvent ( EVENT_DISPLAY_TUTORIAL , function ( eventCode , ... ) self : DisplayOrQueueTutorial ( ... ) end )
control : RegisterForEvent ( EVENT_REMOVE_TUTORIAL , function ( eventCode , ... ) self : OnRemoveTutorial ( ... ) end )
control : RegisterForEvent ( EVENT_TUTORIAL_SYSTEM_ENABLED_STATE_CHANGED , function ( eventCode , enabled ) self : OnTutorialEnabledStateChanged ( enabled ) end )
do
local tutorialTypeToTrigger = triggerHandlers [ eventCode ] ( ... )
if tutorialTypeToTrigger then
end
end
-- Unfortunate events that overlap with tutorial triggers
local hasPlayerActivatedEvent = triggerHandlers [ EVENT_PLAYER_ACTIVATED ] ~= nil
if hasPlayerActivatedEvent then
end
-- Dequeue tutorial display events
-- I use a while loop just in case the list changes while I'm calling the tutorial function
end
end )
if event ~= EVENT_PLAYER_ACTIVATED then --avoid ones we've already registered
end
end
end
end
if currentScene == nil then
-- Queue Tutorial
self . tutorialQueue [ # self . tutorialQueue + 1 ] = function ( ) self : OnDisplayTutorial ( tutorialIndex , priority ) end
else
end
end
end
end
end
end
end
end
end
end
end
end
end
end
return true
end
end
return false
end
end |