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--------------------------------------
--Collections Inventory Singleton
--------------------------------------
return singleton
end
end
end
end
EVENT_MANAGER : RegisterForEvent ( "ZO_CollectionsInventorySingleton_OnCollectionUpdated" , EVENT_COLLECTION_UPDATED , RebuildScriptData )
EVENT_MANAGER : RegisterForEvent ( "ZO_CollectionsInventorySingleton_OnCollectibleUpdated" , EVENT_COLLECTIBLES_UPDATED , RebuildScriptData )
EVENT_MANAGER : RegisterForEvent ( "ZO_CollectionsInventorySingleton_OnCollectibleUpdated" , EVENT_COLLECTIBLE_UPDATED , RebuildSingleScriptData )
end
for categoryType = COLLECTIBLE_CATEGORY_TYPE_ITERATION_BEGIN , COLLECTIBLE_CATEGORY_TYPE_ITERATION_END do
end
end
end
if unlocked and isValidForPlayer then --not sure if we'll ever need locked collectibles in here?
{
iconFile = iconFile ,
collectibleId = collectibleId ,
categoryType = categoryType ,
active = isActive ,
--even though collectibles don't have a value or age, we want to keep them separate when sorted
stackSellPrice = - 1 ,
age = - 1 ,
}
end
end
function ZO_CollectionsInventorySingleton : GetCollectionsData ( ... ) --... are filter functions that takes COLLECTIBLE_CATEGORY_TYPE as an argument
local filteredItems = { }
local passedFilter
passedFilter = true
passedFilter = false
break --you must pass every filter function to be included
end
end
if passedFilter then
end
end
return filteredItems
end
return
end
end
end
end
return not filteredCategoryType or categoryType == filteredCategoryType
end
return self : GetCollectionsData ( IsCollectibleCategoryUsable , IsCollectibleCategorySlottable , FilterCollectibleCategoryType )
end
local displayName = ""
else
end
end
end
return displayName
end
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