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--static
ZO_SceneManager_Leader . bypassHideSceneConfirmationReason = 0
ZO_SceneManager_Leader . bypassHideSceneConfirmationReason = ZO_SceneManager_Leader . bypassHideSceneConfirmationReason + 1
_G [ reasonName ] = ZO_SceneManager_Leader . bypassHideSceneConfirmationReason
end
--class
end
EVENT_MANAGER : RegisterForEvent ( "SceneManager" , EVENT_REMOTE_SCENE_REQUEST , function ( eventId , ... ) self : OnRemoteSceneRequest ( ... ) end )
end
-- sequence number
end
if messageOrigin ~= ZO_REMOTE_SCENE_CHANGE_ORIGIN then
if requestType == REMOTE_SCENE_REQUEST_TYPE_SHOW_BASE_SCENE then
return
end
if scene then
if requestType == REMOTE_SCENE_REQUEST_TYPE_SWAP then
else
if requestType == REMOTE_SCENE_REQUEST_TYPE_HIDE then
end
else
if requestType == REMOTE_SCENE_REQUEST_TYPE_PUSH then
elseif requestType == REMOTE_SCENE_REQUEST_TYPE_SHOW then
end
end
end
end
end
end
-- scene stack
if self . currentScene and self . nextScene and self . nextScenePushed and self . currentScene : GetName ( ) == sceneName then
return true
end
if currentSceneName == sceneName then
return true
end
end
return false
end
end
end
if currentSceneName == sceneName then
return true
end
end
return false
end
end
end
end
end
end
end
end
end
end
if numScenes > 0 then
for i = 1 , numScenes - 1 do
end
end
end
-- next scene overrides
function ZO_SceneManager_Leader : SetNextScene ( nextScene , push , nextSceneClearsSceneStack , numScenesNextScenePops )
ZO_SceneManager_Base . SetNextScene ( self , nextScene , push , nextSceneClearsSceneStack , numScenesNextScenePops )
end
-- scene logic
local topSceneName
else
end
local KEEP_SCENE_STACK = false
end
end
local KEEP_SCENE_STACK = false
end
end
end
--[[
Replace the current scene with a new scene while preserving the stack
Current Stack --> New Stack
| Current Scene | | New Scene |
| Scene 2 | | Scene 2 |
| Scene 1 | | Scene 1 |
If there isn't actually anything on the stack, Show is used to replace the scene
--]]
local NUMBER_OF_SCENES_TO_POP = 1
else
end
end
local IS_PUSH = true
end
else
local ALLOWED_TO_HIDE_CURRENT_SCENE = true
end
end
-- Note that push, nextSceneClearsSceneStack, numScenesNextScenePops, and bypassHideSceneConfirmationReason are meant to be INTERNAL parameters. They should NOT
-- be used when calling Show from outside of this file. These same params should be passed to ConfirmHideScene.
function ZO_SceneManager_Leader : Show ( sceneName , push , nextSceneClearsSceneStack , numScenesNextScenePops , bypassHideSceneConfirmationReason )
if nextScene == nil then
return
end
if nextSceneClearsSceneStack == nil then
nextSceneClearsSceneStack = true
end
if numScenesNextScenePops == nil then
numScenesNextScenePops = 0
end
--if a scene exists
if currentScene then
if nextScene ~= currentScene then
--If we need confirmation to hide this scene go request it unless we've already done that and this is the response
return currentScene : ConfirmHideScene ( sceneName , push , nextSceneClearsSceneStack , numScenesNextScenePops , bypassHideSceneConfirmationReason )
end
local CURRENT_SCENE_IGNORED = ""
local NO_SEQUENCE_NUMBER = 0
local FRAGMENT_COMPLETE_STATE_IGNORED = false
local nextSceneName = self . nextScene and self . nextScene : GetName ( ) or ZO_REMOTE_SCENE_NO_SCENE_IDENTIFIER
SendLeaderToFollowerSync ( ZO_REMOTE_SCENE_CHANGE_ORIGIN , REMOTE_SCENE_SYNC_TYPE_CHANGE_NEXT_SCENE , CURRENT_SCENE_IGNORED , nextSceneName , NO_SEQUENCE_NUMBER , FRAGMENT_COMPLETE_STATE_IGNORED )
end
else
end
else
if oldNextScene then
end
end
end
else
--otherwise, start showing this scene
end
end
if self . currentScene and self . currentScene : GetName ( ) == sceneName and self . currentScene : GetState ( ) ~= SCENE_HIDING then
end
end
return currentScene and currentScene : HasHideSceneConfirmation ( ) and bypassHideSceneConfirmationReason ~= ZO_BHSCR_ALREADY_SEEN and currentScene : IsShowing ( )
end
end
end
local syncType = currentScene : IsShowing ( ) and REMOTE_SCENE_SYNC_TYPE_SHOW_SCENE or REMOTE_SCENE_SYNC_TYPE_HIDE_SCENE
local sequenceNumber = 0
local currentSceneTransitionComplete = true
end
end
local nextSceneName = self . nextScene and self . nextScene : GetName ( ) or ZO_REMOTE_SCENE_NO_SCENE_IDENTIFIER
SendLeaderToFollowerSync ( ZO_REMOTE_SCENE_CHANGE_ORIGIN , syncType , currentSceneName , nextSceneName , sequenceNumber , currentSceneTransitionComplete )
end
if newState == SCENE_HIDING or newState == SCENE_SHOWING then
end
end
end
-- override of ZO_SceneManager_Base:OnSceneStateHidden
local nextSceneGroup
if currentNextScene then
end
if lastSceneGroup ~= nextSceneGroup then
if lastSceneGroup ~= nil then
end
if nextSceneGroup ~= nil then
-- Check to see if self.nextScene has changed as a result of nextSceneGroup:SetState(SCENE_GROUP_SHOWING)
-- If self.nextScene has changed and currentNextScene's scene group is no longer showing, we set its state to SCENE_GROUP_HIDDEN
if nextSceneGroup ~= newNextSceneGroup then
end
-- Update currentNextScene to the new scene
end
end
end
if currentNextScene then
end
end
else
end
end
end
end
end |