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do
local NO_CATEGORY_NAME = nil
local NO_NICKNAME = nil
local BLANK_HINT = ""
local HIDE_VISUAL_LAYER_INFO = false
local NO_COOLDOWN = nil
local HIDE_BLOCK_REASON = false
local NOT_EQUIPPED = false
local NO_CREATOR_NAME = nil
local FORCE_FULL_DURABILITY = true
local NO_PREVIEW_VALUE = nil
-- For some market product types we can just use other tooltip layouts
if entryType == REWARD_ENTRY_TYPE_COLLECTIBLE then
local name , description , icon , _ , _ , isPurchasable , _ , categoryType , hint , isPlaceholder = GetCollectibleInfo ( collectibleId )
self : LayoutCollectible ( collectibleId , NO_CATEGORY_NAME , name , NO_NICKNAME , isPurchasable , description , BLANK_HINT , isPlaceholder , categoryType , HIDE_VISUAL_LAYER_INFO , NO_COOLDOWN , HIDE_BLOCK_REASON )
return
elseif entryType == REWARD_ENTRY_TYPE_ITEM then
self : LayoutItemWithStackCount ( itemLink , NOT_EQUIPPED , NO_CREATOR_NAME , FORCE_FULL_DURABILITY , NO_PREVIEW_VALUE , stackCount , EQUIP_SLOT_NONE )
return
elseif entryType == REWARD_ENTRY_TYPE_LOOT_CRATE then
return
elseif entryType == REWARD_ENTRY_TYPE_ADD_CURRENCY then
return
elseif entryType == REWARD_ENTRY_TYPE_INSTANT_UNLOCK then
return
end
end
end |