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local SKILL_SUGGESTION_DATA_TYPE = 1
local SKILL_SUGGESTION_LABEL_TYPE = 2
local SKILL_SUGGESTION_TEXT_TYPE = 3
return manager
end
ZO_ScrollList_AddDataType ( self . skillSuggestionListControl , SKILL_SUGGESTION_DATA_TYPE , "ZO_SkillsAdvisorSuggestedAbility" , 70 , function ( control , data ) self : SetupAbilityEntry ( control , data ) end )
ZO_ScrollList_AddDataType ( self . skillSuggestionListControl , SKILL_SUGGESTION_LABEL_TYPE , "ZO_SkillsAdvisorSuggestedLabel" , 30 , function ( control , data ) self : SetupHeadingLabel ( control , data ) end )
ZO_ScrollList_AddDataType ( self . skillSuggestionListControl , SKILL_SUGGESTION_TEXT_TYPE , "ZO_SkillsAdvisorSuggestedText" , 70 , function ( control , data ) self : SetupHeadingLabel ( control , data ) end )
end
end
SKILLS_WINDOW : RegisterCallback ( "OnReadyToHandleClickAction" , function ( ) self : OnReadyToHandleClickAction ( ) end )
ZO_SKILLS_ADVISOR_SINGLETON : RegisterCallback ( "OnSkillsAdvisorDataUpdated" , OnSkillsAdvisorManagerUpdate )
ZO_SKILLS_ADVISOR_SINGLETON : RegisterCallback ( "RefreshVisibleAbilityLists" , OnSkillsAdvisorManagerUpdate )
if newState == SCENE_FRAGMENT_SHOWING then
end
end )
end
end
table . insert ( scrollData , ZO_ScrollList_CreateDataEntry ( SKILL_SUGGESTION_LABEL_TYPE , { text = GetString ( SI_SKILLS_ADVISOR_ADVISED_TITLE ) } ) )
if # availableAbilityList > 0 then
end
else
table . insert ( scrollData , ZO_ScrollList_CreateDataEntry ( SKILL_SUGGESTION_TEXT_TYPE , { text = GetString ( SI_SKILLS_ADVISOR_NO_ADVISED_ABILITIES_DESCRIPTION ) } ) )
end
if # purchasedAbilityList > 0 then
table . insert ( scrollData , ZO_ScrollList_CreateDataEntry ( SKILL_SUGGESTION_LABEL_TYPE , { text = GetString ( SI_SKILLS_ADVISOR_PURCHASED_TITLE ) } ) )
end
end
end
end
-- slot
-- name
local detailedName
else
end
end
end
else
end
end
end
end
end
end
end
end |