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-- ZO_UISystemManager
----------------------
{
[UI_SYSTEM_ANTIQUITY_JOURNAL_SCRYABLE] =
{
end,
end,
},
[UI_SYSTEM_GUILD_FINDER] =
{
end,
end,
},
[UI_SYSTEM_ALLIANCE_WAR] =
{
end,
end,
},
[UI_SYSTEM_DUNGEON_FINDER] =
{
end,
end,
},
[UI_SYSTEM_BATTLEGROUND_FINDER] =
{
end,
end,
},
[UI_SYSTEM_ZONE_GUIDE] =
{
end,
end,
},
[UI_SYSTEM_TRIBUTE_FINDER] =
{
end,
end,
},
}
-- ... is a series of param1, param2, etc.
end
end
end
EVENT_MANAGER:RegisterForEvent("UISystemManager", EVENT_PROMOTIONAL_EVENTS_CAMPAIGNS_UPDATED, OnPromotionalEventCampaignsUpdated)
end
EVENT_MANAGER:RegisterForEvent("UISystemManager", EVENT_MARKET_ANNOUNCEMENT_UPDATED, OnMarketAnnouncementUpdated)
end
end
end
end
end
-- This function should only be called once IsPlayerActivated() and self.waitingForPromotionalEvents
-- are both true.
-- We only want to show one popup, check each one in priority order
-- TryShowReturningPlayerAnnouncement has handled showing the announcement
end
end
-- Returns whether the returning player flow is handling showing the announcement
if not shouldShowAnnouncement then
return false
end
-- Don't show the rewards announcement if we've already seen it recently
-- Also mark the announcement as seen so it doesn't pop up later
local REWARDS_ANNOUNCEMENT_SUPPRESSION_TIME_SECONDS = 2 * ZO_ONE_HOUR_IN_SECONDS
and GetTimeStamp() < RETURNING_PLAYER_MANAGER:GetLastTimeRewardsWereSeen() + REWARDS_ANNOUNCEMENT_SUPPRESSION_TIME_SECONDS then
return false
end
-- If we're in a starter world, we don't want to show an announcement
-- We do want the announcement to show when we change areas, so don't flag as seen
return true
end
-- Make sure to update the promotional events manager: due to the timing
-- of the Lua events it may not have updated even though the data is ready
return true
end
if shouldShow and not (HasShownMarketAnnouncement() or SCENE_MANAGER:IsShowing("marketAnnouncement")) then
else
end
end
end
end
end
else
end
end
end
end
else
end
end
end
end
end
end
return SCENE_MANAGER:IsShowing("marketAnnouncement") or RETURNING_PLAYER_MANAGER:IsShowingReturningPlayerScene()
end
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