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ZO_REMOTE_SCENE_NO_SCENE_IDENTIFIER = "INVALID_SCENE" EVENT_MANAGER:RegisterForEvent("SceneManager", EVENT_FOLLOWER_SCENE_FINISHED_FRAGMENT_TRANSITION, function(eventId, ...) self:OnRemoteSceneFinishedFragmentTransition(...) end)end-- scenesendend-- Parent scene-- Setting a parent scene will constrain the fragments in this scene manager to only show when the parent scene is showing.end end if parentScene then local wasShowing = oldState == SCENE_SHOWING or oldState == SCENE_SHOWN local isShowing = newState == SCENE_SHOWING or newState == SCENE_SHOWN if wasShowing ~= isShowing then --The part of ZO_SceneFragment:ComputeIfFragmentShouldShow() that cares about the parent scene only cares about the broad strokes of showing/shown vs. hiding/hidden. end end end end end end endend-- scene groupsendend if sceneGroup then end return falseend-- call whens if sceneCallbackList == nil then sceneCallbackList = {} endend if sceneCallbackList then local i = 1 while i <= #sceneCallbackList do local callWhenInfo = sceneCallbackList[i] if callWhenInfo.state == state then else i = i + 1 end end endend-- fragments if state == SCENE_SHOWING or state == SCENE_SHOWN then end endend if state ~= SCENE_HIDDEN then end endend --The fragment may already be in the hiding state waiting for scene hidden when this happens. So we enable show/hide time updates so it can re-try hiding now that it doesn't have to wait on scene hidden. else endend endend endend endend-- base scene, next scene, and current sceneendendfunction ZO_SceneManager_Base:SetNextScene(nextScene, push, nextSceneClearsSceneStack, numScenesNextScenePops) if nextScene then endendendendendend end return nilend else return false endend-- Scene logic endend endend if not self.currentScene or (self.currentScene ~= self.baseScene and self.nextScene ~= self.baseScene) then end endend if self.currentScene and self.currentScene:GetName() == sceneName and self:IsShowing(sceneName) then else endend if currentScene and currentScene:GetName() == sceneName and (currentScene:GetState() == SCENE_SHOWING or currentScene:GetState() == SCENE_SHOWN) then return true else return false endend end return falseend else return false endend end return falseendend end return nilend if oldState == SCENE_HIDING and newState == SCENE_HIDDEN then elseif newState == SCENE_HIDING then elseif newState == SCENE_SHOWN then end endend local nextSceneGroup end if lastSceneGroup ~= nextSceneGroup and lastSceneGroup ~= nil then endend -- To be overriddenend if sceneGroup then endendfunction ZO_SceneManager_Base:OnRemoteSceneFinishedFragmentTransition(sceneChangeOrigin, sceneName, sequenceNumber) endend -- optional overrideend endendendendendendendend-- We don't have a scene stack in ZO_SceneManager_Base, but-- there are still some scenes/fragments using these functions,-- so we'll maintain these functions as shared for now return false -- Optional overrideend return false -- Optional overrideend return false -- Optional overrideend |