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ZO_ARMORY_BUILD_ICON_TEXTURE_FORMATTER = "EsoUI/Art/Armory/BuildIcons/buildIcon_%d.dds"ZO_ARMORY_NUM_BUILD_ICONS = 78------------------------------- Armory Manager----------------------------- { interactTypes = { INTERACTION_ARMORY }, } EVENT_MANAGER:RegisterForEvent("ArmoryManager", EVENT_ARMORY_BUILDS_FULL_UPDATE, function() self:RefreshBuildList() end) EVENT_MANAGER:RegisterForEvent("ArmoryManager", EVENT_ARMORY_BUILD_COUNT_UPDATED, function() self:RefreshBuildList() end) EVENT_MANAGER:RegisterForEvent("ArmoryManager", EVENT_ARMORY_BUILD_OPERATION_STARTED, function(...) self:OnBuildOperationStarted(...) end) EVENT_MANAGER:RegisterForEvent("ArmoryManager", EVENT_ARMORY_BUILD_SAVE_RESPONSE, function(...) self:OnBuildSaveResponseReceived(...) end) EVENT_MANAGER:RegisterForEvent("ArmoryManager", EVENT_ARMORY_BUILD_RESTORE_RESPONSE, function(...) self:OnBuildRestoreResponseReceived(...) end) EVENT_MANAGER:RegisterForEvent("ArmoryManager", EVENT_ARMORY_BUILD_UPDATED, function(...) self:FireCallbacks("BuildListUpdated") end) else end end)end endend if operationType == ARMORY_BUILD_OPERATION_TYPE_SAVE then elseif operationType == ARMORY_BUILD_OPERATION_TYPE_RESTORE then end endendlocal OPERATION_DIALOG_DELAY_MS = 500 internalassert(self.currentBuildOperation == ARMORY_BUILD_OPERATION_TYPE_NONE, "Attempting to start an armory build operation when one is already in progress") if buildData then local textParams = { } self.buildOperationInProgressDialogCallId = zo_callLater(function() self:TryShowBuildOperationDialog(textParams, operationType) end, OPERATION_DIALOG_DELAY_MS) endend --Only do this part if a build save was already in progress end end if result == ARMORY_BUILD_SAVE_RESULT_SUCCESS then if buildData then ZO_Dialogs_ShowPlatformDialog("ARMORY_BUILD_SAVE_SUCCESS_DIALOG", nil, { mainTextParams = { ZO_SELECTED_TEXT:Colorize(buildData:GetName()) } }) end else ZO_Dialogs_ShowPlatformDialog("ARMORY_BUILD_SAVE_FAILED_DIALOG", nil, { mainTextParams = { GetString("SI_ARMORYBUILDSAVERESULT", result) } }) endend --Only do this part if a build restore was already in progress end end if result == ARMORY_BUILD_RESTORE_RESULT_SUCCESS then if buildData then ZO_Dialogs_ShowPlatformDialog("ARMORY_BUILD_RESTORE_SUCCESS_DIALOG", nil, { mainTextParams = { ZO_SELECTED_TEXT:Colorize(buildData:GetName()) } }) end else ZO_Dialogs_ShowPlatformDialog("ARMORY_BUILD_RESTORE_FAILED_DIALOG", nil, { mainTextParams = { GetString("SI_ARMORYBUILDRESTORERESULT", result) } }) endendendend else end endenddo local GAMPAD_EQUIPMENT_SLOT_TYPES = { EQUIP_SLOT_MAIN_HAND, EQUIP_SLOT_OFF_HAND, EQUIP_SLOT_POISON, EQUIP_SLOT_BACKUP_MAIN, EQUIP_SLOT_BACKUP_OFF, EQUIP_SLOT_BACKUP_POISON, EQUIP_SLOT_HEAD, EQUIP_SLOT_CHEST, EQUIP_SLOT_SHOULDERS, EQUIP_SLOT_WAIST, EQUIP_SLOT_HAND, EQUIP_SLOT_LEGS, EQUIP_SLOT_FEET, EQUIP_SLOT_NECK, EQUIP_SLOT_RING1, EQUIP_SLOT_RING2, } -- The set of equip slots shown in a build in their expected order. local EQUIPMENT_SLOT_TYPES = { EQUIP_SLOT_HEAD, EQUIP_SLOT_SHOULDERS, EQUIP_SLOT_CHEST, EQUIP_SLOT_HAND, EQUIP_SLOT_WAIST, EQUIP_SLOT_LEGS, EQUIP_SLOT_FEET, EQUIP_SLOT_NECK, EQUIP_SLOT_RING1, EQUIP_SLOT_RING2, } return GAMPAD_EQUIPMENT_SLOT_TYPES else return EQUIPMENT_SLOT_TYPES end end local SUPPORTED_SKILLS_HOTBAR_CATEGORIES = { [HOTBAR_CATEGORY_PRIMARY] = true, [HOTBAR_CATEGORY_BACKUP] = true, } return SUPPORTED_SKILLS_HOTBAR_CATEGORIES endendend if buildData then if operationType == ARMORY_BUILD_OPERATION_TYPE_RESTORE then { selectedBuildIndex = buildIndex, } ZO_Dialogs_ShowPlatformDialog("ARMORY_BUILD_RESTORE_CONFIRM_DIALOG", data, { mainTextParams = { ZO_SELECTED_TEXT:Colorize(buildData:GetName()) } }) elseif operationType == ARMORY_BUILD_OPERATION_TYPE_SAVE then ZO_Dialogs_ShowPlatformDialog("ARMORY_BUILD_SAVE_CONFIRM_DIALOG", { selectedBuildIndex = buildIndex }, { mainTextParams = { ZO_SELECTED_TEXT:Colorize(buildData:GetName()) } }) end endend for i = 1, ZO_ARMORY_NUM_BUILD_ICONS do endend for index = 1, numBuilds do endendendendend |