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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
end
end
if operationType == ARMORY_BUILD_OPERATION_TYPE_SAVE then
elseif operationType == ARMORY_BUILD_OPERATION_TYPE_RESTORE then
end
end
end
local 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 )
end
end
--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 ) } } )
end
end
--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 ) } } )
end
end
end
end
else
end
end
end
do
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
end
end
end
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
end
end
for i = 1 , ZO_ARMORY_NUM_BUILD_ICONS do
end
end
for index = 1 , numBuilds do
end
end
end
end
end
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