|
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 |
ZO_InteractScene_Mixin = {} -- If the interact ended for reasons outside of our control (i.e.: combat), this scenes state is essentially no longer valid so we need to abort and come back in anyway if not interactionInfo.registeredScenes then interactionInfo.registeredScenes = {} end if currentScene and currentScene:IsShowing() and interactionInfo.registeredScenes[currentScene] then end end end if interactionInfo.registeredScenes then endendendend if not (newNextScene and newNextScene.GetInteractionInfo and newNextScene:GetInteractionInfo() == self.interactionInfo) then end endendend local endInteraction = true if nextScene then local nextSceneInteractTypes = nextSceneInteractionInfo.interactTypes -- see if ALL of my scene's interact types will be satisfied by the next scene local allTypesMatched = true for i = 1, #mySceneInteractTypes do local typeMatch = false for j = 1, #nextSceneInteractTypes do if mySceneInteractTypes[i] == nextSceneInteractTypes[j] then typeMatch = true break end end if not typeMatch then allTypesMatched = false break end end if allTypesMatched then endInteraction = false end end end if endInteraction then endend-- Interact Scene --endend if newState == SCENE_SHOWING then elseif newState == SCENE_HIDDEN then endend-- Remote Interact Scene --endend if newState == SCENE_SHOWING then elseif newState == SCENE_HIDDEN then endend |