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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 |
--[[
The ActionBarAssignmentManager represents the the state of your skills on the AssignableActionBar, which is used inside the Skills UI.
The skills UI is allowed to assign new skills without applying it to your "real" action bar, so this shouldn't be taken as the "truth" as the server sees it, but a pending state for the UI.
This pending state is actually applied along with pending skill allocations inside of the SkillsAndActionBarManager.
]] --
-- These bars can be viewed inside of skills. This should be every bar used ingame.
local VIEWABLE_HOTBAR_CATEGORY_SET =
{
[ HOTBAR_CATEGORY_PRIMARY ] = true ,
[ HOTBAR_CATEGORY_BACKUP ] = true ,
[ HOTBAR_CATEGORY_OVERLOAD ] = true ,
[ HOTBAR_CATEGORY_WEREWOLF ] = true ,
[ HOTBAR_CATEGORY_TEMPORARY ] = true ,
[ HOTBAR_CATEGORY_DAEDRIC_ARTIFACT ] = true ,
[ HOTBAR_CATEGORY_COMPANION ] = true ,
}
-- These bars can be edited, and the server will persist those edits
local ASSIGNABLE_HOTBAR_CATEGORY_SET =
{
[ HOTBAR_CATEGORY_PRIMARY ] = true ,
[ HOTBAR_CATEGORY_BACKUP ] = true ,
[ HOTBAR_CATEGORY_OVERLOAD ] = true ,
[ HOTBAR_CATEGORY_WEREWOLF ] = true ,
[ HOTBAR_CATEGORY_COMPANION ] = true ,
}
-- These bars apply to the player, and hold player skills
ASSIGNABLE_PLAYER_HOTBAR_CATEGORY_SET [ HOTBAR_CATEGORY_COMPANION ] = nil
-- These bars have an associated weapon pair with them
local WEAPON_PAIR_HOTBAR_CATEGORY_SET = { }
WEAPON_PAIR_HOTBAR_CATEGORY_SET [ hotbarCategory ] = true
end
end
local HOTBAR_CYCLE_ORDER =
{
HOTBAR_CATEGORY_PRIMARY ,
HOTBAR_CATEGORY_BACKUP ,
HOTBAR_CATEGORY_COMPANION ,
HOTBAR_CATEGORY_OVERLOAD ,
HOTBAR_CATEGORY_WEREWOLF ,
HOTBAR_CATEGORY_TEMPORARY ,
HOTBAR_CATEGORY_DAEDRIC_ARTIFACT ,
}
-- these enums are 0-indexed for historical reasons, while the API that action bars actually use are 1-indexed.
-- we'll just convert them here instead of breaking addons that use the old indexes (which were already broken, anyways)
local SKILL_BAR_FIRST_NORMAL_SLOT_INDEX = ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 1
local SKILL_BAR_LAST_NORMAL_SLOT_INDEX = ACTION_BAR_ULTIMATE_SLOT_INDEX
local SKILL_BAR_ULTIMATE_SLOT_INDEX = ACTION_BAR_ULTIMATE_SLOT_INDEX + 1
local SKILL_BAR_START_SLOT_INDEX , SKILL_BAR_END_SLOT_INDEX = GetAssignableAbilityBarStartAndEndSlots ( )
--------------------------------
-- Slottable Action Interface --
--------------------------------
--[[
A slottable action represents any action you can put into an ActionSlot from inside the Skills UI, which include:
* the empty action (aka, this slot does nothing)
* active skills
* ultimates
* raw abilities
This does not include quickslots, which aren't shown and have their own handling someplace else.
]] --
ZO_SLOTTABLE_ACTION_TYPE_EMPTY = 1
ZO_SLOTTABLE_ACTION_TYPE_PLAYER_SKILL = 2
ZO_SLOTTABLE_ACTION_TYPE_ABILITY = 3
ZO_SLOTTABLE_ACTION_TYPE_COMPANION_SKILL = 4
end
end
end
end
end
-- This can return nil
end
end
end
end
-- This can return nil
end
end
end
end
-- can be overridden
return false
end
return nil
end
return nil
end
------------------
-- Empty Action --
------------------
--[[
The empty action has no state, it's always action ID 0. To use it, use the ZO_EMPTY_SLOTTABLE_ACTION singleton instead of the class.
]] --
return ZO_SLOTTABLE_ACTION_TYPE_EMPTY
end
local NO_ACTION_ID = 0
return NO_ACTION_ID
end
return ACTION_TYPE_NOTHING
end
end
return false
end
-- Empty slots have no icon
return nil
end
return false
end
return true -- It's always valid to have an empty slot
end
-- Empty out tooltips
end
-- Empty slots have no tooltip
return nil
end
-- Do nothing
end
return false -- pickup failed
end
-----------------------------
-- Slottable Player Skills --
-----------------------------
self . hotbarCategory = hotbarCategory -- used for visualization purposes, has no effect on things like equality or the resulting message
end
end
return ZO_SLOTTABLE_ACTION_TYPE_PLAYER_SKILL
end
else
end
end
return ACTION_TYPE_CRAFTED_ABILITY
else
return ACTION_TYPE_ABILITY
end
end
return otherSlottableAction ~= nil and otherSlottableAction : GetSlottableActionType ( ) == self : GetSlottableActionType ( ) and self . skillData == otherSlottableAction . skillData
end
end
else
return rootAbilityId
end
end
end
end
-- We should invalidate skills that have been refunded
end
GAMEPAD_TOOLTIPS : LayoutAbilityWithSkillProgressionData ( tooltipType , self : GetEffectiveAbilityId ( ) , self . skillData : GetPointAllocatorProgressionData ( ) )
end
return SkillTooltip
end
local DONT_SHOW_SKILL_POINT_COST = false
local DONT_SHOW_UPGRADE_TEXT = false
local DONT_SHOW_ADVISED = false
local DONT_SHOW_BAD_MORPH = false
local NO_OVERRIDE_RANK = nil
self . skillData : GetPointAllocatorProgressionData ( ) : SetKeyboardTooltip ( tooltipControl , DONT_SHOW_SKILL_POINT_COST , DONT_SHOW_UPGRADE_TEXT , DONT_SHOW_ADVISED , DONT_SHOW_BAD_MORPH , NO_OVERRIDE_RANK , self : GetEffectiveAbilityId ( ) )
end
end
end
--------------------------------
-- Slottable Companion Skills --
--------------------------------
self . hotbarCategory = hotbarCategory -- used for visualization purposes, has no effect on things like equality or the resulting message
end
end
return ZO_SLOTTABLE_ACTION_TYPE_COMPANION_SKILL
end
end
return ACTION_TYPE_ABILITY
end
return otherSlottableAction ~= nil and otherSlottableAction : GetSlottableActionType ( ) == self : GetSlottableActionType ( ) and self . skillData == otherSlottableAction . skillData
end
end
end
end
end
-- We should invalidate skills that have been refunded
end
GAMEPAD_TOOLTIPS : LayoutCompanionSkillProgression ( tooltipType , self . skillData : GetPointAllocatorProgressionData ( ) )
end
return SkillTooltip
end
end
end
-----------------------
-- Slottable Ability --
-----------------------
--[[
Slottable abilities are "loose", aka unassociated with a skill line. These should only show up on temp bars in normal play.
These are built under the assumption that they can't be edited, because you can't edit temp bars.
]] --
end
return ZO_SLOTTABLE_ACTION_TYPE_ABILITY
end
end
return ACTION_TYPE_ABILITY
end
return otherSlottableAction ~= nil and otherSlottableAction : GetSlottableActionType ( ) == ZO_SLOTTABLE_ACTION_TYPE_ABILITY and self . abilityId == otherSlottableAction : GetActionId ( )
end
return false
end
end
return true
end
return true
end
end
return AbilityTooltip
end
end
return false
end
------------
-- Hotbar --
------------
--[[
Hotbar objects model the subset of a server side hotbar that matters for the skills window: We only care about the 5 active slots and the one ultimate slot, and we only store SlottableActions.
]] --
for actionSlotIndex = SKILL_BAR_START_SLOT_INDEX , SKILL_BAR_END_SLOT_INDEX do
local progressionId = GetSkillProgressionIdForHotbarSlotOverrideRule ( actionSlotIndex , hotbarCategory )
if progressionId ~= 0 then
self . overrideSlotSkillDatas [ actionSlotIndex ] = SKILLS_DATA_MANAGER : GetSkillDataByProgressionId ( progressionId )
end
end
end
end
for actionSlotIndex = SKILL_BAR_START_SLOT_INDEX , SKILL_BAR_END_SLOT_INDEX do
end
end
if actionSlotIndex < SKILL_BAR_START_SLOT_INDEX or actionSlotIndex > SKILL_BAR_END_SLOT_INDEX then
-- We can't assign skills to this actionSlotIndex
return
end
if overrideSkillData then
return
end
if actionType == ACTION_TYPE_ABILITY then
if companionSkillData then
self . slots [ actionSlotIndex ] = ZO_SlottableCompanionSkill : New ( companionSkillData , self . hotbarCategory )
return
else
internalassert ( false , string . format ( "Attempted to place non-companion ability %d on companion bar; does the companion skill manager know about this ability?" , abilityId ) )
end
end
if playerSkillProgressionData then
self . slots [ actionSlotIndex ] = ZO_SlottablePlayerSkill : New ( playerSkillProgressionData : GetSkillData ( ) , self . hotbarCategory )
return
end
return
end
return
end
elseif actionType == ACTION_TYPE_CRAFTED_ABILITY then
if playerSkillProgressionData then
self . slots [ actionSlotIndex ] = ZO_SlottablePlayerSkill : New ( playerSkillProgressionData : GetSkillData ( ) , self . hotbarCategory )
return
end
end
end
end
end
return overrideSkillData
end
return nil
end
end
if pendingAction == nil then
return false
end
local pendingActionId
if pendingActionType == ACTION_TYPE_ABILITY and ( slottableActionType == ZO_SLOTTABLE_ACTION_TYPE_PLAYER_SKILL or slottableActionType == ZO_SLOTTABLE_ACTION_TYPE_COMPANION_SKILL ) then
else
end
return pendingActionType ~= actionType or pendingActionId ~= actionId
end
end
end
end
end
return HOT_BAR_RESULT_CANNOT_EDIT_HOTBAR
end
return HOT_BAR_RESULT_SLOT_LOCKED
end
if self : GetOverrideSkillDataForSlot ( actionSlotIndex ) or not self : IsSlotMutable ( actionSlotIndex ) then
return HOT_BAR_RESULT_CANNOT_EDIT_SLOT
end
return HOT_BAR_RESULT_NO_COMBAT_SWAP
end
return HOT_BAR_RESULT_SUCCESS
end
function ZO_ActionBarAssignmentManager_Hotbar : GetExpectedSkillSlotResult ( actionSlotIndex , skillData )
if editResult ~= HOT_BAR_RESULT_SUCCESS then
return editResult
end
if isPlayerSkill then
if isWerewolfBar and not isWerewolfSkill then
return HOT_BAR_RESULT_CANNOT_USE_WHILE_WEREWOLF
end
end
if isUltimateSlot then
return HOT_BAR_RESULT_IS_NOT_ULTIMATE
else
return HOT_BAR_RESULT_IS_NOT_NORMAL
end
end
return HOT_BAR_RESULT_SUCCESS
end
do
local IS_CHANGED_BY_PLAYER = true
return
end
if expectedResult ~= HOT_BAR_RESULT_SUCCESS then
return false
end
ACTION_BAR_ASSIGNMENT_MANAGER : FireCallbacks ( "SlotUpdated" , self . hotbarCategory , actionSlotIndex , IS_CHANGED_BY_PLAYER )
end
-- this slot already has this skill, skip
return false
end
-- you can't slot this specific skill here
if expectedResult ~= HOT_BAR_RESULT_SUCCESS then
return false
end
-- the skill is already slotted on this bar, clear that instance out
if oldactionSlotIndex then
end
else
end
ACTION_BAR_ASSIGNMENT_MANAGER : FireCallbacks ( "SlotUpdated" , self . hotbarCategory , actionSlotIndex , IS_CHANGED_BY_PLAYER )
return true
end
function ZO_ActionBarAssignmentManager_Hotbar : AssignSkillToSlotByAbilityId ( actionSlotIndex , abilityId )
if playerSkillProgressionData then
end
if companionSkillData then
end
return false
end
end
-- Can't slot passives
return nil
end
-- This is an ultimate, it can only be slotted in one place
if self : GetSlotData ( SKILL_BAR_ULTIMATE_SLOT_INDEX ) : IsEmpty ( ) and not self : IsSlotLocked ( SKILL_BAR_ULTIMATE_SLOT_INDEX ) then
return SKILL_BAR_ULTIMATE_SLOT_INDEX
end
else
-- This is a normal active, slot it in the first empty slot
for actionSlotIndex = SKILL_BAR_FIRST_NORMAL_SLOT_INDEX , SKILL_BAR_LAST_NORMAL_SLOT_INDEX do
return actionSlotIndex
end
end
end
return nil
end
return actionSlotIndex
end
end
end
end
-- NumHotbarsInCycle is kept in sync by these two methods: if you manipulate isInCycle someplace else, you'll have a bad time
end
end
end
end
end
local IS_CHANGED_BY_PLAYER = true
end
end
end
end
-----------------------------------
-- Action Bar Assignment Manager --
-----------------------------------
end
end
-- Action slot events
if VIEWABLE_HOTBAR_CATEGORY_SET [ hotbarCategory ] then
-- Only refresh from data when not respeccing.
end
if justUnlocked then
end
end
end
EVENT_MANAGER : RegisterForEvent ( "ZO_ActionBarAssignmentManager" , EVENT_HOTBAR_SLOT_UPDATED , OnHotbarSlotUpdated )
if shouldUpdateSlotAssignments then
end
end
EVENT_MANAGER : RegisterForEvent ( "ZO_ActionBarAssignmentManager" , EVENT_ACTION_SLOTS_ACTIVE_HOTBAR_UPDATED , OnActiveHotbarUpdated )
end
EVENT_MANAGER : RegisterForEvent ( "ZO_ActionBarAssignmentManager" , EVENT_ACTION_SLOTS_ALL_HOTBARS_UPDATED , ResetAllHotbars )
end
SKILLS_AND_ACTION_BAR_MANAGER : RegisterCallback ( "SkillPointAllocationModeChanged" , ResetPlayerHotbars )
-- Current morph may have changed, refresh visuals
end
end
EVENT_MANAGER : RegisterForEvent ( "ZO_ActionBarAssignmentManager" , EVENT_WEAPON_PAIR_LOCK_CHANGED , UpdateWeaponSwapState )
if VIEWABLE_HOTBAR_CATEGORY_SET [ hotbarCategory ] then
if abilityId == 0 then
end
else
if progressionData and hotbar : AssignSkillToSlot ( actionSlotIndex , progressionData : GetSkillData ( ) ) then
end
end
end
end
EVENT_MANAGER : RegisterForEvent ( "ZO_ActionBarAssignmentManager" , EVENT_HOTBAR_SLOT_CHANGE_REQUESTED , HandleSlotChangeRequested )
-- Skill point Allocation events
return
end
else
end
end
return
end
end
end
end
end
SKILL_POINT_ALLOCATION_MANAGER : RegisterCallback ( "SkillProgressionKeyChanged" , OnSkillProgressionStateChanged )
else
end
end
end
end
-- weapon swapping unlocked state events
end
EVENT_MANAGER : RegisterForEvent ( "ZO_ActionBarAssignmentManager" , EVENT_UNIT_CREATED , OnPlayerUnitCreated )
EVENT_MANAGER : AddFilterForEvent ( "ZO_ActionBarAssignmentManager" , EVENT_UNIT_CREATED , REGISTER_FILTER_UNIT_TAG , "player" )
end
EVENT_MANAGER : RegisterForEvent ( "ZO_ActionBarAssignmentManager" , EVENT_LEVEL_UPDATE , OnPlayerLevelUpdate )
EVENT_MANAGER : AddFilterForEvent ( "ZO_ActionBarAssignmentManager" , EVENT_LEVEL_UPDATE , REGISTER_FILTER_UNIT_TAG , "player" )
else
-- We do not have companion skills data at this time, let's skip the companion bar until we do
end
end
EVENT_MANAGER : RegisterForEvent ( "ZO_ActionBarAssignmentManager" , EVENT_PLAYER_ACTIVATED , OnPlayerActivated )
-- the companion may or may not be resummoned after a jump or load
-- screen, let's clear out the data so we can refill it afterward.
end
EVENT_MANAGER : RegisterForEvent ( "ZO_ActionBarAssignmentManager" , EVENT_PLAYER_DEACTIVATED , OnPlayerDeactivated )
end
if VIEWABLE_HOTBAR_CATEGORY_SET [ playerActiveHotbarCategory ] and self . overrideHotbarCategory == nil then
end
end
end
end
end
end
end
end
-- Don't perform werewolf changes if the werewolf line isn't unlocked
-- this solves an issue where characters that have refunded werewolf still try to place their auto-grant ultimate on the werewolf bar
if hotbarCategory == HOTBAR_CATEGORY_WEREWOLF then
end
return true -- most hotbars are cool
end
return true
end
end
end
end
return false
end
local anyChangesAdded = false
anyChangesAdded = true
AddHotbarSlotChangeToAllocationRequest ( actionSlotIndex , hotbarCategory , action : GetActionType ( ) , action : GetActionId ( ) )
end
end
end
end
return anyChangesAdded
end
end
end
end
return hotbar
end
return
end
if not weaponSwapDisabled then
end
end
end
end
end
end
end
end
end
end
else
end
end
return true
end
end
return false
end
end
else
end
end
if overrideHotbarCategory then
else
end
end
end
end
return false
end
-- Normally you can only hotbar cycle from your weapon bars, so preserve that behavior here
end
local oldCycleIndex = ZO_IndexOfElementInNumericallyIndexedTable ( HOTBAR_CYCLE_ORDER , self . currentHotbarCategory )
local newCycleIndex = oldCycleIndex
local cycleLength = # HOTBAR_CYCLE_ORDER
repeat
newCycleIndex = ( newCycleIndex % cycleLength ) + 1
until newCycleIndex == oldCycleIndex or self : GetHotbar ( HOTBAR_CYCLE_ORDER [ newCycleIndex ] ) : IsInCycle ( )
internalassert ( newCycleIndex ~= oldCycleIndex , "no other hotbar found in cycle, cycling requires at least 2 hotbars" )
end
end
end
function ZO_ActionBarAssignmentManager : SetIsHotbarSwapAnimationPlaying ( isHotbarSwapAnimationPlaying )
end
end
return
end
end
return actionSlotIndex == SKILL_BAR_ULTIMATE_SLOT_INDEX
end
function ZO_ActionBarAssignmentManager : GetActionNameForSlot ( actionSlotIndex , hotbarCategory , isGamepadPreferred )
local keyboardActionName , gamepadActionName = self : GetKeyboardAndGamepadActionNameForSlot ( actionSlotIndex , hotbarCategory )
if isGamepadPreferred then
return gamepadActionName
else
return keyboardActionName
end
end
function ZO_ActionBarAssignmentManager : GetKeyboardAndGamepadActionNameForSlot ( actionSlotIndex , hotbarCategory )
if hotbarCategory == HOTBAR_CATEGORY_QUICKSLOT_WHEEL then
return "ACTION_BUTTON_9" , "GAMEPAD_ACTION_BUTTON_9"
elseif hotbarCategory == HOTBAR_CATEGORY_COMPANION then
return "COMMAND_PET" , "COMMAND_PET"
end
-- use Automatic Cast priority instead
return nil , nil
end
return keyboardActionName , gamepadActionName
end
function ZO_ActionBarAssignmentManager : GetAutomaticCastPriorityForSlot ( actionSlotIndex , hotbarCategory )
-- Normal companion skills are automatically cast by their companion, from left to right
local isCompanionBar = hotbarCategory == HOTBAR_CATEGORY_COMPANION
-- first slot is 1, continuing from left to right
return actionSlotIndex - SKILL_BAR_FIRST_NORMAL_SLOT_INDEX + 1
end
return nil
end
-- We check if GetExpectedSkillSlotResult() here is valid ahead of time to supress the alert the Assign() would otherwise trigger for an invalid result. If we would fail, fail silently instead.
-- There is also an encoded assumption here that any empty slot is as good as any other slot for the GetExpectedSkillSlotResult(), so we only need to check one before bailing out.
if actionSlotIndex and hotbar : GetExpectedSkillSlotResult ( actionSlotIndex , skillData ) == HOT_BAR_RESULT_SUCCESS then
return true
end
return false
end
if actionSlotIndex then
end
end
end
|