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 |
ZO_GamepadStoreListComponent . Initialize ( self , scene , ZO_MODE_STORE_BUY , GetString ( SI_STORE_MODE_BUY ) )
end
if newState == SCENE_SHOWING then
elseif newState == SCENE_HIDING then
end
end
end )
self : CreateModeData ( SI_STORE_MODE_BUY , ZO_MODE_STORE_BUY , "EsoUI/Art/Vendor/vendor_tabIcon_buy_up.dds" , self . fragment , self . keybindStripDescriptor )
end
end
end
if updateReason == INVENTORY_UPDATE_REASON_DEFAULT then
end
end
end
end
end
end
-- Buy screen keybind
{
repairAllKeybind ,
{
else
end
end ,
end ,
-- if we are previewing something, we can end it regardless of our selection
if isCurrentlyPreviewing then
return true
end
if targetData then
else
return false
end
end ,
} ,
}
GAME_NAVIGATION_TYPE_BUTTON ,
nil ,
)
GAME_NAVIGATION_TYPE_BUTTON )
GAME_NAVIGATION_TYPE_BUTTON ,
nil ,
)
GAME_NAVIGATION_TYPE_BUTTON ,
nil )
end
if quantity > 0 then
if not ZO_Currency_TryShowThresholdDialog ( selectedData . slotIndex , quantity , selectedData . dataSource ) then
end
end
else
if maxItems > 1 then
STORE_WINDOW_GAMEPAD : SetupSpinner ( maxItems , 1 , selectedData . sellPrice , selectedData . currencyType1 or CURT_MONEY )
elseif maxItems == 1 then
if not ZO_Currency_TryShowThresholdDialog ( selectedData . slotIndex , maxItems , selectedData . dataSource ) then
end
end
end
end
if selectedData then
if not selectedData . dataSource . meetsRequirementsToBuy then
return false , selectedData . dataSource . requiredToBuyErrorText
end
end
if selectedData . entryType ~= STORE_ENTRY_TYPE_COLLECTIBLE then
end
end
return true
else
return false
end
end
end
end
function ZO_GamepadStoreBuy : SetupEntry ( control , data , selected , selectedDuringRebuild , enabled , activated )
local price = self . confirmationMode and selected and data . sellPrice * STORE_WINDOW_GAMEPAD : GetSpinnerValue ( ) or data . sellPrice
self : SetupStoreItem ( control , data , selected , selectedDuringRebuild , enabled , activated , price , not ZO_STORE_FORCE_VALID_PRICE , ZO_MODE_STORE_BUY )
end
if buyData then
end
end
if shouldActivateVendorBlur then
else
-- As is the case with other item preview fragments, we want to override the
-- hideOnSceneHidden behavior the blur fragment normally has, but only
-- when toggling preview on/off. if we are hiding the scene normally, we
-- should continue using hideOnSceneHidden. More info in ZO_SceneManager_Base:RemoveFragmentImmediately().
end
end
else
ITEM_PREVIEW_GAMEPAD : SetInteractionCameraPreviewEnabled ( false , FRAME_TARGET_STORE_GAMEPAD_FRAGMENT , FRAME_PLAYER_ON_SCENE_HIDDEN_FRAGMENT , GAMEPAD_NAV_QUADRANT_3_4_ITEM_PREVIEW_OPTIONS_FRAGMENT )
end
elseif selectedData then
end
end
ITEM_PREVIEW_GAMEPAD : ToggleInteractionCameraPreview ( FRAME_TARGET_STORE_GAMEPAD_FRAGMENT , FRAME_PLAYER_ON_SCENE_HIDDEN_FRAGMENT , GAMEPAD_NAV_QUADRANT_3_4_ITEM_PREVIEW_OPTIONS_FRAGMENT )
end
end
return false
end |