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do local ORIGIN_COLOR = { } return ORIGIN_COLOR[ZO_REMOTE_SCENE_CHANGE_ORIGIN] endend------------Scene----------local g_loggingEnabled = false-- AliasSCENE_SHOWING = ZO_STATE.SHOWINGSCENE_SHOWN = ZO_STATE.SHOWNSCENE_HIDING = ZO_STATE.HIDINGSCENE_HIDDEN = ZO_STATE.HIDDENend endend break end endend return true end end return falseendendend end endend endend endend endendendendendendend if(fragmentCategory == category) then return fragment end endend --Making a local for the scene name so it appears in the traceback in case of errors end --We will DetermineIfTransitionIsComplete when calling RefreshFragments below. Allowing DetermineIfTransitionIsComplete before then will not have allowed the fragments to react the scene state change which --can cause the scene to finish the transition before some fragments even got a chance to try hiding or showing. The specific case that triggered this was removing a temporary fragment in the scene hiding callback. end local AS_A_RESULT_OF_SCENE_STATE_CHANGE = true endend --Meant to be overridenend end endend local NO_CUSTOM_SHOW_PARAMETER = nil local NO_CUSTOM_HIDE_PARAMETER = nil fragment:Refresh(NO_CUSTOM_SHOW_PARAMETER, NO_CUSTOM_HIDE_PARAMETER, asAResultOfSceneStateChange, self) endend --wait until after we have refreshed all fragments to evaluate if we're done --Protect against fragments being added or removed during iteration by unpacking onto the stackend endendend local allHiddenImmediately = true allHiddenImmediately = false end end end return allHiddenImmediatelyend local hasHideOnSceneHiddenFragments = false --If we waited for a fragment with a conditional to show before considering the scene shown we may wait forever, --because the conditional may not be true. So we just ignore them on show. return false end if fragmentState == SCENE_FRAGMENT_HIDING then hasHideOnSceneHiddenFragments = true else return false end end end end end if hasHideOnSceneHiddenFragments then --dont evaluate whether we should transition as a result of hiding a fragment here --since we're already evaluating that right now and will return the correct result --Protect against fragments being added or removed during iteration by unpacking onto the stack return allHiddenImmediately end return trueendendend return end local nextState = nil nextState = SCENE_SHOWN nextState = SCENE_HIDDEN end if not nextState then return end endendendendendendendfunction ZO_Scene:ConfirmHideScene(nextSceneName, push, nextSceneClearsSceneStack, numScenesNextScenePops, bypassHideSceneConfirmationReason)endend SCENE_MANAGER:Show(nextSceneName, push, nextSceneClearsSceneStack, numScenesNextScenePops, ZO_BHSCR_ALREADY_SEEN)endendendend return self.wasRequestedToShowInGamepadPreferredMode or self.inputPreferredMode == INPUT_PREFERRED_MODE_ALWAYS_GAMEPADendend return falseendendendendendfunction ZO_Scene:SetHandleGamepadPreferredModeChangedCallback(handleGamepadPreferredModeChangedCallback)endend WriteToInterfaceLog(string.format("%s - %s - %s", ZO_Scene_GetOriginColor():Colorize(GetString("SI_SCENEMANAGERMESSAGEORIGIN", ZO_REMOTE_SCENE_CHANGE_ORIGIN)), self.name, message)) endend------------Remote Scene----------endend if newState == SCENE_HIDING or newState == SCENE_SHOWING then else end -- call parent SetState after we send out message because it could -- trigger another call to SetState and the events would be out of order endend -- we are done, but some remote scene might not have reported that it is also done -- only set the state if both scenes have completed their transition endend return trueendendendend else self:Log(string.format("Sequence Numbers did not match. Expected %d, got %d", self:GetSequenceNumber(), sequenceNumber)) end endend |