- ingame/achievements/keyboard/achievements.lua:989 --
self.refreshGroups:AddRefreshGroup("FullUpdate",
{
RefreshAll = function()
self:OnAchievementsUpdated()
end,
})
- ingame/achievements/keyboard/achievements.lua:996 --
self.refreshGroups:AddRefreshGroup("AchievementUpdated",
{
RefreshSingle = function(achievementId)
self:OnAchievementUpdated(achievementId)
end,
})
- ingame/achievements/keyboard/achievements.lua:1003 --
self.refreshGroups:AddRefreshGroup("AchievementAwarded",
{
RefreshSingle = function(achievementId)
self:OnAchievementAwarded(achievementId)
end,
})
- ingame/collections/keyboard/collectionsbook.lua:523 --
self.refreshGroups:AddRefreshGroup("FullUpdate",
{
RefreshAll = function()
self:UpdateCollection()
end,
})
- ingame/collections/keyboard/collectionsbook.lua:530 --
self.refreshGroups:AddRefreshGroup("CollectibleUpdated",
{
RefreshSingle = function(collectibleId)
self:UpdateCollectible(collectibleId)
end,
})
- ingame/housingeditor/furnituremanager_shared.lua:69 --
self.refreshGroups:AddRefreshGroup("UpdatePlacementFurniture",
{
RefreshAll = function()
self.placeableFurnitureCategoryTreeData:Clear()
local itemFurnitureCache = self:GetPlaceableFurnitureCache(ZO_PLACEABLE_TYPE_ITEM)
local foundBankInventory = false
for bagId, bagEntries in pairs(itemFurnitureCache) do
self:BuildCategoryTreeData(self.placeableFurnitureCategoryTreeData, bagEntries)
if bagId == BAG_BANK then
foundBankInventory = true
end
end
-- it's very possible that we do not have the banks contents created at this point in the inventory cache
-- so in the case that we did not have it yet, we need to create the data and put it in the category tree
if not foundBankInventory then
local filteredDataTable = SHARED_INVENTORY:GenerateFullSlotData(PlaceableFurnitureFilter, BAG_BANK)
for _, itemData in pairs(filteredDataTable) do
self:CreateOrUpdateItemDataEntry(itemData.bagId, itemData.slotIndex)
end
-- maybe we don't actually have anything in our bank though, so only try to add bank items if there are bank items to add
if itemFurnitureCache[BAG_BANK] then
--this filter operation will be late since we are already building the list and the text filter is async, but it will
--trigger a rebuild of the categories once it completes
--but only do this if we have a search string, otherwise this could cause the callback to make the placement list build twice
if self.placeableTextFilter ~= "" then
self:RequestApplyPlaceableTextFilterToData()
end
self:BuildCategoryTreeData(self.placeableFurnitureCategoryTreeData, itemFurnitureCache[BAG_BANK])
end
end
self:BuildCategoryTreeData(self.placeableFurnitureCategoryTreeData, self:GetPlaceableFurnitureCache(ZO_PLACEABLE_TYPE_COLLECTIBLE))
self.placeableFurnitureCategoryTreeData:SortCategoriesRecursive()
end,
RefreshSingle = function(furnitureCommand)
ApplyFurnitureCommand(self.placeableFurnitureCategoryTreeData, furnitureCommand)
end,
})
- ingame/housingeditor/furnituremanager_shared.lua:108 --
self.refreshGroups:AddRefreshGroup("UpdateRetrievableFurniture",
{
RefreshAll = function()
self.retrievableFurnitureCategoryTreeData:Clear()
self:BuildCategoryTreeData(self.retrievableFurnitureCategoryTreeData, self:GetRetrievableFurnitureCache())
self.retrievableFurnitureCategoryTreeData:SortCategoriesRecursive()
end,
RefreshSingle = function(furnitureCommand)
ApplyFurnitureCommand(self.retrievableFurnitureCategoryTreeData, furnitureCommand)
end,
})
- ingame/housingeditor/furnituremanager_shared.lua:120 --
self.refreshGroups:AddRefreshGroup("UpdateMarketProducts",
{
RefreshAll = function()
self.marketProductCategoryTreeData:Clear()
self:BuildCategoryTreeData(self.marketProductCategoryTreeData, self:GetMarketProductCache())
self.marketProductCategoryTreeData:SortCategoriesRecursive()
end,
})