Back to Home

ESO Lua File v100022

libraries/zo_scene/zo_scenefragmenttemplates.lua

[◄ back to folders ]
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
-- Simple Scene Fragment; just shows the control associated with the fragment, no fancy animations
ZO_SimpleSceneFragment = ZO_SceneFragment:Subclass()
function ZO_SimpleSceneFragment:New(...)
    return ZO_SceneFragment.New(self, ...)
end
function ZO_SimpleSceneFragment:Initialize(control)
    ZO_SceneFragment.Initialize(self)
    self.control = control
end
function ZO_SimpleSceneFragment:Show()
    self.control:SetHidden(false)
    self:OnShown()
end
function ZO_SimpleSceneFragment:Hide()
    self.control:SetHidden(true)
    self:OnHidden()
end
--Animated Scene Fragment
------------------------
do
    local animationPools = {}
    function AcquireAnimation(animationTemplate)
        if not animationPools[animationTemplate] then
            animationPools[animationTemplate] = ZO_AnimationPool:New(animationTemplate)
        end
        return animationPools[animationTemplate]:AcquireObject()
    end
    function ReleaseAnimation(animationTemplate, key)
        animationPools[animationTemplate]:ReleaseObject(key)
    end
end
ZO_AnimatedSceneFragment = ZO_SceneFragment:Subclass()
function ZO_AnimatedSceneFragment:New(...)
    return ZO_SceneFragment.New(self, ...)
end
function ZO_AnimatedSceneFragment:Initialize(animationTemplate, control, alwaysAnimate, duration)
    ZO_SceneFragment.Initialize(self)
    self.control = control
    self.alwaysAnimate = alwaysAnimate
    self.animationOnStop = function()
                                self.animation:SetHandler("OnStop", nil)
                                ReleaseAnimation(self.animationTemplate, self.animationKey)
                                self.animation = nil
                                self.animationKey = nil
                                -- This callback should be at the end of the function because it could cause other sequential animations to play
                                self:OnShown()
                            end
    self.animationReverseOnStop = function(_, completedPlaying)
                                    self.animation:SetHandler("OnStop", nil)
                                    if completedPlaying then
                                        self.animation:PlayInstantlyToEnd()
                                    end
                                    control:SetHidden(true)
                                                                    
                                    ReleaseAnimation(self.animationTemplate, self.animationKey)
                                    self.animation = nil
                                    self.animationKey = nil
                                    -- This callback should be at the end of the function because it could cause other sequential animations to play
                                    self:OnHidden()
                                end
    self.duration = duration or DEFAULT_SCENE_TRANSITION_TIME
    self.animationTemplate = animationTemplate
end
function ZO_AnimatedSceneFragment:GetAnimation()
    if(self.animation == nil) then
        self.animation, self.animationKey = AcquireAnimation(self.animationTemplate)
        for i=1, self.animation:GetNumAnimations() do
            self.animation:GetAnimation(i):SetDuration(self.duration)
        end
        self.animation:ApplyAllAnimationsToControl(self.control)
    end
    return self.animation
end
function ZO_AnimatedSceneFragment:GetControl()
    return self.control
end
function ZO_AnimatedSceneFragment:AddInstantScene(scene)
    if(not self.instantScenes) then
        self.instantScenes = {}
    end
    table.insert(self.instantScenes, scene)
end
function ZO_AnimatedSceneFragment:IsAnimatedInCurrentScene()
    local currentScene = self.sceneManager:GetCurrentScene()
    if(self.instantScenes) then
        for _, scene in ipairs(self.instantScenes) do
            if(currentScene == scene) then
                return false
            end 
        end
    end
    return true
end
function ZO_AnimatedSceneFragment:Show()
    local currentScene = self.sceneManager:GetCurrentScene()
    local animation = self:GetAnimation()
    animation:SetHandler("OnStop", self.animationOnStop)
    self.control:SetHidden(false)
    if((currentScene:GetState() ~= SCENE_SHOWN or self.alwaysAnimate) and self:IsAnimatedInCurrentScene()) then
        if(animation:IsPlaying()) then     
            animation:PlayForward()
        else
            animation:PlayFromStart()
        end
    else
        animation:PlayInstantlyToEnd()
    end
end
function ZO_AnimatedSceneFragment:Hide()
    local currentScene = self.sceneManager:GetCurrentScene()
    local animation = self:GetAnimation()
    animation:SetHandler("OnStop", self.animationReverseOnStop)
    if((currentScene:GetState() == SCENE_HIDING or self.alwaysAnimate) and self:IsAnimatedInCurrentScene()) then
        if(animation:IsPlaying()) then     
            animation:PlayBackward()
        else
            animation:PlayFromEnd()
        end
    else
        animation:PlayInstantlyToStart()
    end
end
ZO_FadeSceneFragment = ZO_AnimatedSceneFragment:Subclass()
function ZO_FadeSceneFragment:New(control, alwaysAnimate, duration)
    return ZO_AnimatedSceneFragment.New(self, "FadeSceneAnimation", control, alwaysAnimate, duration)
end
ZO_TranslateFromLeftSceneFragment = ZO_AnimatedSceneFragment:Subclass()
function ZO_TranslateFromLeftSceneFragment:New(control, alwaysAnimate, duration)
    return ZO_AnimatedSceneFragment.New(self, "TranslateFromLeftSceneAnimation", control, alwaysAnimate, duration)
end
ZO_TranslateFromRightSceneFragment = ZO_AnimatedSceneFragment:Subclass()
function ZO_TranslateFromRightSceneFragment:New(control, alwaysAnimate, duration)
    return ZO_AnimatedSceneFragment.New(self, "TranslateFromRightSceneAnimation", control, alwaysAnimate, duration)
end
ZO_TranslateFromBottomSceneFragment = ZO_AnimatedSceneFragment:Subclass()
function ZO_TranslateFromBottomSceneFragment:New(control, alwaysAnimate, duration)
    return ZO_AnimatedSceneFragment.New(self, "TranslateFromBottomSceneAnimation", control, alwaysAnimate, duration)
end
ZO_TranslateFromTopSceneFragment = ZO_AnimatedSceneFragment:Subclass()
function ZO_TranslateFromTopSceneFragment:New(control, alwaysAnimate, duration)
    return ZO_AnimatedSceneFragment.New(self, "TranslateFromTopSceneAnimation", control, alwaysAnimate, duration)
end
ZO_ConveyorSceneFragment = ZO_SceneFragment:Subclass()
function ZO_ConveyorSceneFragment:New(...)
    return ZO_SceneFragment.New(self, ...)
end
function ZO_ConveyorSceneFragment:Initialize(control, alwaysAnimate, inAnimation, outAnimation)
    ZO_SceneFragment.Initialize(self)
    self.control = control
    self.alwaysAnimate = alwaysAnimate
    self.inAnimation = inAnimation or "ConveyorInSceneAnimation"
    self.outAnimation = outAnimation or "ConveyorOutSceneAnimation"
    self:ComputeOffsets()
    self.animationOnStop = function(_, completedPlaying)
        self.animation:SetHandler("OnStop", nil)
        local wasHiding = self:GetState() == SCENE_FRAGMENT_HIDING
        if wasHiding and completedPlaying then
            self.animation:PlayInstantlyToStart()
        end
        if wasHiding then
            control:SetHidden(true)
        end
                                                                    
        ReleaseAnimation(self.currentAnimationTemplate, self.animationKey)
        self.animation = nil
        self.animationKey = nil
        self.currentAnimationTemplate = nil
        -- This callback should be at the end of the function because it could cause other sequential animations to play
        if wasHiding then
            self:OnHidden()
        else
            self:OnShown()
        end
    end
end
do
    --Used to allow a conveyor animation to move in the opposite direction it was designed as
    local g_reverseAnimationDirection = false
    --Allows the function below to return a variable number of results while still preforming the reset afterward
    local function UnreverseAndReturnResults(...)
        g_reverseAnimationDirection = false
        return ...
    end
    -- Use this function in order to wrap your logic in a closure that will reverse the animation and un-reverse when it's done
    -- Right now it only supports 3 return values for the behavior, add more as needed.
    -- This system makes sure we can't accidentally reverse the direction and leave it reversed. Do not expose the reverse variable globally
    -- Or allow a global function to set it explicitely
        g_reverseAnimationDirection = true
        return UnreverseAndReturnResults(behavior(...))
    end
    function ZO_ConveyorSceneFragment:ChooseAnimation()
        -- When reversed, things that would normally move forward should move backward
        -- And the animations should be swapped so the alhpas fade in the right order
        local forward = not g_reverseAnimationDirection
        local backward = not forward
        local inAnimation = g_reverseAnimationDirection and self.outAnimation or self.inAnimation
        local outAnimation = g_reverseAnimationDirection and self.inAnimation or self.outAnimation
        local currentScene = self.sceneManager:GetCurrentScene()
        if self:GetState() == SCENE_FRAGMENT_SHOWING then
            if self.sceneManager:WasSceneOnStack(currentScene:GetName()) then
                return outAnimation, backward
            end
            return inAnimation, forward
        else
            if self.sceneManager:WasSceneOnTopOfStack(currentScene:GetName()) then
                if not self.sceneManager:IsSceneOnStack(currentScene:GetName()) then
                    local nextScene = self.sceneManager:GetNextScene()
                    if not nextScene or nextScene ~= self.sceneManager:GetBaseScene() then
                        return inAnimation, backward
                    end
                end
                return outAnimation, forward
            end
            return outAnimation, forward
        end
    end
end
function ZO_ConveyorSceneFragment:ComputeOffsets()
    self.offsets = {}
    local templates = { self.inAnimation, self.outAnimation }
    for _, template in ipairs(templates) do
        local templateInfo = {}
        self.offsets[template] = templateInfo
        for i = 1, MAX_ANCHORS do
            local anchorInfo = {}
            templateInfo[i] = anchorInfo
            anchorInfo.xStartOffset, anchorInfo.xEndOffset = self:GetAnimationXOffsets(i, template)
            anchorInfo.yOffset = self:GetAnimationYOffset(i)
        end
    end
end
function ZO_ConveyorSceneFragment:GetAnimationXOffsets(index, animationTemplate)
    local isValid, point, relTo, relPoint, offsetX, offsetY = self.control:GetAnchor(index - 1)
    if isValid then    
        local controlWidth = self.control:GetWidth()
        local middleX = offsetX
        if animationTemplate == "ConveyorInSceneAnimation" then
            local rightX = middleX + controlWidth
            return rightX, middleX
        else
            local leftX = middleX - controlWidth
            return middleX, leftX
        end
    end
    return 0, 0
end
function ZO_ConveyorSceneFragment:GetAnimationYOffset(index)
    local isValid, point, relTo, relPoint, offsetX, offsetY = self.control:GetAnchor(index - 1)
    if isValid then
        return offsetY
    end
    return 0
end
function ZO_ConveyorSceneFragment:ConfigureTranslateAnimation(index)
    local templateInfo = self.offsets[self.currentAnimationTemplate]
    local anchorInfo = templateInfo[index]
    local animation = self.animation:GetAnimation(index)
    animation:SetStartOffsetX(anchorInfo.xStartOffset)
    animation:SetEndOffsetX(anchorInfo.xEndOffset)
    animation:SetStartOffsetY(anchorInfo.yOffset)
    animation:SetEndOffsetY(anchorInfo.yOffset)
end
function ZO_ConveyorSceneFragment:GetAnimation()
    local animationTemplate, playForward = self:ChooseAnimation()
    local currentScene = self.sceneManager:GetCurrentScene()
    if self.currentAnimationTemplate ~= animationTemplate then
        if self.animation then
            self.animation:SetHandler("OnStop", nil)
            self.animation:Stop()
        end
        self.currentAnimationTemplate = animationTemplate
        self.animation, self.animationKey = AcquireAnimation(animationTemplate)
        self.animation:SetHandler("OnStop", self.animationOnStop)
        self:ConfigureTranslateAnimation(1)
        self:ConfigureTranslateAnimation(2)
        self.animation:ApplyAllAnimationsToControl(self.control)
    end
    return self.animation, playForward
end
function ZO_ConveyorSceneFragment:GetControl()
    return self.control
end
function ZO_ConveyorSceneFragment:AddInstantScene(scene)
    if not self.instantScenes then
        self.instantScenes = {}
    end
    table.insert(self.instantScenes, scene)
end
function ZO_ConveyorSceneFragment:IsAnimatedInCurrentScene()
    local currentScene = self.sceneManager:GetCurrentScene()
    if self.instantScenes then
        for _, scene in ipairs(self.instantScenes) do
            if currentScene == scene then
                return false
            end 
        end
    end
    return true
end
local function PlayAnimation(animation, playForward, instant)
    if instant then
        if playForward then
            animation:PlayInstantlyToEnd()
        else
            animation:PlayInstantlyToStart()
        end
    else
        if playForward then
            animation:PlayFromStart()
        else
            animation:PlayFromEnd()
        end
    end
end
function ZO_ConveyorSceneFragment:GetBackgroundFragment()
    return GAMEPAD_NAV_QUADRANT_1_BACKGROUND_FRAGMENT
end
function ZO_ConveyorSceneFragment:ChooseAndPlayAnimation()
    local currentScene = self.sceneManager:GetCurrentScene()
    local animation, playForward = self:GetAnimation()
    
    local instant = (currentScene:GetState() == SCENE_SHOWN and not self.alwaysAnimate) or not self:IsAnimatedInCurrentScene()
    if not instant then
        local backgroundFragment = self:GetBackgroundFragment()
        --if the background is translating in we don't want the conveyor to animate because it doubles up the movement
        if backgroundFragment:GetState() == SCENE_FRAGMENT_SHOWING or backgroundFragment:GetState() == SCENE_FRAGMENT_HIDDEN then
            instant = true
        end
    end
    PlayAnimation(animation, playForward, instant)
end
function ZO_ConveyorSceneFragment:Show()
    self.control:SetHidden(false)
end
function ZO_ConveyorSceneFragment:Hide()
end
----------------------------
-- Hidable Scene Fragment
----------------------------
ZO_HideableSceneFragment = ZO_SceneFragment:Subclass()
function ZO_HideableSceneFragment:New(...)
    return ZO_SceneFragment.New(self, ...)
end
function ZO_HideableSceneFragment:Initialize()
    ZO_SceneFragment.Initialize(self)
    self.hiddenReasons = ZO_HiddenReasons:New()
    self:SetConditional(function()
        return not self.hiddenReasons:IsHidden()
    end)
end
function ZO_HideableSceneFragment:SetHiddenForReason(reason, hidden, customShowDuration, customHideDuration)
    --Refresh here even if this reason didn't change the hidden state for the hiddenReasons object. If, for example, a reason came in
    --that wanted to hide over 0 ms and the fragment was currently hiding over 200ms, we want to Refresh so we can Hide at the faster rate.
    self.hiddenReasons:SetHiddenForReason(reason, hidden)
    self:Refresh(customShowDuration, customHideDuration)
end
function ZO_HideableSceneFragment:IsHiddenForReason(reason)
    return self.hiddenReasons:IsHiddenForReason(reason)
end
--HUD Fade Scene Fragment
DEFAULT_HUD_DURATION = 250
ZO_HUDFadeSceneFragment = ZO_HideableSceneFragment:Subclass()
function ZO_HUDFadeSceneFragment:New(...)
    return ZO_SceneFragment.New(self, ...)
end
function ZO_HUDFadeSceneFragment:Initialize(control, showDuration, hideDuration)
    ZO_HideableSceneFragment.Initialize(self)
    showDuration = showDuration or DEFAULT_HUD_DURATION
    hideDuration = hideDuration or 0
    self.animationOnStop =  function(timeline, completed)
                                if completed then
                                    self:OnShown()
                                end
                            end
    self.animationReverseOnStop = function(timeline, completed)
                                    if completed then
                                        control:SetHidden(true)
                                        control:SetAlpha(1)
                                        self:OnHidden()
                                    end
                                end
    self.control = control
    self.showDuration = showDuration
    self.hideDuration = hideDuration
    --Allow Show and Hide to be called even if we're already showing or hiding. Something may come along with a hide that
    --requests to be hidden faster than the hide already in progress.
end
function ZO_HUDFadeSceneFragment:GetAnimation()
    if(self.animation == nil) then
        self.animation, self.animationKey = AcquireAnimation("FadeSceneAnimation")
        self.animation:ApplyAllAnimationsToControl(self.control)
    end
    return self.animation
end
function ZO_HUDFadeSceneFragment:Show(customShowDuration)
    local animation = self:GetAnimation()
    local alphaAnimation = animation:GetFirstAnimation()
    local duration = customShowDuration or self.showDuration 
    if(animation:IsPlaying()) then
        --set the show duration
        local progress = animation:GetFullProgress()
        animation:Stop()
        animation:SetHandler("OnStop", self.animationOnStop)
        local currentDuration = alphaAnimation:GetDuration()
        --take the slowest requested show
        alphaAnimation:SetDuration(zo_max(duration, currentDuration))
        animation:SetProgress(progress)
        animation:PlayForward()
    else
        if(self.control:IsHidden()) then
            --play from start at show duration
            self.control:SetHidden(false)
            animation:SetHandler("OnStop", self.animationOnStop)
            alphaAnimation:SetDuration(duration)
            animation:PlayFromStart()
        end
    end
end
function ZO_HUDFadeSceneFragment:Hide(customHideDuration)
    local animation = self:GetAnimation()
    local alphaAnimation = animation:GetFirstAnimation()
    local duration = customHideDuration or self.hideDuration
    if(animation:IsPlaying()) then
        --set the hide duration
        local progress = animation:GetFullProgress()
        animation:Stop()
        animation:SetHandler("OnStop", self.animationReverseOnStop)
        local currentDuration = alphaAnimation:GetDuration()
        --take the fastest requested hide
        alphaAnimation:SetDuration(zo_min(duration, currentDuration))
        animation:SetProgress(progress)
        animation:PlayBackward()
    else
        if(not self.control:IsHidden()) then
            --play from end at hide duration
            animation:SetHandler("OnStop", self.animationReverseOnStop)
            alphaAnimation:SetDuration(duration)
            animation:PlayFromEnd()
        else
            self:OnHidden()
        end
    end
end
function ZO_HUDFadeSceneFragment:OnShown()
    if(self.state == SCENE_FRAGMENT_SHOWING) then
        ZO_SceneFragment.OnShown(self)
    end
end
function ZO_HUDFadeSceneFragment:OnHidden()
    if(self.state == SCENE_FRAGMENT_HIDING) then
        ZO_SceneFragment.OnHidden(self)
    end
end
-------------------------
--Anchor Scene Fragment
-------------------------
ZO_AnchorSceneFragment = ZO_SceneFragment:Subclass()
function ZO_AnchorSceneFragment:New(...)
    return ZO_SceneFragment.New(self, ...)
end
function ZO_AnchorSceneFragment:Initialize(control, anchor)
    ZO_SceneFragment.Initialize(self)
    self.control = control
    self.anchor = anchor
end
function ZO_AnchorSceneFragment:Show()
    self.anchor:Set(self.control)
    self:OnShown()
end
-------------------------
--Background Fragment
-------------------------
ZO_BackgroundFragment = {}
function ZO_BackgroundFragment:ResetOnHiding()
    self:TakeFocus()
end
function ZO_BackgroundFragment:ResetOnHidden()
    local FADE_IN = true
    local INSTANT_FADE = true
    self:FadeRightDivider(FADE_IN, INSTANT_FADE)
end
function ZO_BackgroundFragment:Mixin(baseFragment)
    zo_mixin(baseFragment, self)
    baseFragment:ResetOnHiding()
    baseFragment:ResetOnHidden()
    
    SCENE_MANAGER:RegisterCallback("SceneStateChanged", function(scene, oldState, newState)
            if newState == SCENE_HIDING then
                if scene:HasFragment(baseFragment) then
                    baseFragment:ResetOnHiding()
                end
            elseif newState == SCENE_HIDDEN then
                if scene:HasFragment(baseFragment) then
                    baseFragment:ResetOnHidden()
                end
            end
        end)
end
function ZO_BackgroundFragment:TakeFocus()
    self:SetFocus(true)
end
function ZO_BackgroundFragment:ClearFocus()
    self:SetFocus(false)
end
function ZO_BackgroundFragment:SetFocus(focused)
    self.control.background:SetTexture(focused and self.control.focusTexture or self.control.unfocusTexture)
end
function ZO_BackgroundFragment:ClearHighlight()
    self:SetHighlightHidden(true)
end
function ZO_BackgroundFragment:SetHighlightHidden(hidden)
    self.control.highlight:SetHidden(hidden)
end
function ZO_BackgroundFragment:FadeRightDivider(fadeIn, instant)
    local anim = nil
    if(fadeIn and self.control.rightDividerFadeInAnimation ~= nil) then
        anim = self.control.rightDividerFadeInAnimation
    elseif(not fadeIn and self.control.rightDividerFadeOutAnimation ~= nil) then
        anim = self.control.rightDividerFadeOutAnimation
    end
    if(anim ~= nil) then
        if(instant) then
            anim:PlayInstantlyToEnd()
        else
            anim:PlayFromStart()
        end
    end
end
-------------------------
--Action Layer Fragment
-------------------------
ZO_ActionLayerFragment = ZO_HideableSceneFragment:Subclass()
function ZO_ActionLayerFragment:New(...)
    return ZO_SceneFragment.New(self, ...)
end
function ZO_ActionLayerFragment:Initialize(actionLayerName)
    ZO_HideableSceneFragment.Initialize(self)
    self.actionLayerName = actionLayerName
    self:RegisterCallback("Refreshed", function(oldState, newState, asAResultOfSceneStateChange, refreshedForScene)
        --If the fragments were refreshed and we were already showing then re-push this action layer so it falls into order. For example, if layers A and B are in the current and next scene,
        --but the next scene has layer C that comes before the 2 shared layers we will need to re-push them after layer C is added so they are on the top of the stack instead of the bottom.
        --We only do it for already shown fragments on the scene showing because fragments that went from hidden or showing to shown already added from the Show() function and we don't want to
        --constantly be readding these because there is code that adds action layers manually after the scene starts showing that would be pushed to the bottom if we readded.
        if asAResultOfSceneStateChange then
            if refreshedForScene:GetState() == SCENE_SHOWING and oldState == SCENE_FRAGMENT_SHOWN and newState == SCENE_FRAGMENT_SHOWN then
                RemoveActionLayerByName(self.actionLayerName)
                PushActionLayerByName(self.actionLayerName)
            end
        end
    end)
end
function ZO_ActionLayerFragment:Show()
    PushActionLayerByName(self.actionLayerName)
    self:OnShown()
end
function ZO_ActionLayerFragment:Hide()
    RemoveActionLayerByName(self.actionLayerName)
    self:OnHidden()
end