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for i = 1 , ACTION_BAR_SLOTS_PER_PAGE - 1 do
local slot = ZO_ArmorySkillsActionBarSlot : New ( control : GetNamedChild ( "Button" .. i ) , self , ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + i )
end
local ultimateSlot = ZO_ArmorySkillsActionBarSlot : New ( control : GetNamedChild ( "UltimateButton" ) , self , ACTION_BAR_ULTIMATE_SLOT_INDEX + 1 )
end
end
end
else
end
end
end
end
end
end
end
local locked = self . hotbarCategory == HOTBAR_CATEGORY_BACKUP and GetUnitLevel ( "player" ) < GetWeaponSwapUnlockedLevel ( )
end
end
end
end
end
end
local narrations = { }
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( zo_strformat ( SI_GAMEPAD_ARMORY_SKILL_BAR_FORMATTER , GetString ( "SI_HOTBARCATEGORY" , self . hotbarCategory ) ) ) )
--If the bar is locked, just narrate that it's locked, and don't bother narrating the individual slots
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( GetString ( SI_SCREEN_NARRATION_LOCKED_ICON_NARRATION ) ) )
else
--Get the narration for each slot
end
end
return narrations
end
end
end
end
return nil
end
else
end
local keyboardActionName , gamepadActionName = ACTION_BAR_ASSIGNMENT_MANAGER : GetKeyboardAndGamepadActionNameForSlot ( self . slotIndex , currentHotbarCategory )
local actionPriority = ACTION_BAR_ASSIGNMENT_MANAGER : GetAutomaticCastPriorityForSlot ( self . slotIndex , currentHotbarCategory )
if gamepadActionName then
local HIDE_UNBOUND = false
ZO_Keybindings_RegisterLabelForBindingUpdate ( self . keybindLabel , keyboardActionName , HIDE_UNBOUND , gamepadActionName )
elseif actionPriority then
else
end
end
end
end
end
end
end
end
end
end
do
local DEFAULT_SHOW_AS_HOLD = nil
local narrations = { }
--Get the binding narration
local keyboardActionName , gamepadActionName = ACTION_BAR_ASSIGNMENT_MANAGER : GetKeyboardAndGamepadActionNameForSlot ( self . slotIndex , self . bar : GetHotbarCategory ( ) )
local bindingTextNarration = ZO_Keybindings_GetPreferredHighestPriorityNarrationStringFromActions ( keyboardActionName , gamepadActionName , DEFAULT_SHOW_AS_HOLD ) or NOT_BOUND_ACTION_STRING
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( bindingTextNarration ) )
--Get the narration for the contents of the slot
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( self . skillProgressionData : GetFormattedName ( ) ) )
else
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( GetString ( SI_GAMEPAD_ARMORY_EMPTY_ENTRY_NARRATION ) ) )
end
return narrations
end
end
end
end |