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 |
------------------
-- Data Manager --
------------------
return SKILLS_DATA_MANAGER
end
self . activeSkillObjectPool = ZO_ObjectPool : New ( ZO_ActiveSkillData , ZO_ObjectPool_DefaultResetObject )
self . craftedActiveSkillObjectPool = ZO_ObjectPool : New ( ZO_CraftedActiveSkillData , ZO_ObjectPool_DefaultResetObject )
self . passiveSkillObjectPool = ZO_ObjectPool : New ( ZO_PassiveSkillData , ZO_ObjectPool_DefaultResetObject )
self . activeSkillProgressionObjectPool = ZO_ObjectPool : New ( ZO_ActiveSkillProgressionData , ZO_ObjectPool_DefaultResetObject )
self . passiveSkillProgressionObjectPool = ZO_ObjectPool : New ( ZO_PassiveSkillProgressionData , ZO_ObjectPool_DefaultResetObject )
-- In the event that we want to temporarily disable events (e.g.: until an eventual full refresh) we can turn them off with this
end
end
return function ( eventId , ... )
end
end
end
EVENT_MANAGER : RegisterForEvent ( "ZO_SkillsDataManager" , EVENT_SKILLS_FULL_UPDATE , GenerateGatedEventCallbackFunction ( ZO_SkillsDataManager . OnFullSystemUpdated ) )
EVENT_MANAGER : RegisterForEvent ( "ZO_SkillsDataManager" , EVENT_SKILL_LINE_ADDED , GenerateGatedEventCallbackFunction ( ZO_SkillsDataManager . OnSkillLineAdded ) )
EVENT_MANAGER : RegisterForEvent ( "ZO_SkillsDataManager" , EVENT_SKILL_RANK_UPDATE , GenerateGatedEventCallbackFunction ( ZO_SkillsDataManager . OnSkillLineRankUpdated ) )
EVENT_MANAGER : RegisterForEvent ( "ZO_SkillsDataManager" , EVENT_SKILL_XP_UPDATE , GenerateGatedEventCallbackFunction ( ZO_SkillsDataManager . OnSkillLineXPUpdated ) )
EVENT_MANAGER : RegisterForEvent ( "ZO_SkillsDataManager" , EVENT_ABILITY_PROGRESSION_RANK_UPDATE , GenerateGatedEventCallbackFunction ( ZO_SkillsDataManager . OnSkillProgressionUpdated ) )
EVENT_MANAGER : RegisterForEvent ( "ZO_SkillsDataManager" , EVENT_ABILITY_PROGRESSION_XP_UPDATE , GenerateGatedEventCallbackFunction ( ZO_SkillsDataManager . OnSkillProgressionUpdated ) )
if collectionUpdateType == ZO_COLLECTION_UPDATE_TYPE . UNLOCK_STATE_CHANGED then
skillData : SetUpdatedStatusByType ( ZO_SKILL_DATA_NEW_STATE . STYLE_COLLECTIBLE , collectibleData : IsUnlocked ( ) )
end
end
end
end
end
end
-- If class or race are changing, the indices are meaningless, so just wait until the inevitable reload of the UI
return true
end
end
end
end
if isPassive then
elseif isCrafted then
else
end
end
if isPassive then
else
end
end
for skillType = SKILL_TYPE_ITERATION_BEGIN , SKILL_TYPE_ITERATION_END do
end
end
end
end
-- Only make a map if we have a valid ID and we haven't already mapped a progression to this abilityId.
-- This protects against the fact that we have duplicate passive abilities in the racial skill lines:
-- The current active race is always processed first, so the skill that's actually matches the player's race will be the one mapped, and not other ones.
end
end
-- Begin Event Handlers --
do
local REFRESH_CHILDREN = true
for skillType = SKILL_TYPE_ITERATION_BEGIN , SKILL_TYPE_ITERATION_END do
end
else
end
end
if skillLineData then
else
local errorString = string . format ( "OnSkillLineAdded fired with invalid indices - skillType: %d; skillLineIndex: %d" , skillType , skillLineIndex )
end
end
if skillLineData then
else
local errorString = string . format ( "OnSkillLineUpdated fired with invalid indices - skillType: %d; skillLineIndex: %d" , skillType , skillLineIndex )
end
end
if skillLineData then
end
end
if skillLineData then
end
end
local skillType , skillLineIndex , skillIndex = GetSkillAbilityIndicesFromProgressionIndex ( progressionIndex )
if skillData then
end
--There are progressions set up on dummy skill lines that can come through here, so just ignore them
end
local skillType , skillLineIndex , skillIndex = GetSkillAbilityIndicesFromCraftedAbilityId ( craftedAbilityId )
if skillData then
end
end
end
end
-- End Event Handlers --
end
end
if skillTypeData then
end
end
return skillLineData
end
end
end
if skillLineData then
end
end
end
if progressionData then
end
return nil
end
return true
end
return false
end
for _ , skillTypeData in self : SkillTypeIterator ( { ZO_SkillTypeData . AreAnySkillLinesOrAbilitiesNew } ) do
return true
end
return false
end
if skillTypeData then
return skillLineData
end
end
end
return nil
end
if skillTypeData then
return skillLineData
end
end
end
return nil
end
-- This only works because we use the skillTypeObjectPool like a numerically indexed table
return ZO_FilteredNumericallyIndexedTableIterator ( self . skillTypeObjectPool : GetActiveObjects ( ) , skillTypeFilterFunctions )
end
|