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--This data will determine how the screens are laid out and presented to the player. It lets you control what goes into the dropdown and what goes into the list (keyboard)
--Or what goes into root list and what gets drilled down into a sub list (gamepad). Should be initialized with any number of LFG activity types.
return manager
end
self : SetVisibleEntryTypes ( ZO_ACTIVITY_FINDER_LOCATION_ENTRY_TYPE . SPECIFIC , ZO_ACTIVITY_FINDER_LOCATION_ENTRY_TYPE . SET )
end
end
function ZO_ActivityFinderFilterModeData : SetSubmenuFilterNames ( specificFilterName , randomFilterName )
end
end
end
end
end
if entryType == entryTypeToCheck then
return true
end
end
return false
end
------------------
--Initialization--
------------------
return manager
end
self . keyboardObject = ZO_ActivityFinderTemplate_Keyboard : New ( self , categoryData . keyboardData , categoryData . keyboardData . priority )
end
self . gamepadObject = ZO_ActivityFinderTemplate_Gamepad : New ( self , categoryData . gamepadData , categoryData . gamepadData . priority )
end
end
end
end
end
end
end
return true
end
end
return false
end
do
local VERBOSE_COOLDOWN_TEXT = true
--if the text is a function, that means theres a timer involved that we want to refresh on update
return function ( ) return ZO_ACTIVITY_FINDER_ROOT_MANAGER : GetLFGCooldownLockText ( cooldownType , VERBOSE_COOLDOWN_TEXT ) end
end
end
return nil
end
end
local isManagerLocked = false
local managerLockReasons =
{
}
if reason == true then
isManagerLocked = true
break
end
end
return isManagerLocked , managerLockReasons
end
local lockReasonText
if isManagerLocked then
if managerLockReasons . isLockedByCooldown then
end
end
return lockReasonText
end |