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endend local ACTIVATE_ON_SHOW = true ZO_Gamepad_ParametricList_Screen.Initialize(self, control, ZO_DO_NOT_CREATE_TAB_BAR, ACTIVATE_ON_SHOW, ANTIQUITY_LORE_SCENE_GAMEPAD)endend { }end else end end ZO_Gamepad_AddBackNavigationKeybindDescriptorsWithSound(self.keybindStripDescriptor, GAME_NAVIGATION_TYPE_BUTTON, OnClickCallback)end endendendendfunction ZO_AntiquityLoreGamepad:OnTargetChanged(list, targetData, oldTargetData, reachedTarget, targetSelectedIndex)end if pushScene then else endend -- Because the data manager might need to cpompletely rebuild, we need to get the new reference for the data (our old reference might be outdated) self.currentAntiquityOrSetData = ANTIQUITY_DATA_MANAGER:GetAntiquityData(self.currentAntiquityOrSetData:GetId()) else self.currentAntiquityOrSetData = ANTIQUITY_DATA_MANAGER:GetAntiquitySetData(self.currentAntiquityOrSetData:GetId()) end else end endendend self.headerData.messageText = zo_strformat(SI_ANTIQUITY_CODEX_ENTRIES_FOUND, antiquityOrSetData:GetNumUnlockedLoreEntries(), antiquityOrSetData:GetNumLoreEntries())enddo local narrations = {} ZO_AppendNarration(narrations, ZO_GetSharedGamepadEntryDefaultNarrationText(entryData, entryControl)) --If the entry is unlocked, get the narration for the lore if entryData.unlocked then ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(entryData.description)) end return narrations end if antiquityOrSetData then local controlIndex = 1 local previousControl if loreEntryData.fragmentName then entryData:AddSubLabels({ ZO_CachedStrFormat(SI_ANTIQUITY_NAME_FORMATTER, loreEntryData.fragmentName) }) end controlIndex = controlIndex + 1 end end endend if targetData then local targetControl if currentControl then end if loreEntryControl then -- Scroll the selected lore entry to the center of the scroll control's view. local targetOffset = currentVerticalScrollOffset + controlOffset - 0.5 * (scrollHeight - controlHeight) targetControl = loreEntryControl end if targetControl then end endend local loreEntryControl = ANTIQUITY_LORE_DOCUMENT_MANAGER:AcquireWideDocumentForLoreEntry(self.loreEntryScrollChild, entryData.antiquityId, entryData.loreEntryIndex) -- Anchor lore entries back-and-forth (left, right, left, etc.) pattern. if controlIndex == 1 then else local offsetX if controlIndex % 2 == 0 then offsetX = 50 else offsetX = -50 end end return loreEntryControlend-- Global UIend |