|
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 |
-------------------- Data Manager -------------------- self.skillLineObjectPool = ZO_ObjectPool:New(ZO_CompanionSkillLineData, ZO_ObjectPool_DefaultResetObject) endend return function(_, ...) end end EVENT_MANAGER:RegisterForEvent("ZO_CompanionSkillsDataManager", EVENT_COMPANION_SKILLS_FULL_UPDATE, GenerateEventMethod(ZO_CompanionSkillsDataManager.OnFullSystemUpdated)) EVENT_MANAGER:RegisterForEvent("ZO_CompanionSkillsDataManager", EVENT_COMPANION_SKILL_LINE_ADDED, GenerateEventMethod(ZO_CompanionSkillsDataManager.OnSkillLineAdded)) EVENT_MANAGER:RegisterForEvent("ZO_CompanionSkillsDataManager", EVENT_COMPANION_SKILL_RANK_UPDATE, GenerateEventMethod(ZO_CompanionSkillsDataManager.OnSkillLineRankUpdated)) EVENT_MANAGER:RegisterForEvent("ZO_CompanionSkillsDataManager", EVENT_COMPANION_SKILL_XP_UPDATE, GenerateEventMethod(ZO_CompanionSkillsDataManager.OnSkillLineXPUpdated))endendend else internalassert(false, "Attempting to access companion data when the companion skills have not been initiailized") end endend for skillType = SKILL_TYPE_ITERATION_BEGIN, SKILL_TYPE_ITERATION_END do end end end local NOT_INIT = falseend-- Begin Event Handlers --do local REFRESH_CHILDREN = true if isInit then -- unlike player skills, companion skills are updated through -- multiple messages, and can be de-initialized and re-initialized as -- the companion is activated/deactivated. -- to handle these situations we'll just rebuild everything as if it were our initial update. end 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 - skillLineId: %d", skillLineId) end end if skillLineData then else local errorString = string.format("OnSkillLineUpdated fired with invalid indices - skillLineId: %d", skillLineId) end endend if skillLineData then endend if skillLineData then endendendend-- End Event Handlers --end return true end return falseendend return skillLineData end endend if skillTypeData then endend -- This only works because we use the skillTypeObjectPool like a numerically indexed table return ZO_FilteredNumericallyIndexedTableIterator(self.skillTypeObjectPool:GetActiveObjects(), skillTypeFilterFunctions)endendend |