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--------------------------------------
--Group List Manager
--------------------------------------
GROUP_LIST_MANAGER = nil
return manager
end
self . delayedRebuildCounter = 0
end
-- During group invitation, we can receive a lot of event spam at once on a single invite when the
-- involved players are at the same location. Add a delay so we only refresh once in cases like this.
self . delayedRebuildCounter = self . delayedRebuildCounter - 1
if self . delayedRebuildCounter == 0 then
end
end
self . delayedRebuildCounter = self . delayedRebuildCounter + 1
end
end
end
end
end
end
if ( wasLocalPlayer ) then
end
end
--EVENT_UNIT_CREATED will handle the major logic, this is just for the sound
end
EVENT_MANAGER : RegisterForEvent ( "ZO_GroupList_Manager" , EVENT_UNIT_CREATED , RegisterDelayedRefreshOnUnitEvent )
EVENT_MANAGER : RegisterForEvent ( "ZO_GroupList_Manager" , EVENT_UNIT_DESTROYED , RegisterDelayedRefreshOnUnitEvent )
EVENT_MANAGER : RegisterForEvent ( "ZO_GroupList_Manager" , EVENT_GROUP_MEMBER_JOINED , OnGroupMemberJoined )
EVENT_MANAGER : RegisterForEvent ( "ZO_GroupList_Manager" , EVENT_CHAMPION_POINT_UPDATE , RefreshOnUnitEvent )
EVENT_MANAGER : RegisterForEvent ( "ZO_GroupList_Manager" , EVENT_GROUP_MEMBER_ROLES_CHANGED , RegisterDelayedRefreshOnUnitEvent )
EVENT_MANAGER : RegisterForEvent ( "ZO_GroupList_Manager" , EVENT_GROUP_MEMBER_CONNECTED_STATUS , RefreshOnUnitEvent )
EVENT_MANAGER : RegisterForEvent ( "ZO_GroupList_Manager" , EVENT_PLAYER_ACTIVATED , RegisterDelayedRefresh )
EVENT_MANAGER : RegisterForEvent ( "ZO_GroupList_Manager" , EVENT_GROUP_MEMBER_ACCOUNT_NAME_UPDATED , RefreshData )
end
if unitTag then
local status = unitOnline and PLAYER_STATUS_ONLINE or PLAYER_STATUS_OFFLINE
self . masterList [ i ] =
{
index = i ,
unitTag = unitTag ,
rawCharacterName = rawCharacterName ,
formattedZone = zoneName ,
online = unitOnline ,
isDps = isDps ,
isHeal = isHeal ,
isTank = isTank ,
displayName = displayName ,
status = status ,
hasCharacter = true ,
isGroup = true ,
}
end
end
end
--Globals
do
if groupIndex and groupIndex >= 1 and groupIndex <= GROUP_SIZE_MAX then
self [ key ] = groupIndex
else
self [ key ] = false
end
return self [ key ]
end , } )
return groupUnitTags [ unitTag ] ~= false
end
return groupUnitTags [ unitTag ] or nil
end
local groupIndices = { }
return groupIndices [ groupIndex ]
end
for i = 1 , GROUP_SIZE_MAX do
groupIndices [ i ] = "group" .. i
end
end |