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 |
ZO_InteractScene_Mixin = { }
-- If the interact ended for reasons outside of our control, this scenes state is essentially no longer valid so we need to abort come back in anyway
end
end
self . interactionInfo = interactionInfo
end
return self . interactionInfo
end
self . interactionInfo = interactionInfo
end
end
end
end
local endInteraction = true
if nextScene then
local nextSceneInteractTypes = nextSceneInteractionInfo . interactTypes
-- see if ALL of my scene's interact types will be satisfied by the next scene
local allTypesMatched = true
local mySceneInteractTypes = self . interactionInfo . interactTypes
for i = 1 , # mySceneInteractTypes do
local typeMatch = false
for j = 1 , # nextSceneInteractTypes do
if mySceneInteractTypes [ i ] == nextSceneInteractTypes [ j ] then
typeMatch = true
break
end
end
if not typeMatch then
allTypesMatched = false
break
end
end
if allTypesMatched then
endInteraction = false
end
end
end
if endInteraction then
end
end
-- Interact Scene --
end
end
if newState == SCENE_SHOWING then
elseif newState == SCENE_HIDDEN then
end
end
-- Remote Interact Scene --
end
end
if newState == SCENE_SHOWING then
elseif newState == SCENE_HIDDEN then
end
end |