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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 |
--
--[[ CollectionsBook Singleton ]] --
--
ZO_COLLECTIONS_SYSTEM_NAME = "collections"
ZO_COLLECTIONS_SEARCH_ROOT = "root"
return collectionsSingleton
end
EVENT_MANAGER : RegisterForEvent ( "CollectionsBook_Singleton" , EVENT_COLLECTIBLES_SEARCH_RESULTS_READY , function ( ) self : UpdateSearchResults ( ) end )
EVENT_MANAGER : RegisterForEvent ( "CollectionsBook_Singleton" , EVENT_COLLECTIBLE_REQUEST_BROWSE_TO , function ( eventId , ... ) self : BrowseToCollectible ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( "CollectionsBook_Singleton" , EVENT_ACTION_UPDATE_COOLDOWNS , function ( eventId , ... ) self : OnUpdateCooldowns ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( "CollectionsBook_Singleton" , EVENT_HOUSING_PRIMARY_RESIDENCE_SET , function ( eventId , ... ) self : OnPrimaryResidenceSet ( ... ) end )
if collectionUpdateType == ZO_COLLECTION_UPDATE_TYPE . REBUILD then
-- When the data is getting rebuilt, the indices can change so our old search results are no longer any good
end
else
local existingUnlockedHouseData = unlockedHouses [ collectibleId ]
if nowUnlocked then
if not existingUnlockedHouseData then
unlockedHouses [ collectibleId ] = existingUnlockedHouseData
end
existingUnlockedHouseData . showPermissionsDialogOnEnter = true
elseif not nowUnlocked and existingUnlockedHouseData then
unlockedHouses [ collectibleId ] = nil
end
end
end
end
end
end
end
end
local noChange = true
for i = 1 , argCount do
noChange = false
break
end
end
if noChange then
return
end
end
for i = 1 , argCount do
end
end
end
local canShowCollectible = true
if searchChecksHidden then
local collectibleData = ZO_COLLECTIBLE_DATA_MANAGER : GetCollectibleDataByIndicies ( categoryIndex , subcategoryIndex , collectibleIndex )
canShowCollectible = false
end
end
if canShowCollectible then
if not searchResults [ categoryIndex ] then
searchResults [ categoryIndex ] = { }
end
local effectiveSubCategory = subcategoryIndex or ZO_COLLECTIONS_SEARCH_ROOT
if not searchResults [ categoryIndex ] [ effectiveSubCategory ] then
searchResults [ categoryIndex ] [ effectiveSubCategory ] = { }
end
searchResults [ categoryIndex ] [ effectiveSubCategory ] [ collectibleIndex ] = true
end
end
end
end
end
return nil
end
end
return categoryType == COLLECTIBLE_CATEGORY_TYPE_HOUSE
end
local unlockedHouses = ZO_COLLECTIBLE_DATA_MANAGER : GetAllCollectibleDataObjects ( { ZO_CollectibleCategoryData . IsHousingCategory } , { ZO_CollectibleData . IsUnlocked } )
end
internalassert ( # unlockedHouses <= MAX_HOUSES_FOR_PERMISSIONS , "There are too many houses for permissions messaging to handle. Have an engineer update cMaxHousesPerAccount." )
end
end
end
end
function CollectionsBook_Singleton : DoesHousePermissionsDialogNeedToBeShownForCollectible ( collectibleId )
return unlockedHouses [ collectibleId ] and unlockedHouses [ collectibleId ] . showPermissionsDialogOnEnter
end
if unlockedHouses [ collectibleId ] then
unlockedHouses [ collectibleId ] . showPermissionsDialogOnEnter = false
end
end
end
end
ZO_Dialogs_ShowPlatformDialog ( "CONFIRM_PRIMARY_RESIDENCE" , { currentHouse = houseId } , { mainTextParams = { collectibleData : GetName ( ) , collectibleData : GetNickname ( ) } } )
end
end
-- Attempts to begin placement of the specified collectible furnishing in the current house.
return false
end
if HousingEditorRequestModeChange ( HOUSING_EDITOR_MODE_SELECTION ) ~= HOUSING_REQUEST_RESULT_SUCCESS then
return false
end
end
return success
end
if locked then
else
end
if locked then
else
end
end
|