GUI.Dialogue.DialogueWindow

UIComponent
GUI.Dialogue.DialogueWindow
Summary
GUI.Dialogue.DialogueWindow
Variables
MISSION_STATE_IN_PROGRESSstate enums
MISSION_STATE_PAUSED
MISSION_STATE_COOLDOWN
MISSION_STATE_IDLE
MISSION_STATE_LOCKED
MISSION_STATE_COMPLETE_REPETABLE
MISSION_STATE_DLC
MOUSE_ACTION_OVER
MOUSE_ACTION_OUT
MOUSE_ACTION_DOWN
ACTION_OPEN
ACTION_DISABLED
ACTION_ENABLE
ACTION_DISABLE
ACTION_OPEN_AND_ENABLE
NM_DIFFICULTY
m_DynelName
m_MissionClip
m_MissionList
m_DialogueClip
m_QuestionClips
m_Questions
m_Depths
m_DynelID
m_LockToScreen
m_ResolutionScaleMonitor
m_Dynel
m_Character
m_QuestGiver
m_IsDialogueStarted
m_IsDialogueOpen
m_HasReceivedQuestions
m_CurrentDialoguePlaying
m_IsOpeningInProgress
m_OpenTimer
m_WasOpen
m_AnimationDuration
m_TweenDuration
m_ShowNames
m_OpenMissionID
m_IconSizes
m_IconSize
m_IconTotal
m_MaxScale
m_TotalSelectorHeight
m_MinAlpha
m_MaxAlpha
m_NormalScale
m_MinScale
m_ClipYAnchor
m_MaxSizedIconX
m_MissionThrottleIntervalId
m_MissionThrottleInterval
m_EnableInterval
m_PowerRank
m_Level
m_Shadow
m_HeadlineTextFormat
m_ActionTextFormat
m_TimerTextFormat
m_CurrentDialogueMask
m_LoadingSymbol
m_ShowWindow
m_IsMember
m_EscapeNode
Functions
DialogueWindow
configUI
onUnload
onMousePress
SlotStatUpdated
SlotMemberStatusUpdated
SlotVoiceStarted
SlotVoiceFinishedtell all conversations the to disable until the ongoing is done
SlotVoiceAbortedtell all conversations the chitchat is done
GetVoiceEntry
onEnterFrame
LockToScreen
IsLocked
EscapePressed
SlotEnteredReticuleMode
OpenFirstIncompleteMission
UpdateWindow
SetMissionThrottlehide and disable clicks on the missionWindow if it is blocked
AnimateUnusedMissionscalls a throttle effect on missions you have not yet had
ToggleDialogue
CheckOpenDialogue
OpenDialogue
CloseDialogue
CloseDialogueContent
CleanDialogue
EndConversation
SetQuestions
SetTopicDepths
FillQuestions
SlotQuestionChosen
ClearQuestions
SlotMissionCompleted
SlotQuestAvailable
SlotTaskAdded
SlotQuestCooldownChanged
SlotTierRemoved
SlotQuestEvent
SlotQuestChanged
SlotTagAdded
SlotTagsReceived
Clear
Draw
CheckHide
RedrawMissions
DrawDialogue
DrawMissions
QuestCompareAdd clips
ClearMissions
GetMissionStatereturns the current state of the mission
IsMissionValidChecks if a given id is a valid quest (to see if it was not removed)
IsMissionCompleted
CreateSingleSelectorattaches an instance of the Selector library item to the i_Frame and populates it with data from the Quests.m_AvailableTiers object
SlotMissionIconClickedmouse events
CooldownFrameHandler
AddIconModifier
GetActionText
MoveButtonPlayheadFor the selectorbutton, moves the playhead
IsMissionOpen
CloseAllMissionClips
AnimateSelectorFires when a mission icon from the mission selector interface has been clicked can and will be optimised.
ToggleOpeningProgressiterate and set the m_OpenMissionId to the selected id
CooldownLayout
Animate

Variables

MISSION_STATE_IN_PROGRESS

private var MISSION_STATE_IN_PROGRESS: Number

state enums

MISSION_STATE_PAUSED

private var MISSION_STATE_PAUSED: Number

MISSION_STATE_COOLDOWN

private var MISSION_STATE_COOLDOWN: Number

MISSION_STATE_IDLE

private var MISSION_STATE_IDLE: Number

MISSION_STATE_LOCKED

private var MISSION_STATE_LOCKED: Number

MISSION_STATE_COMPLETE_REPETABLE

private var MISSION_STATE_COMPLETE_REPETABLE: Number

MISSION_STATE_DLC

private var MISSION_STATE_DLC: Number

MOUSE_ACTION_OVER

private var MOUSE_ACTION_OVER: Number

MOUSE_ACTION_OUT

private var MOUSE_ACTION_OUT: Number

MOUSE_ACTION_DOWN

private var MOUSE_ACTION_DOWN: Number

ACTION_OPEN

private var ACTION_OPEN: Number

ACTION_DISABLED

private var ACTION_DISABLED: Number

ACTION_ENABLE

private var ACTION_ENABLE: Number

ACTION_DISABLE

private var ACTION_DISABLE: Number

ACTION_OPEN_AND_ENABLE

private var ACTION_OPEN_AND_ENABLE: Number

NM_DIFFICULTY

private var NM_DIFFICULTY: Number

m_DynelName

private var m_DynelName: MovieClip

m_MissionClip

private var m_MissionClip: MovieClip

m_MissionList

private var m_MissionList: Array

m_DialogueClip

private var m_DialogueClip: MovieClip

m_QuestionClips

private var m_QuestionClips: Array

m_Questions

private var m_Questions: Array

m_Depths

private var m_Depths: Array

m_DynelID

private var m_DynelID: ID32

m_LockToScreen

private var m_LockToScreen: Boolean

m_ResolutionScaleMonitor

private var m_ResolutionScaleMonitor: DistributedValue

m_Dynel

private var m_Dynel: Dynel

m_Character

private var m_Character: Character

m_QuestGiver

private var m_QuestGiver: QuestGiver

m_IsDialogueStarted

private var m_IsDialogueStarted: Boolean

m_IsDialogueOpen

private var m_IsDialogueOpen: Boolean

m_HasReceivedQuestions

private var m_HasReceivedQuestions: Boolean

m_CurrentDialoguePlaying

private var m_CurrentDialoguePlaying: Number

m_IsOpeningInProgress

private var m_IsOpeningInProgress: Boolean

m_OpenTimer

private var m_OpenTimer: Number

m_WasOpen

private var m_WasOpen: Boolean

m_AnimationDuration

private var m_AnimationDuration: Number

m_TweenDuration

private var m_TweenDuration: Number

m_ShowNames

private var m_ShowNames: Boolean

m_OpenMissionID

private var m_OpenMissionID: Number

m_IconSizes

private var m_IconSizes: Number

m_IconSize

private var m_IconSize: Number

m_IconTotal

private var m_IconTotal: Number

m_MaxScale

private var m_MaxScale: Number

m_TotalSelectorHeight

private var m_TotalSelectorHeight: Number

m_MinAlpha

private var m_MinAlpha: Number

m_MaxAlpha

private var m_MaxAlpha: Number

m_NormalScale

private var m_NormalScale: Number

m_MinScale

private var m_MinScale: Number

m_ClipYAnchor

private var m_ClipYAnchor: Number

m_MaxSizedIconX

private var m_MaxSizedIconX: Number

m_MissionThrottleIntervalId

private var m_MissionThrottleIntervalId: Number

m_MissionThrottleInterval

private var m_MissionThrottleInterval: Number

m_EnableInterval

private var m_EnableInterval: Number

m_PowerRank

private var m_PowerRank: Number

m_Level

private var m_Level: Number

m_Shadow

private var m_Shadow: DropShadowFilter

m_HeadlineTextFormat

private var m_HeadlineTextFormat: TextFormat

m_ActionTextFormat

private var m_ActionTextFormat: TextFormat

m_TimerTextFormat

private var m_TimerTextFormat: TextFormat

m_CurrentDialogueMask

private var m_CurrentDialogueMask: MovieClip

m_LoadingSymbol

private var m_LoadingSymbol: MovieClip

m_ShowWindow

private var m_ShowWindow: Boolean

m_IsMember

private var m_IsMember: Boolean

m_EscapeNode

private var m_EscapeNode: com.GameInterface.EscapeStackNode

Functions

DialogueWindow

function DialogueWindow()

configUI

function configUI()

onUnload

public function onUnload()

onMousePress

private function onMousePress(buttonIndex: Number,
clickNumber: Number)

SlotStatUpdated

function SlotStatUpdated(statId: Number)

SlotMemberStatusUpdated

function SlotMemberStatusUpdated(member: Boolean)

SlotVoiceStarted

function SlotVoiceStarted(voiceHandle: Number)

SlotVoiceFinished

function SlotVoiceFinished(voiceHandle: Number)

tell all conversations the to disable until the ongoing is done

SlotVoiceAborted

function SlotVoiceAborted(voiceHandle: Number)

tell all conversations the chitchat is done

GetVoiceEntry

function GetVoiceEntry(voiceHandle: Number)

onEnterFrame

function onEnterFrame() : Void

LockToScreen

public function LockToScreen(lock: Boolean)

IsLocked

public function IsLocked():Boolean

EscapePressed

public function EscapePressed()

SlotEnteredReticuleMode

public function SlotEnteredReticuleMode()

OpenFirstIncompleteMission

public function OpenFirstIncompleteMission()

UpdateWindow

private function UpdateWindow()

SetMissionThrottle

private function SetMissionThrottle()

hide and disable clicks on the missionWindow if it is blocked

AnimateUnusedMissions

private function AnimateUnusedMissions()

calls a throttle effect on missions you have not yet had

ToggleDialogue

private function ToggleDialogue()

CheckOpenDialogue

public function CheckOpenDialogue()

OpenDialogue

public function OpenDialogue()

CloseDialogue

public function CloseDialogue(snap: Boolean)

CloseDialogueContent

private function CloseDialogueContent(snap: Boolean) : Void

CleanDialogue

public function CleanDialogue()

EndConversation

public function EndConversation()

SetQuestions

public function SetQuestions(questions: Array)

SetTopicDepths

public function SetTopicDepths(depths: Array)

FillQuestions

private function FillQuestions()

SlotQuestionChosen

private function SlotQuestionChosen(index: Number,
topicDepth: Number)

ClearQuestions

private function ClearQuestions()

SlotMissionCompleted

function SlotMissionCompleted(missionID: Number)

SlotQuestAvailable

function SlotQuestAvailable(idQuestGiver: Number,
questName: String,
mainQuestType: Number,
unused: Number,
questGiverType: Number,
questGiverInstance: Number,
tier: Number) : Void

SlotTaskAdded

function SlotTaskAdded(missionID: Number)

SlotQuestCooldownChanged

function SlotQuestCooldownChanged(cooldownEvent: Number,
cooldownID: Number)

SlotTierRemoved

function SlotTierRemoved(missionID: Number)

SlotQuestEvent

function SlotQuestEvent(missionID: Number,
questEventID: Number)

SlotQuestChanged

private function SlotQuestChanged()

SlotTagAdded

private function SlotTagAdded(tagId: Number,
character: ID32)

SlotTagsReceived

private function SlotTagsReceived()

Clear

private function Clear()

Draw

private function Draw()

CheckHide

private function CheckHide()

RedrawMissions

public function RedrawMissions()

DrawDialogue

private function DrawDialogue()

DrawMissions

public function DrawMissions()

QuestCompare

function QuestCompare(a: Quest,
b: Quest):Number

Add clips

ClearMissions

private function ClearMissions()

GetMissionState

private function GetMissionState(quest: Quest)

returns the current state of the mission

IsMissionValid

private function IsMissionValid(id: Number):Boolean

Checks if a given id is a valid quest (to see if it was not removed)

Parameters

is:Number - the quest id to validate

Returns

boolean, true if quest is valid

IsMissionCompleted

private function IsMissionCompleted(id: Number):Boolean

CreateSingleSelector

private function CreateSingleSelector(
   quest: com.GameInterface.Quest,
   currentIndex: Number
) : MovieClip

attaches an instance of the Selector library item to the i_Frame and populates it with data from the Quests.m_AvailableTiers object

SlotMissionIconClicked

function SlotMissionIconClicked(event: Object)

mouse events

CooldownFrameHandler

private function CooldownFrameHandler()

AddIconModifier

private function AddIconModifier(state: Number,
parent: MovieClip)

GetActionText

private function GetActionText(state: Number) : String

MoveButtonPlayhead

private function MoveButtonPlayhead(button: MovieClip,
action: Number,
isSwitchNecessary: Boolean,
state: Number,
questID: Number,
missionType: Number)

For the selectorbutton, moves the playhead

Parameters

button:MovieClip - the button to update
action:Number - the action to perform, opne, close ...
isActive:Boolean - is the mission type active
state:Number - the state of the mission, paused, in progress....

IsMissionOpen

public function IsMissionOpen(missionID: Number)

CloseAllMissionClips

private function CloseAllMissionClips(snap: Boolean)

AnimateSelector

public function AnimateSelector(movieclipIcon: MovieClip,
snap: Boolean,
callee: String) : Void

Fires when a mission icon from the mission selector interface has been clicked can and will be optimised.  But not today

ToggleOpeningProgress

private function ToggleOpeningProgress()

iterate and set the m_OpenMissionId to the selected id

CooldownLayout

private function CooldownLayout(selector: MovieClip,
add: Boolean)

Animate

private function Animate(movieClip: MovieClip,
y: Number,
snap: Boolean):Void
private var MISSION_STATE_IN_PROGRESS: Number
state enums
private var MISSION_STATE_PAUSED: Number
private var MISSION_STATE_COOLDOWN: Number
private var MISSION_STATE_IDLE: Number
private var MISSION_STATE_LOCKED: Number
private var MISSION_STATE_COMPLETE_REPETABLE: Number
private var MISSION_STATE_DLC: Number
private var MOUSE_ACTION_OVER: Number
private var MOUSE_ACTION_OUT: Number
private var MOUSE_ACTION_DOWN: Number
private var ACTION_OPEN: Number
private var ACTION_DISABLED: Number
private var ACTION_ENABLE: Number
private var ACTION_DISABLE: Number
private var ACTION_OPEN_AND_ENABLE: Number
private var NM_DIFFICULTY: Number
private var m_DynelName: MovieClip
private var m_MissionClip: MovieClip
private var m_MissionList: Array
private var m_DialogueClip: MovieClip
private var m_QuestionClips: Array
private var m_Questions: Array
private var m_Depths: Array
private var m_DynelID: ID32
private var m_LockToScreen: Boolean
private var m_ResolutionScaleMonitor: DistributedValue
private var m_Dynel: Dynel
private var m_Character: Character
private var m_QuestGiver: QuestGiver
private var m_IsDialogueStarted: Boolean
private var m_IsDialogueOpen: Boolean
private var m_HasReceivedQuestions: Boolean
private var m_CurrentDialoguePlaying: Number
private var m_IsOpeningInProgress: Boolean
private var m_OpenTimer: Number
private var m_WasOpen: Boolean
private var m_AnimationDuration: Number
private var m_TweenDuration: Number
private var m_ShowNames: Boolean
private var m_OpenMissionID: Number
private var m_IconSizes: Number
private var m_IconSize: Number
private var m_IconTotal: Number
private var m_MaxScale: Number
private var m_TotalSelectorHeight: Number
private var m_MinAlpha: Number
private var m_MaxAlpha: Number
private var m_NormalScale: Number
private var m_MinScale: Number
private var m_ClipYAnchor: Number
private var m_MaxSizedIconX: Number
private var m_MissionThrottleIntervalId: Number
private var m_MissionThrottleInterval: Number
private var m_EnableInterval: Number
private var m_PowerRank: Number
private var m_Level: Number
private var m_Shadow: DropShadowFilter
private var m_HeadlineTextFormat: TextFormat
private var m_ActionTextFormat: TextFormat
private var m_TimerTextFormat: TextFormat
private var m_CurrentDialogueMask: MovieClip
private var m_LoadingSymbol: MovieClip
private var m_ShowWindow: Boolean
private var m_IsMember: Boolean
private var m_EscapeNode: com.GameInterface.EscapeStackNode
function DialogueWindow()
function configUI()
public function onUnload()
private function onMousePress(buttonIndex: Number,
clickNumber: Number)
function SlotStatUpdated(statId: Number)
function SlotMemberStatusUpdated(member: Boolean)
function SlotVoiceStarted(voiceHandle: Number)
function SlotVoiceFinished(voiceHandle: Number)
tell all conversations the to disable until the ongoing is done
function SlotVoiceAborted(voiceHandle: Number)
tell all conversations the chitchat is done
function GetVoiceEntry(voiceHandle: Number)
function onEnterFrame() : Void
public function LockToScreen(lock: Boolean)
public function IsLocked():Boolean
public function EscapePressed()
public function SlotEnteredReticuleMode()
public function OpenFirstIncompleteMission()
private function UpdateWindow()
private function SetMissionThrottle()
hide and disable clicks on the missionWindow if it is blocked
private function AnimateUnusedMissions()
calls a throttle effect on missions you have not yet had
private function ToggleDialogue()
public function CheckOpenDialogue()
public function OpenDialogue()
public function CloseDialogue(snap: Boolean)
private function CloseDialogueContent(snap: Boolean) : Void
public function CleanDialogue()
public function EndConversation()
public function SetQuestions(questions: Array)
public function SetTopicDepths(depths: Array)
private function FillQuestions()
private function SlotQuestionChosen(index: Number,
topicDepth: Number)
private function ClearQuestions()
function SlotMissionCompleted(missionID: Number)
function SlotQuestAvailable(idQuestGiver: Number,
questName: String,
mainQuestType: Number,
unused: Number,
questGiverType: Number,
questGiverInstance: Number,
tier: Number) : Void
function SlotTaskAdded(missionID: Number)
function SlotQuestCooldownChanged(cooldownEvent: Number,
cooldownID: Number)
function SlotTierRemoved(missionID: Number)
function SlotQuestEvent(missionID: Number,
questEventID: Number)
private function SlotQuestChanged()
private function SlotTagAdded(tagId: Number,
character: ID32)
private function SlotTagsReceived()
private function Clear()
private function Draw()
private function CheckHide()
public function RedrawMissions()
private function DrawDialogue()
public function DrawMissions()
function QuestCompare(a: Quest,
b: Quest):Number
Add clips
private function ClearMissions()
private function GetMissionState(quest: Quest)
returns the current state of the mission
private function IsMissionValid(id: Number):Boolean
Checks if a given id is a valid quest (to see if it was not removed)
private function IsMissionCompleted(id: Number):Boolean
private function CreateSingleSelector(
   quest: com.GameInterface.Quest,
   currentIndex: Number
) : MovieClip
attaches an instance of the Selector library item to the i_Frame and populates it with data from the Quests.m_AvailableTiers object
function SlotMissionIconClicked(event: Object)
mouse events
private function CooldownFrameHandler()
private function AddIconModifier(state: Number,
parent: MovieClip)
private function GetActionText(state: Number) : String
private function MoveButtonPlayhead(button: MovieClip,
action: Number,
isSwitchNecessary: Boolean,
state: Number,
questID: Number,
missionType: Number)
For the selectorbutton, moves the playhead
public function IsMissionOpen(missionID: Number)
private function CloseAllMissionClips(snap: Boolean)
public function AnimateSelector(movieclipIcon: MovieClip,
snap: Boolean,
callee: String) : Void
Fires when a mission icon from the mission selector interface has been clicked can and will be optimised.
private function ToggleOpeningProgress()
iterate and set the m_OpenMissionId to the selected id
private function CooldownLayout(selector: MovieClip,
add: Boolean)
private function Animate(movieClip: MovieClip,
y: Number,
snap: Boolean):Void
Close