UIComponent |
GUI.Dialogue.DialogueWindow |
private function MoveButtonPlayhead( button: MovieClip, action: Number, isSwitchNecessary: Boolean, state: Number, questID: Number, missionType: Number )
For the selectorbutton, moves the playhead
| 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.... |
state enums
private var MISSION_STATE_IN_PROGRESS: Number
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 )
tell all conversations the to disable until the ongoing is done
function SlotVoiceFinished( voiceHandle: Number )
tell all conversations the chitchat is done
function SlotVoiceAborted( voiceHandle: Number )
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()
hide and disable clicks on the missionWindow if it is blocked
private function SetMissionThrottle()
calls a throttle effect on missions you have not yet had
private function AnimateUnusedMissions()
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()
Add clips
function QuestCompare( a: Quest, b: Quest ):Number
private function ClearMissions()
returns the current state of the mission
private function GetMissionState( quest: Quest )
Checks if a given id is a valid quest (to see if it was not removed)
private function IsMissionValid( id: Number ):Boolean
private function IsMissionCompleted( id: Number ):Boolean
attaches an instance of the Selector library item to the i_Frame and populates it with data from the Quests.m_AvailableTiers object
private function CreateSingleSelector( quest: com.GameInterface.Quest, currentIndex: Number ) : MovieClip
mouse events
function SlotMissionIconClicked( event: Object )
private function CooldownFrameHandler()
private function AddIconModifier( state: Number, parent: MovieClip )
private function GetActionText( state: Number ) : String
For the selectorbutton, moves the playhead
private function MoveButtonPlayhead( button: MovieClip, action: Number, isSwitchNecessary: Boolean, state: Number, questID: Number, missionType: Number )
public function IsMissionOpen( missionID: Number )
private function CloseAllMissionClips( snap: Boolean )
Fires when a mission icon from the mission selector interface has been clicked can and will be optimised.
public function AnimateSelector( movieclipIcon: MovieClip, snap: Boolean, callee: String ) : Void
iterate and set the m_OpenMissionId to the selected id
private function ToggleOpeningProgress()
private function CooldownLayout( selector: MovieClip, add: Boolean )
private function Animate( movieClip: MovieClip, y: Number, snap: Boolean ):Void