PassivesList.as

Summary
PassivesList.as
Variables
m_AbilityListOpenDValue
m_Spells
m_NumSpells
m_ItemHeight
m_ItemWidth
Functions
onLoad
openPassivesTabcall whatever when clicking teh passives tab
openAbilityTabopens teh abilitybar, just swapping the existing values and let the signals move everything
CloseMenuFires when the abilitymenu is closed
SlotPassivesListOpenValueChangedUpdates the distributet value that is used to create
onAbilityListOpenValueChangedtriggers when the abilitylist gets opened or closed (can only have one open at the time)
OnSignalPassiveUpdate
PopulateMenuPopulate s the menu
CreateSingleSpellCreates a new icon from the spell object by attaching the icon button and then load the correct icon graphics onto it
SetupDragClipCreates the icon that will be dragged when equipping an ability
OnDragEndload the icon on to the newly created icon background

Variables

m_AbilityListOpenDValue

var m_AbilityListOpenDValue: DistributedValue

m_Spells

var m_Spells: Array

m_NumSpells

var m_NumSpells: Number

m_ItemHeight

var m_ItemHeight: Number

m_ItemWidth

var m_ItemWidth: Number

Functions

onLoad

function onLoad()

openPassivesTab

function openPassivesTab()

call whatever when clicking teh passives tab

openAbilityTab

function openAbilityTab()

opens teh abilitybar, just swapping the existing values and let the signals move everything

CloseMenu

function CloseMenu( ) : Void

Fires when the abilitymenu is closed

SlotPassivesListOpenValueChanged

function SlotPassivesListOpenValueChanged(value: DistributedValue)

Updates the distributet value that is used to create

onAbilityListOpenValueChanged

function onAbilityListOpenValueChanged(value: DistributedValue) : Void

triggers when the abilitylist gets opened or closed (can only have one open at the time)

OnSignalPassiveUpdate

function OnSignalPassiveUpdate()

PopulateMenu

function PopulateMenu() : Void

Populate s the menu

CreateSingleSpell

function CreateSingleSpell(i: Number,
spellObj: SpellData) : MovieClip

Creates a new icon from the spell object by attaching the icon button and then load the correct icon graphics onto it

Parameters

i:Number index in the m_SpellArray where the spellobject is retrieved

Returns

mainClip:MovieClip - the newly created clip

SetupDragClip

function SetupDragClip(clip: MovieClip) : MovieClip

Creates the icon that will be dragged when equipping an ability

Parameters

clip:MovieClip - the clip to duplicate and

Returns

MovieClip - a new movieclip identical to the icon selected for dragging

OnDragEnd

function OnDragEnd(event: Object)

load the icon on to the newly created icon background

var m_AbilityListOpenDValue: DistributedValue
var m_Spells: Array
var m_NumSpells: Number
var m_ItemHeight: Number
var m_ItemWidth: Number
function onLoad()
function openPassivesTab()
call whatever when clicking teh passives tab
function openAbilityTab()
opens teh abilitybar, just swapping the existing values and let the signals move everything
function CloseMenu( ) : Void
Fires when the abilitymenu is closed
function SlotPassivesListOpenValueChanged(value: DistributedValue)
Updates the distributet value that is used to create
function onAbilityListOpenValueChanged(value: DistributedValue) : Void
triggers when the abilitylist gets opened or closed (can only have one open at the time)
function OnSignalPassiveUpdate()
function PopulateMenu() : Void
Populate s the menu
function CreateSingleSpell(i: Number,
spellObj: SpellData) : MovieClip
Creates a new icon from the spell object by attaching the icon button and then load the correct icon graphics onto it
function SetupDragClip(clip: MovieClip) : MovieClip
Creates the icon that will be dragged when equipping an ability
function OnDragEnd(event: Object)
load the icon on to the newly created icon background
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