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