MissionTracker.as

Summary
MissionTracker.as
Variables
m_GuiModeMonitor
m_IsMissionJournalActive
m_VisibilityMonitor
m_ActiveMission
m_MissionTrackerItem
m_BonusTrackerItem
m_HitArea
m_MissionBar
m_IsBarActive
m_LastCompletedMission
m_IsDragIconHighlighted
m_IsDraggingIcon
m_AlignRight
m_ForceShowMissionTrackerValue
m_ForceShowMissionTracker
m_ActiveQuestIDValue
m_ForceReportsButton
m_ReportsButton
m_EditModeMask
m_MissionTypeTextFormat
SLOT_STORY
SLOT_DUNGEON
SLOT_MAIN
SLOT_INVESTIGATION
SLOT_SIDE_1
SLOT_SIDE_2
SLOT_SIDE_3
SLOT_COUNT
FUSANG_PROJECTS_ID
PROGRESS_PING_TIME
m_MissionTrackerItemArray
m_MissionTypeArray
m_MissionOutline
m_ProgressPingTimer
Functions
onLoad
onUnload
SlotClientCharacterAlive
CreateSlotTooltips
CreateSlotAnimations
AddSingleTooltip
FocusBarIn
SlotForceShowMissionTracker
SlotHighlightSlot
HighlightMission
SlotCharacterEnteredReticuleMode
SlotCharacterExitedReticuleMode
MissionBarFocus
ShowMissionTracker
ShowNextMission
CheckBonusMission
SortByMissionType
ShowAllMissions
RemoveAllMissions
ShowMission
ShowBonusMission
OpenMissionJournal
GetMissionSlot
GetMission
IconDoubleClickHandler
SlotTaskAddedWhen a new mission has been spawned, shift focus to this
SlotGoalProgress
ProgressPingTimeout
ClearProgressPingTimer
SlotQuestChanged
SlotMissionCompleted
SlotMissionRemoved
RemoveBonusMission
RemoveMainMission
SlotMissionRewardsAnimationDone
DrawReportButtonchecks if there are any unsent reports and draws the report button if not
RemoveMissionReportButtonif there is a button present
SlotGuiModeChanged
SlotActiveQuestChanged
SlotVisibilityChanged
SlotMissionReportWindowClosedwhen all MissionRewardWindows has been closed, dispatch this to see if we need to redraw the windows
IconMouseDragHandler
IconMouseOverCharacter
IconMouseOutCharacter
SlotObjectUnderMouseChanged
SlotDragEnd
AlignMissionTypes
AlignMissionItems
AlignText
SlotSetGUIEditMode
SlotEditMaskPressed
SlotEditMaskReleased
LayoutEditModeMask

Variables

m_GuiModeMonitor

var m_GuiModeMonitor: DistributedValue

m_IsMissionJournalActive

var m_IsMissionJournalActive: DistributedValue

m_VisibilityMonitor

var m_VisibilityMonitor: DistributedValue

m_ActiveMission

var m_ActiveMission: Number

m_MissionTrackerItem

var m_MissionTrackerItem: MissionTrackerItem

m_BonusTrackerItem

var m_BonusTrackerItem: MissionTrackerItem

m_HitArea

var m_HitArea: MovieClip

m_MissionBar

var m_MissionBar: MovieClip

m_IsBarActive

var m_IsBarActive: Boolean

m_LastCompletedMission

var m_LastCompletedMission: Number

m_IsDragIconHighlighted

var m_IsDragIconHighlighted: Boolean

m_IsDraggingIcon

var m_IsDraggingIcon: Boolean

m_AlignRight

var m_AlignRight: Boolean

m_ForceShowMissionTrackerValue

var m_ForceShowMissionTrackerValue: DistributedValue

m_ForceShowMissionTracker

var m_ForceShowMissionTracker: Boolean

m_ActiveQuestIDValue

var m_ActiveQuestIDValue: DistributedValue

m_ForceReportsButton

var m_ForceReportsButton: Boolean

m_ReportsButton

var m_ReportsButton: MovieClip

m_EditModeMask

var m_EditModeMask: MovieClip

m_MissionTypeTextFormat

var m_MissionTypeTextFormat: TextFormat

SLOT_STORY

var SLOT_STORY: Number

SLOT_DUNGEON

var SLOT_DUNGEON: Number

SLOT_MAIN

var SLOT_MAIN: Number

SLOT_INVESTIGATION

var SLOT_INVESTIGATION: Number

SLOT_SIDE_1

var SLOT_SIDE_1: Number

SLOT_SIDE_2

var SLOT_SIDE_2: Number

SLOT_SIDE_3

var SLOT_SIDE_3: Number

SLOT_COUNT

var SLOT_COUNT: Number

FUSANG_PROJECTS_ID

var FUSANG_PROJECTS_ID: Number

PROGRESS_PING_TIME

var PROGRESS_PING_TIME: Number

m_MissionTrackerItemArray

var m_MissionTrackerItemArray: Array

m_MissionTypeArray

var m_MissionTypeArray: Array

m_MissionOutline

var m_MissionOutline: MovieClip

m_ProgressPingTimer

var m_ProgressPingTimer: Number

Functions

onLoad

function onLoad()

onUnload

function onUnload()

SlotClientCharacterAlive

function SlotClientCharacterAlive()

CreateSlotTooltips

function CreateSlotTooltips()

CreateSlotAnimations

function CreateSlotAnimations()

AddSingleTooltip

function AddSingleTooltip(slotId: Number,
clip: MovieClip)

FocusBarIn

function FocusBarIn()

SlotForceShowMissionTracker

function SlotForceShowMissionTracker()

SlotHighlightSlot

function SlotHighlightSlot(missionType: Number,
highlight: Boolean)

HighlightMission

function HighlightMission(missionId: Number,
highlight: Boolean)

SlotCharacterEnteredReticuleMode

function SlotCharacterEnteredReticuleMode()

SlotCharacterExitedReticuleMode

function SlotCharacterExitedReticuleMode()

MissionBarFocus

function MissionBarFocus()

ShowMissionTracker

function ShowMissionTracker(show: Boolean)

ShowNextMission

function ShowNextMission()

CheckBonusMission

function CheckBonusMission()

SortByMissionType

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

ShowAllMissions

function ShowAllMissions( )

RemoveAllMissions

function RemoveAllMissions()

ShowMission

function ShowMission(tierId: Number,
goalId: Number,
isActive: Boolean) :Boolean

ShowBonusMission

function ShowBonusMission(tierId: Number,
goalId: Number,
isActive: Boolean) :Boolean

OpenMissionJournal

function OpenMissionJournal()

GetMissionSlot

function GetMissionSlot(missionType: Number)

GetMission

function GetMission(missionID) : Quest

IconDoubleClickHandler

function IconDoubleClickHandler(missionId)

SlotTaskAdded

function SlotTaskAdded(missionID: Number) :Void

When a new mission has been spawned, shift focus to this

SlotGoalProgress

function SlotGoalProgress(tierId: Number,
goalId: Number,
solvedTimes: Number,
repeatCount: Number)

ProgressPingTimeout

function ProgressPingTimeout()

ClearProgressPingTimer

function ClearProgressPingTimer()

SlotQuestChanged

function SlotQuestChanged()

SlotMissionCompleted

function SlotMissionCompleted(missionId: Number)

SlotMissionRemoved

function SlotMissionRemoved(missionId: Number)

RemoveBonusMission

function RemoveBonusMission()

RemoveMainMission

function RemoveMainMission()

SlotMissionRewardsAnimationDone

function SlotMissionRewardsAnimationDone()

DrawReportButton

function DrawReportButton(animate: Boolean)

checks if there are any unsent reports and draws the report button if not

RemoveMissionReportButton

function RemoveMissionReportButton()

if there is a button present

SlotGuiModeChanged

function SlotGuiModeChanged()

SlotActiveQuestChanged

function SlotActiveQuestChanged()

SlotVisibilityChanged

function SlotVisibilityChanged():Void

SlotMissionReportWindowClosed

function SlotMissionReportWindowClosed()

when all MissionRewardWindows has been closed, dispatch this to see if we need to redraw the windows

IconMouseDragHandler

function IconMouseDragHandler(event: Object)

IconMouseOverCharacter

function IconMouseOverCharacter()

IconMouseOutCharacter

function IconMouseOutCharacter()

SlotObjectUnderMouseChanged

function SlotObjectUnderMouseChanged(targetID: ID32)

SlotDragEnd

function SlotDragEnd(event: Object)

AlignMissionTypes

function AlignMissionTypes()

AlignMissionItems

function AlignMissionItems()

AlignText

function AlignText()

SlotSetGUIEditMode

function SlotSetGUIEditMode(edit: Boolean)

SlotEditMaskPressed

function SlotEditMaskPressed()

SlotEditMaskReleased

function SlotEditMaskReleased()

LayoutEditModeMask

function LayoutEditModeMask()
var m_GuiModeMonitor: DistributedValue
var m_IsMissionJournalActive: DistributedValue
var m_VisibilityMonitor: DistributedValue
var m_ActiveMission: Number
var m_MissionTrackerItem: MissionTrackerItem
var m_BonusTrackerItem: MissionTrackerItem
var m_HitArea: MovieClip
var m_MissionBar: MovieClip
var m_IsBarActive: Boolean
var m_LastCompletedMission: Number
var m_IsDragIconHighlighted: Boolean
var m_IsDraggingIcon: Boolean
var m_AlignRight: Boolean
var m_ForceShowMissionTrackerValue: DistributedValue
var m_ForceShowMissionTracker: Boolean
var m_ActiveQuestIDValue: DistributedValue
var m_ForceReportsButton: Boolean
var m_ReportsButton: MovieClip
var m_EditModeMask: MovieClip
var m_MissionTypeTextFormat: TextFormat
var SLOT_STORY: Number
var SLOT_DUNGEON: Number
var SLOT_MAIN: Number
var SLOT_INVESTIGATION: Number
var SLOT_SIDE_1: Number
var SLOT_SIDE_2: Number
var SLOT_SIDE_3: Number
var SLOT_COUNT: Number
var FUSANG_PROJECTS_ID: Number
var PROGRESS_PING_TIME: Number
var m_MissionTrackerItemArray: Array
var m_MissionTypeArray: Array
var m_MissionOutline: MovieClip
var m_ProgressPingTimer: Number
function onLoad()
function onUnload()
function SlotClientCharacterAlive()
function CreateSlotTooltips()
function CreateSlotAnimations()
function AddSingleTooltip(slotId: Number,
clip: MovieClip)
function FocusBarIn()
function SlotForceShowMissionTracker()
function SlotHighlightSlot(missionType: Number,
highlight: Boolean)
function HighlightMission(missionId: Number,
highlight: Boolean)
function SlotCharacterEnteredReticuleMode()
function SlotCharacterExitedReticuleMode()
function MissionBarFocus()
function ShowMissionTracker(show: Boolean)
function ShowNextMission()
function CheckBonusMission()
function SortByMissionType(a: Quest,
b: Quest):Number
function ShowAllMissions( )
function RemoveAllMissions()
function ShowMission(tierId: Number,
goalId: Number,
isActive: Boolean) :Boolean
function ShowBonusMission(tierId: Number,
goalId: Number,
isActive: Boolean) :Boolean
function OpenMissionJournal()
function GetMissionSlot(missionType: Number)
function GetMission(missionID) : Quest
function IconDoubleClickHandler(missionId)
function SlotTaskAdded(missionID: Number) :Void
When a new mission has been spawned, shift focus to this
function SlotGoalProgress(tierId: Number,
goalId: Number,
solvedTimes: Number,
repeatCount: Number)
function ProgressPingTimeout()
function ClearProgressPingTimer()
function SlotQuestChanged()
function SlotMissionCompleted(missionId: Number)
function SlotMissionRemoved(missionId: Number)
function RemoveBonusMission()
function RemoveMainMission()
function SlotMissionRewardsAnimationDone()
function DrawReportButton(animate: Boolean)
checks if there are any unsent reports and draws the report button if not
function RemoveMissionReportButton()
if there is a button present
function SlotGuiModeChanged()
function SlotActiveQuestChanged()
function SlotVisibilityChanged():Void
function SlotMissionReportWindowClosed()
when all MissionRewardWindows has been closed, dispatch this to see if we need to redraw the windows
function IconMouseDragHandler(event: Object)
function IconMouseOverCharacter()
function IconMouseOutCharacter()
function SlotObjectUnderMouseChanged(targetID: ID32)
function SlotDragEnd(event: Object)
function AlignMissionTypes()
function AlignMissionItems()
function AlignText()
function SlotSetGUIEditMode(edit: Boolean)
function SlotEditMaskPressed()
function SlotEditMaskReleased()
function LayoutEditModeMask()
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