function SelectCellAbility( abilityIdx: Number, toggle: Boolean )
Called when an ability has been selected. This function will expand/close / the selected ability, and interpolate the other abilities /@param abilityIdx [in] the index of the ability pressed in the cell ( 0 -> NumAbilities) /@param toggle [in] will deselect an ability if it is already open
function SetupSidePanes() : Void
LAYOUT OF THE TABS (the part you interact with at least) mc: i_Tab // the tab i_ExpandableTab // the bit with the name sideways i_TabClip // tha actual clip that gets moved in and out i_Text // the vertical textfield i_TabArrow // the arrows used to open the pane (the open method is actually triggered on i_TabClip) i_Text // the horizontal textfield i_TabArrow // the arrows you click to collapse the pane
Sets up the sidepanes positions in their default setup ( do we need to change this to support saved state?)
var TEMPLATE: Number
var CELL: Number
var WHEEL_PADDING: Number
var INNER_RADIUS: Number
var INNER_RADIUS_BACKGROUND
var PANE_HEADER_OFFSET: Number
var PANE_CLOSE_WIDTH: Number
var SCROLL_INTERVAL: Number
var PANEL_TWEEN_SPEED: Number
var ACTIVE_SHORTCUT_FIRST_SLOT: Number
var PASSIVE_SHORTCUT_FIRST_SLOT: Number
var AUGMENT_SHORTCUT_FIRST_SLOT: Number
var DAMAGE_AUGMENT
var SUPPORT_AUGMENT
var HEALING_AUGMENT
var SURVIVABILITY_AUGMENT
var DAMAGE_AUGMENT_BIT: Number
var HEALING_AUGMENT_BIT: Number
var SURVIVABILITY_AUGMENT_BIT: Number
var SUPPORT_AUGMENT_BIT: Number
var AUXILLIARY_SLOT_ACHIEVEMENT: Number
var AUGMENT_SLOT_ACHIEVEMENT: Number
var ULTIMATE_ABILITY_UNLOCK: Number
var m_SelectedAbilityWheel: MovieClip
var m_SelectedAbilityWheelIndex: Number
var m_AbilityWheels: Array
var m_AbilityWheelButtons: Array
var m_AbilityWheelSelector: MovieClip
var m_UpdateOnAdvancedChanged: Boolean
var m_RingBackground: MovieClip
var m_TemplateFilter: MovieClip
var m_IsWidescreen: Boolean
var m_Character: Character
var m_ActiveDialog: DialogIF
var m_ShowTemplateAbilities: Boolean
var m_DeselectAbilityClip: Boolean
var m_IsDraggingAbility: Boolean
var m_TrainedAbilities: Number
var m_CellAbilities: Array
var m_CellAbilitiesHeight: Number
var m_DefaultCellAbilityHeight: Number
var m_SelectedCellPowers: Object
var m_SelectedCellAbilityClip: MovieClip
var m_CurrentEquipPanel: MovieClip
var m_CurrentEquipPopupHolder: MovieClip
var m_CurrentEquipPopupMenu: SkillhiveEquipPopup
var m_SelectedFeat: FeatData
var m_DetailedText: MovieClip
var m_UltimateTooltip: TooltipInterface
var m_PanelScale: Number
var i_Cell: MovieClip
var m_VisibleSheet: MovieClip
var m_DefaultSkillhiveBackgroundWidth: Number
var m_SelectedTemplate: SkillTemplate
var m_TemplateFilterArray: Array
var m_SidePanesArray: Array
var m_PaneLayoutArray: Array
var m_Mask: MovieClip
var m_PanelOpenWidths: Array
var m_x: Number
var m_Y: Number
var m_NumOpen: Number
var m_IsPowerInventoryOpen: Boolean
var m_PassiveBarVisible: Boolean
var m_ActiveBarVisible: Boolean
var m_CharacterSkillPointGUIMonitor: DistributedValue
var m_ResourceIconMonitor: DistributedValue
var m_AdvancedTooltipMonitor: DistributedValue
var m_ShowAdvancedTooltips: Boolean
var m_HyperLinkClicked: Boolean
var m_LastClickedCellAbility: Number
var m_PowerInventory: SkillhivePowerInventory
var m_AugmentWheelIndex: Number
var m_MainWheelIndex: Number
var m_AuxilliaryWheelIndex: Number
var m_AbilityClipNameHeight: Number
var m_AbilityClipTypeY: Number
var m_AbilityClipDescriptionY: Number
var m_AbilityClipDescriptionHeight: Number
var m_AbilityClipAugmentLevelY: Number
function onLoad()
function drawCellSidePanel( numAbilities: Number )
function SwitchToAugment():Void
function SwitchToAuxilliary():Void
function SlotAbilityWheelButton( event: Object )
function SlotNextAbilityWheel()
function SlotPreviousAbilityWheel()
function ToggleNoCellSelectedMessage( visible: Boolean ):Void
function SetSelectedAbilityWheel( wheelIndex: Number, snapAnimation: Boolean, animateLeft: Boolean )
function ToggleAbilityWheelButtonsSizes():Void
function UpdateAbilityWheelVisibility()
function ShowAbilityWheels( show: Boolean )
function CreateMainSkillWheel()
function CreateAuxilliaryWheel()
function CreateAugmentWheel()
function GetAbilityWheelContainingCluster( clusterIndex: Number )
function onUnload()
function CloseSkillHive()
function SlotSkillHiveHelp( event: Object ):Void
function OnModuleDeactivated()
function OnModuleActivated( config: Archive )
LAYOUT FUNCTIONALITY
function ResizeHandler( w, h , x, y )
function SetAspectRatio()
function Layout()
the sidepanes
function GetLeftSideWidth():Number
function SlotDragHandled()
function SlotCellSelected( cell: Cell )
function SlotCellAbilitySelected( abilityIndex: Number )
function SlotWheelAnimated()
function SlotAbilitySelected( clusterIndex: Number, cellIndex: Number, abilityIndex: Number )
Refreshes and redraws the entire skillwheel
function RefreshSkillWheel()
function SlotFeatUntrained()
function SlotFeatTrained( featID: Number )
PASSIVE / ACTIVE BAR FUNCTIONALITY
function ShowPassiveBar()
function ShowActiveBar()
function SlotDragBegin( event: Object )
function SlotToggleVisibilityPassiveBar( snap: Boolean )
function SlotToggleVisibilityActiveBar( snap: Boolean )
SCROLLBAR FUNCTIONALITY
function CreateScrollbar( clip: MovieClip, callback: String )
function UpdateScrollBar( id: Number )
function RemoveScrollBar()
function onMouseWheel( delta: Number )
when interacting with the scrollbar
function OnCellScrollbarUpdate( event: Object )
update the position of the abilities
function SlotCellAbilityPress( buttonIndex: Number )
function SlotCellMouseDown()
function SlotCellMouseUp()
function SlotHyperLinkClicked( target: String )
function CellAbilityPress( target, buttonIndex )
function SlotCellAbilityRelease( buttonIndex: Number )
function SlotAbilityTextRelease( buttonIndex: Number )
function CellAbilityRelease( target, buttonIndex: Number )
function EquipAbilityInFirstFreeSlot( spellId: Number, spellType: Number )
function SlotUpdateCellPanelTimer( buffID: Number )
function SlotUpdateCellPanel()
Called when an ability has been selected.
function SelectCellAbility( abilityIdx: Number, toggle: Boolean )
Interpolates/tweens all abilities to the correct position
function InterpolateAbilities( snap: Boolean )
function SelectAbility( abilityClip: MovieClip, snap: Boolean )
tween the selected line around
function DeselectAbility( abilityClip: MovieClip, snap: Boolean )
function CreateDetailedTextClip( parent: MovieClip, spellId: Number, spellType: Number )
FUNCTIONALITY FOR ABILITY BUTTONS
function SlotBuyAbility( featID: Number )
function BuyAbility()
function TrainFeat( featID: Number )
function RefundAbility()
function SlotRefundAbility( buttonID: Number, featID: Number )
function UnEquipAbility()
function EquipAbility()
function SlotEquipButtonRollOver( buttonId: Number )
function SlotEquipButtonRollOut( buttonId: Number )
function SlotEquipButtonPressed( buttonId: Number )
function RemoveEquipPopup()
function SlotRemoveEquipPopup()
function FillAbilityClips( cell: Cell )
function UpdateAbilityClips():Void
function SetupCellAbility( abilityClip: MovieClip, featID: Number )
function UpdateUltimateAbility()
function ShowUltimateTooltip()
function CloseUltimateTooltip()
function FloatUltimateTooltip()
function SlotNextUltimateAbility()
function SlotPreviousUltimateAbility()
function UpdateAbilityCostButton( buttonClip: MovieClip, cost: Number, enableButton: Boolean, overrideTextColor: Number )
function SetupPowerInventory( isOpen: Boolean )
function PowerInventoryClickHandler()
function UpdatePowerInventoryPosition( snap: Boolean )
function SetupSkillPointsPanel( pulsateButton: Boolean ):Void
function SlotUpdateAdvancedTooltips()
function ToggleAdvancedTooltips()
function UpdateResourceIcons()
function SlotToggleCharacterSkillPointGUI()
function CharacterSkillPointButtonHandler()
function AnimateCharacterSkillPointPanel( open: Boolean, snap: Boolean ):Void
function GetSidepaneWidth()
LAYOUT OF THE TABS (the part you interact with at least) mc: i_Tab // the tab i_ExpandableTab // the bit with the name sideways i_TabClip // tha actual clip that gets moved in and out i_Text // the vertical textfield i_TabArrow // the arrows used to open the pane (the open method is actually triggered on i_TabClip) i_Text // the horizontal textfield i_TabArrow // the arrows you click to collapse the pane
function SetupSidePanes() : Void
Opens a pane
function OpenPane( obj: Object, x: Number, snap: Boolean )
If a pane kkeps its old state, but chenges position because other panes move.
function MovePane( obj: Object, x: Number, snap: Boolean )
Closes a pane
function ClosePane( obj: Object, x: Number, snap: Boolean )
tweens a clip in, makes sure it is at 0 alpha and visible first
function ShowClip( clip: MovieClip, snap: Boolean ) : Void
Hides a clip by tweening out and then hiding
function HideClip( clip: MovieClip, snap: Boolean ): Void
switches sheet on demend
function SlotSwitchSheet( id: Number, snap: Boolean )
check towards old positions and execute
function UpdateBackgroundAndBarPositions( snap: Boolean )
function SetSidePaneMask( pane: MovieClip )
function UpdateTotalSkillpoints()
function UpdateHiveCompletion()
function SlotTokenChanged( tokenID: Number, newAmount: Number, oldAmount: Number )
function SlotUpdateShortcuts()
TEMPLATE FUNCTIONALITY*
function IsFeatInTemplate( featID: Number )
function GetTemplateClipName( featData: FeatData ):String
function SlotToggleTemplateAbilities( event: Object )
function SlotTemplateSelected( template: SkillTemplate )
function ShowTemplates()
HELPER FUNCTIONS
function RGB( r: Number, g: Number, b: Number ) : Number
function IsPaneOpen( paneID: Number ):Boolean
function IsPaneLocked( paneID: Number ):Boolean
function GetCellAbilityClip( cellIdx: Number )
function IsPassiveAbility( spellType: Number )
function IsActiveAbility( spellType: Number )
function GetPowerLevelColor( powerLevel: Number ):Number