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openDialogue

Definition


-- @/lua/ge/extensions/ui/missionInfo.lua:22

M.openDialogue = function(content)
  content = content or {}
  -- do not push the actionmap if content says so
  if content.actionMap ~= false then
    local am = scenetree.findObject("MissionUIActionMap")
    if am then am:push() end
  end
  M.buttonsTable = content.buttons or {}
  guihooks.trigger('MissionInfoUpdate', content)
  Engine.Audio.playOnce('AudioGui','event:>UI>Missions>Info_Open')
end

Callers

@/lua/ge/extensions/flowgraph/nodes/ui/missionPopup.lua

function C:openDialogue()
  self.open = true
    if self.pinIn.flow.value and not self.open then
      self:openDialogue()
    end
@/lua/ge/extensions/flowgraph/nodes/ui/updatedUI/endScreenWhole.lua

function C:openDialogue()
  self.open = true
      end
      self:openDialogue()
    end
@/lua/ge/extensions/campaign/exploration.lua
    local content = {title = locationInfo.title, type=locationInfo.type, typeName=locationInfo.typeName, buttons = buttonsTable}
    ui_missionInfo.openDialogue(content)
    M.state.locationInfoDisplayed = false
        local content = { title = locationInfo.title, type = locationInfo.type, typeName = locationInfo.typeName, buttons = buttonsTable, data = dataTable}
        ui_missionInfo.openDialogue(content)
    local content = {title = locationInfo.title, type=locationInfo.type, typeName = locationInfo.typeName, buttons = buttonsTable}
    ui_missionInfo.openDialogue(content)
    state.locationInfoDisplayed = false
@/lua/ge/extensions/flowgraph/nodes/ui/customButtonTEST.lua

function C:openDialogue()
  local data = {
@/lua/ge/extensions/flowgraph/nodes/ui/selectButtons.lua

function C:openDialogue()
  self.open = true
  end
  ui_missionInfo.openDialogue(content)
end
function C:workOnce()
  self:openDialogue()
end
@/lua/ge/extensions/flowgraph/nodes/career/careerVehicleSelect.lua

function C:openDialogue()
  self.open = true
    if self.pinIn.flow.value and not self.open then
      self:openDialogue()
    end
@/lua/ge/extensions/flowgraph/nodes/ui/startScreen.lua

function C:openDialogue()
  self.open = true
    if self.pinIn.flow.value and not self.open then
      self:openDialogue()
    end
@/lua/ge/extensions/flowgraph/nodes/ui/threeElementSelect.lua

function C:openDialogue()
  self.open = true
    if self.pinIn.flow.value and not self.open then
      self:openDialogue()
    end
@/lua/ge/extensions/flowgraph/nodes/ui/endScreen.lua

function C:openDialogue()
  self.open = true
function C:workOnce()
  self:openDialogue()
end
@/lua/ge/extensions/flowgraph/nodes/ui/missionEndScreen.lua

function C:openDialogue()
  self.open = true
function C:workOnce()
  self:openDialogue()
end
@/lua/ge/extensions/flowgraph/nodes/ui/updatedUI/endScreenBegin.lua

function C:openDialogue()
  extensions.hook("onEndScreenUIOpened")
      self._autoSkipTimer = 0
      self:openDialogue()
    end
@/lua/ge/extensions/flowgraph/nodes/ui/vehicleSelector.lua

function C:openDialogue()
  self.open = true
    if not self.open then
      self:openDialogue()
    end
@/lua/ge/extensions/freeroam/dragRace.lua
      local content = {title = "ui.wca.dragstrip.title", type="race", typeName="", buttons = buttonsTable}
      ui_missionInfo.openDialogue(content)
    end
@/lua/ge/extensions/flowgraph/nodes/gameplay/race/raceEndScreen.lua

function C:openDialogue()
  self.open = true
    if self.pinIn.flow.value and not self.open then
      self:openDialogue()
    end