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