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01/28/15, 09:26 PM   #1
circonian
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Join Date: May 2014
Posts: 613
Doh, I didn't even think about checking it myself like this:
Lua Code:
  1. EVENT_MANAGER:RegisterForUpdate("RegisterTest", 3000, function() d("RegisterTest 1") end)
  2. EVENT_MANAGER:RegisterForUpdate("RegisterTest", 3000, function() d("RegisterTest 2") end)

Only outputs: RegisterTest 1
So I guess you can't reregister it to update it. You have to unregister it & then reregister it.

Which also lead me to figuring out it returns true, false if it gets registered or not:
Lua Code:
  1. local bRegistered1 = EVENT_MANAGER:RegisterForUpdate("RegisterTest", 3000, function() d("RegisterTest 1") end)
  2. d(tostring(bRegistered1))   -- prints true
  3.  
  4. local bRegistered2 = EVENT_MANAGER:RegisterForUpdate("RegisterTest", 3000, function() d("RegisterTest 2") end)
  5. d(tostring(bRegistered2))   -- prints false

Although other problems also can cause a return of false:
Lua Code:
  1. -- the function is nil
  2. local bRegistered3 = EVENT_MANAGER:RegisterForUpdate("RegisterTest", 3000)
  3. d(tostring(bRegistered3))   -- prints false

So I guess you can't rely on a return of false to know that something is already registered.
I'm still trying to figure out a way to determine if something is already registered or not.
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ESOUI » Developer Discussions » General Authoring Discussion » EVENT_MANAGER:RegisterForUpdate


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