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INFAMY_METER_WIDTH = 256
INFAMY_METER_HEIGHT = 128
INFAMY_METER_KEYBOARD_BAR_OFFSET_X = 14
INFAMY_METER_KEYBOARD_BAR_OFFSET_Y = 15
INFAMY_METER_GAMEPAD_BAR_OFFSET = 10
local INFAMY_METER_UPDATE_DELAY_SECONDS = 1
-- Forces the bar to be at least 3% full, in order to make it visible even at one or two bounty
local MIN_BAR_PERCENTAGE = 0.03
local UPDATE_TYPE_TICK = 0
local UPDATE_TYPE_EVENT = 1
local INFAMY_METER_SLOW_FADE_TIME = 1400 -- in milliseconds
local INFAMY_METER_SLOW_FADE_DELAY = 600 -- in milliseconds
local INFAMY_METER_FADE_TIME = 200 -- in milliseconds
return object
end
-- Initialize state
self . playerOwesGold = true -- This controls the color of the currency label. When Enforcers get implemented, this variable will reflect
-- whether the player is owed gold (reward) or owes gold (bounty). But for now, only the latter is possible.
{
showTooltips = true ,
customTooltip = SI_STATS_BOUNTY_LABEL ,
iconSide = RIGHT ,
}
-- Set up controls
ApplyTemplateToControl ( control , self . isInGamepadMode and "ZO_HUDInfamyMeter_GamepadTemplate" or "ZO_HUDInfamyMeter_KeyboardTemplate" )
-- Set up fade in/out animations
-- Initialize bar states and animations
self . infamyBar . easeAnimation = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_HUDInfamyMeterEasing" )
self . bountyBar . easeAnimation = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_HUDInfamyMeterEasing" )
-- Initialize KOS Icon
self . kosIcon . bounceAnimation = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_HUDInfamyMeterKOSIconBounce" , self . kosIcon )
-- Register for events
if IsJusticeEnabledForZone ( GetCurrentMapZoneIndex ( ) ) and not self . hiddenExternalRequest and infamy ~= 0 and infamy ~= self . oldInfamy then
end
end )
if infamy ~= 0 then
end
else
end
end )
end
if self . nextUpdateTime <= time and not self . hiddenExternalRequest and IsJusticeEnabledForZone ( GetCurrentMapZoneIndex ( ) ) then
end
end
-- Update frame and bars if we're switching between PC and console mode
end
-- Hide or show meter
self . fadeAnim : FadeOut ( INFAMY_METER_SLOW_FADE_DELAY , INFAMY_METER_SLOW_FADE_TIME , ZO_ALPHA_ANIMATION_OPTION_FORCE_ALPHA , function ( ) self . control : SetHidden ( true ) end )
else
end
-- Update bars
-- Update KoS icon
if isKOS then
else
end
else
else
end
end
-- Update label
ZO_CurrencyControl_SetSimpleCurrency ( self . bountyLabel , CURT_MONEY , GetFullBountyPayoffAmount ( ) , self . currencyOptions , CURRENCY_SHOW_ALL , self . playerOwesGold )
-- Fire center-screen announcement if we updated below a threshold
if infamyLevel ~= oldInfamyLevel then
-- Fire CSA
local sound , primaryMessage , secondaryMessage , icon
if oldInfamyLevel == INFAMY_THRESHOLD_FUGITIVE then
sound = SOUNDS . JUSTICE_NO_LONGER_KOS
primaryMessage = zo_strformat ( SI_JUSTICE_INFAMY_LEVEL_CHANGED , GetString ( "SI_INFAMYTHRESHOLDSTYPE" , infamyLevel ) )
icon = "EsoUI/Art/Stats/infamy_KOS_icon-Notification.dds"
elseif infamyLevel == INFAMY_THRESHOLD_FUGITIVE then
sound = SOUNDS . JUSTICE_NOW_KOS
icon = "EsoUI/Art/Stats/infamy_KOS_icon-Notification.dds"
else
if infamyLevel == INFAMY_THRESHOLD_DISREPUTABLE then
elseif infamyLevel == INFAMY_THRESHOLD_NOTORIOUS then
end
primaryMessage = zo_strformat ( SI_JUSTICE_INFAMY_LEVEL_CHANGED , GetString ( "SI_INFAMYTHRESHOLDSTYPE" , infamyLevel ) )
sound = SOUNDS . JUSTICE_STATE_CHANGED
end
EVENT_JUSTICE_INFAMY_UPDATED ,
CSA_EVENT_COMBINED_TEXT ,
sound ,
primaryMessage ,
secondaryMessage ,
icon ,
nil , nil , nil , nil , -- Use defaults for these
CSA_OPTION_SUPPRESS_ICON_FRAME
)
end
end
end
-- Update Values
bar . startPercent = bar . endPercent
-- Manually set bar to its start percentage
-- (we do this in case the bar has become out-of-date since it was last animated, for example by being hidden or paused)
-- Start the animation
end
end
local infamyFillPercentage = zo_min ( ( progress * ( self . infamyBar . endPercent - self . infamyBar . startPercent ) ) + self . infamyBar . startPercent , 1 )
local bountyFillPercentage = zo_min ( ( progress * ( self . bountyBar . endPercent - self . bountyBar . startPercent ) ) + self . bountyBar . startPercent , 1 )
end
bar : StartFixedCooldown ( percentFilled , CD_TYPE_RADIAL , CD_TIME_TYPE_TIME_REMAINING , NO_LEADING_EDGE ) -- CD_TIME_TYPE_TIME_REMAINING causes clockwise scroll
end
if hidden then
self . fadeAnim : FadeOut ( 0 , INFAMY_METER_FADE_TIME , ZO_ALPHA_ANIMATION_OPTION_USE_CURRENT_ALPHA , function ( ) self . control : SetHidden ( true ) end )
elseif IsJusticeEnabledForZone ( GetCurrentMapZoneIndex ( ) ) and ( GetInfamy ( ) ~= 0 or self . infamy ~= 0 or self . oldInfamy ~= 0 ) then
end
end
end
end
end
if HUD_INFAMY_METER then
end
end |