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local INCREASED_POWER_TEXTURE = "ZO_IncreasedPowerTexture"
local DECREASED_POWER_TEXTURE = "ZO_DecreasedPowerTexture"
end
self . layoutData = layoutData
end
end
end
ApplyTemplateToControl ( object . increasedPowerTexture , ZO_GetPlatformTemplate ( INCREASED_POWER_TEXTURE ) )
end
ApplyTemplateToControl ( object . decreasedPowerTexture , ZO_GetPlatformTemplate ( DECREASED_POWER_TEXTURE ) )
end
do
local g_increasedArmorPools = { }
local g_decreasedArmorPools = { }
local g_increasedPowerPools = { }
local g_decreasedPowerPool
end
end
else
end
end
end
if not g_increasedArmorPools [ self . layoutData ] then
local increasedArmorBg = CreateControlFromVirtual ( self . layoutData . increasedArmorBgContainerTemplate , GuiRoot , self . layoutData . increasedArmorBgContainerTemplate , id )
local increasedArmorFrame = CreateControlFromVirtual ( self . layoutData . increasedArmorFrameContainerTemplate , GuiRoot , self . layoutData . increasedArmorFrameContainerTemplate , id )
local fadeAnimation = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "IncreasedArmorFadeAnimation" , increasedArmorFrame )
return { increasedArmorBg = increasedArmorBg , increasedArmorFrame = increasedArmorFrame , fadeAnimation = fadeAnimation }
end
end
end
return g_increasedArmorPools [ self . layoutData ]
end
if not g_decreasedArmorPools [ self . layoutData ] then
end
end
local decreasedArmorOverlay = ZO_ObjectPool_CreateControl ( self . layoutData . decreasedArmorOverlayContainerTemplate , pool , GuiRoot )
local fadeAnimation = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "DecreasedArmorFadeAnimation" , decreasedArmorOverlay )
fadeAnimation . decreasedArmorOverlay = decreasedArmorOverlay
return { decreasedArmorOverlay = decreasedArmorOverlay , fadeAnimation = fadeAnimation }
end
end
end
return g_decreasedArmorPools [ self . layoutData ]
end
if not g_increasedPowerPools [ self . layoutData ] then
else
end
end
local increasedPowerTexture = CreateControlFromVirtual ( INCREASED_POWER_TEXTURE .. self . layoutData . type , GuiRoot , INCREASED_POWER_TEXTURE , id )
local increasedPowerGlow = CreateControlFromVirtual ( self . layoutData . increasedPowerGlowTemplate , GuiRoot , self . layoutData . increasedPowerGlowTemplate , id )
local fadeAnimation = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "IncreasedPowerFadeAnimation" , increasedPowerTexture )
local loopingAnimation = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "IncreasedPowerAnimation" , increasedPowerTexture )
fadeAnimation . loopingAnimation = loopingAnimation
return { increasedPowerTexture = increasedPowerTexture , increasedPowerGlow = increasedPowerGlow , fadeAnimation = fadeAnimation , loopingAnimation = loopingAnimation }
end
end
end
return g_increasedPowerPools [ self . layoutData ]
end
if not g_decreasedPowerPool then
local fadeAnimation = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "DecreasedPowerFadeAnimation" , decreasedPowerTexture )
return { decreasedPowerTexture = decreasedPowerTexture , fadeAnimation = fadeAnimation }
end
end
end
return g_decreasedPowerPool
end
end
return ( GetUnitAttributeVisualizerEffectInfo ( unitTag , ATTRIBUTE_VISUAL_INCREASED_STAT , stat , attribute , powerType ) or 0 )
+ ( GetUnitAttributeVisualizerEffectInfo ( unitTag , ATTRIBUTE_VISUAL_DECREASED_STAT , stat , attribute , powerType ) or 0 )
end
function ZO_UnitVisualizer_ArmorDamage : CreateInfoTable ( control , stat , attribute , power , playIncreaseAnimation , playDecreaseAnimation )
return { value = value , lastValue = value , playIncreaseAnimation = playIncreaseAnimation , playDecreaseAnimation = playDecreaseAnimation , barSizeState = ATTRIBUTE_BAR_STATE_NORMAL }
end
return nil
end
function ZO_UnitVisualizer_ArmorDamage : OnAdded ( healthBarControl , magickaBarControl , staminaBarControl )
self . barControls =
{
[ STAT_ARMOR_RATING ] = healthBarControl ,
[ STAT_POWER ] = healthBarControl ,
}
end
if bar == healthBarControl then
local armorRatingInfo = self . barInfo and self . barInfo [ STAT_ARMOR_RATING ]
if armorRatingInfo then
armorRatingInfo . barSizeState = size
if armorRatingInfo . currentAnimation and armorRatingInfo . currentAnimation . decreasedArmorOverlay then
end
end
end
end
EVENT_MANAGER : RegisterForEvent ( "ZO_UnitVisualizer_ArmorDamage" .. self : GetModuleId ( ) , EVENT_PLAYER_ACTIVATED , function ( ) self : InitializeBarValues ( ) end )
end
local healthBarControl = self . barControls [ STAT_ARMOR_RATING ]
if self . barInfo == nil then
self . barInfo =
{
[ STAT_ARMOR_RATING ] = self : CreateInfoTable ( healthBarControl , STAT_ARMOR_RATING , ATTRIBUTE_HEALTH , POWERTYPE_HEALTH , self . PlayArmorIncreaseAnimation , self . PlayArmorDecreaseAnimation ) ,
[ STAT_POWER ] = self : CreateInfoTable ( healthBarControl , STAT_POWER , ATTRIBUTE_HEALTH , POWERTYPE_HEALTH , self . PlayPowerIncreaseAnimation , self . PlayPowerDecreaseAnimation ) ,
}
else
self . barInfo [ STAT_ARMOR_RATING ] . value = GetInitialStatValue ( self : GetUnitTag ( ) , STAT_ARMOR_RATING , ATTRIBUTE_HEALTH , POWERTYPE_HEALTH )
self . barInfo [ STAT_POWER ] . value = GetInitialStatValue ( self : GetUnitTag ( ) , STAT_POWER , ATTRIBUTE_HEALTH , POWERTYPE_HEALTH )
end
end
end
end
if visualType == ATTRIBUTE_VISUAL_INCREASED_STAT or visualType == ATTRIBUTE_VISUAL_DECREASED_STAT then
return self . barInfo and self . barInfo [ stat ] ~= nil
end
return false
end
function ZO_UnitVisualizer_ArmorDamage : OnUnitAttributeVisualAdded ( visualType , stat , attribute , powerType , value )
end
function ZO_UnitVisualizer_ArmorDamage : OnUnitAttributeVisualUpdated ( visualType , stat , attribute , powerType , oldValue , newValue )
end
function ZO_UnitVisualizer_ArmorDamage : OnUnitAttributeVisualRemoved ( visualType , stat , attribute , powerType , value )
end
ApplyPlatformStyleToIncreasedArmorObject ( container , self . layoutData . increasedArmorBgContainerTemplate , self . layoutData . increasedArmorFrameContainerTemplate )
local increasedArmorBg = container . increasedArmorBg
local increasedArmorFrame = container . increasedArmorFrame
local fadeAnimation = container . fadeAnimation
fadeAnimation . key = key
fadeAnimation . pool = pool
fadeAnimation . bar = bar
fadeAnimation . instant = instant
local increasedArmorOffsets = self . layoutData . increasedArmorOffsets
local currentOffsets = IsInGamepadPreferredMode ( ) and increasedArmorOffsets . gamepad or increasedArmorOffsets . keyboard
if not currentOffsets then
currentOffsets = increasedArmorOffsets . shared
end
increasedArmorBg : SetAnchor ( TOPLEFT , bar . bgContainer , TOPLEFT , currentOffsets . left , currentOffsets . top )
increasedArmorBg : SetAnchor ( BOTTOMRIGHT , bar . bgContainer , BOTTOMRIGHT , currentOffsets . right , currentOffsets . bottom )
if instant then
increasedArmorFrame : SetAnchor ( TOPLEFT , bar . bgContainer , TOPLEFT , currentOffsets . left , currentOffsets . top )
increasedArmorFrame : SetAnchor ( BOTTOMRIGHT , bar . bgContainer , BOTTOMRIGHT , currentOffsets . right , currentOffsets . bottom )
--this is only meant to advance the playhead to the end so that playing it backwards later works
else
fadeAnimation : GetAnimation ( 4 ) : SetTranslateOffsets ( - 150 , - 15 , currentOffsets . left , currentOffsets . top )
fadeAnimation : GetAnimation ( 5 ) : SetTranslateOffsets ( 150 , 15 , currentOffsets . right , currentOffsets . bottom )
end
return fadeAnimation
end
ApplyPlatformStyleToDecreasedArmorObject ( container , self . layoutData . decreasedArmorOverlayContainerTemplate )
local animation = container . fadeAnimation
animation . key = key
animation . pool = pool
animation . bar = bar
animation . instant = instant
local decreasedArmorOverlay = container . decreasedArmorOverlay
return animation
end
local SMALL_OFFSET = 0
local NORMAL_OFFSET = 1300
local EXPAND_OFFSET = 1700
function ZO_UnitVisualizer_ArmorDamage : UpdateDecreasedArmorEffect ( bar , info , instant , decreasedArmorOverlay )
decreasedArmorOverlay = decreasedArmorOverlay or info . currentAnimation . decreasedArmorOverlay
local barSizeState = info . barSizeState
if instant then
if barSizeState == ATTRIBUTE_BAR_STATE_NORMAL then
elseif barSizeState == ATTRIBUTE_BAR_STATE_EXPANDED then
elseif barSizeState == ATTRIBUTE_BAR_STATE_SHRUNK then
end
else
if barSizeState == ATTRIBUTE_BAR_STATE_NORMAL then
elseif barSizeState == ATTRIBUTE_BAR_STATE_EXPANDED then
elseif barSizeState == ATTRIBUTE_BAR_STATE_SHRUNK then
end
end
end
local increasedPowerTexture = container . increasedPowerTexture
local increasedPowerGlow = container . increasedPowerGlow
local loopingAnimation = container . loopingAnimation
local fadeAnimation = container . fadeAnimation
loopingAnimation . key = key
loopingAnimation . pool = pool
loopingAnimation . bar = bar
fadeAnimation . bar = bar
fadeAnimation . instant = instant
return fadeAnimation
end
local animation = container . fadeAnimation
animation . key = key
animation . pool = pool
animation . bar = bar
animation . instant = instant
local decreasedPowerTexture = container . decreasedPowerTexture
return animation
end
local lastValue = info . lastValue
if info . currentAnimation then
info . currentAnimation . instant = instant
if lastValue > 0 then
if instant then
end
else
if instant then
end
return -- already playing the correct animation
end
end
if info . currentAnimation then
info . currentAnimation . instant = instant
if lastValue < 0 then
else
if instant then
end
return -- already playing the correct animation
end
end
else
if info . currentAnimation then
info . currentAnimation . instant = instant
if instant and lastValue > 0 then
end
info . currentAnimation = nil
end
end
end
ApplyPlatformStyleToIncreasedArmorObject ( object , self . layoutData . increasedArmorBgContainerTemplate , self . layoutData . increasedArmorFrameContainerTemplate )
end
ApplyPlatformStyleToDecreasedArmorObject ( object , self . layoutData . decreasedArmorOverlayContainerTemplate )
end
end
end
end |