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--Team Section
local BATTLEGROUND_TEAM_SECTION_MOVE_SLOTS_PER_SECOND = 4
local BATTLEGROUND_TEAM_SECTION_SPACING = 10
return object
end
do
local KEYBOARD_STYLE =
{
scoreFont = "ZoFontWinH1" ,
}
local GAMEPAD_STYLE =
{
scoreFont = "ZoFontGamepad36" ,
}
self . battlegroundAlliance = battlegroundAlliance
ZO_StatusBar_SetGradientColor ( self . statusBar , ZO_BATTLEGROUND_ALLIANCE_STATUS_BAR_GRADIENTS [ battlegroundAlliance ] )
end
end
end
return self . battlegroundAlliance
end
end
end
else
self . order = zo_min ( self . targetOrder , self . order + deltaMS * BATTLEGROUND_TEAM_SECTION_MOVE_SLOTS_PER_SECOND )
else
self . order = zo_max ( self . targetOrder , self . order - deltaMS * BATTLEGROUND_TEAM_SECTION_MOVE_SLOTS_PER_SECOND )
end
end
end
end
local topLeftY = zeroBasedOrder * ( sectionHeight + BATTLEGROUND_TEAM_SECTION_SPACING )
end
ApplyTemplateToControl ( self . attributeBarControl : GetNamedChild ( "BgLeft" ) , ZO_GetPlatformTemplate ( "ZO_PlayerAttributeBgLeft" ) )
ApplyTemplateToControl ( self . attributeBarControl : GetNamedChild ( "BgRight" ) , ZO_GetPlatformTemplate ( "ZO_PlayerAttributeBgRightArrow" ) )
ApplyTemplateToControl ( self . attributeBarControl : GetNamedChild ( "BgCenter" ) , ZO_GetPlatformTemplate ( "ZO_PlayerAttributeBgCenter" ) )
ApplyTemplateToControl ( self . statusBar : GetNamedChild ( "Gloss" ) , ZO_GetPlatformTemplate ( "ZO_PlayerAttributeStatusBarGloss" ) )
ApplyTemplateToControl ( self . attributeBarControl : GetNamedChild ( "FrameLeft" ) , ZO_GetPlatformTemplate ( "ZO_PlayerAttributeFrameLeft" ) )
ApplyTemplateToControl ( self . attributeBarControl : GetNamedChild ( "FrameRight" ) , ZO_GetPlatformTemplate ( "ZO_PlayerAttributeFrameRightArrow" ) )
ApplyTemplateToControl ( self . attributeBarControl : GetNamedChild ( "FrameCenter" ) , ZO_GetPlatformTemplate ( "ZO_PlayerAttributeFrameCenter" ) )
ApplyTemplateToControl ( self . scoreLabel , ZO_GetPlatformTemplate ( "ZO_BattlegroundScoreHudScoreLabel" ) )
end
return self . score
end
local lastScore = self . score
if lastScore ~= nil and score > lastScore then
if scoreToWin > 0 then
local lastScorePercent = lastScore / scoreToWin
local currentScorePercent = score / scoreToWin
--Since we use a float for percent it can be slighltly off value. We use float equality for the equals part of these checks.
if ( lastScorePercent < nearingVictoryPercent and not zo_floatsAreEqual ( lastScorePercent , nearingVictoryPercent ) ) and
( currentScorePercent > nearingVictoryPercent or zo_floatsAreEqual ( currentScorePercent , nearingVictoryPercent ) ) then
local messageParams = CENTER_SCREEN_ANNOUNCE : CreateMessageParams ( CSA_CATEGORY_MAJOR_TEXT , SOUNDS . BATTLEGROUND_NEARING_VICTORY )
text = zo_strformat ( SI_BATTLEGROUND_NEARING_VICTORY_OWN_TEAM , GetColoredBattlegroundYourTeamText ( self . battlegroundAlliance ) )
else
text = zo_strformat ( SI_BATTLEGROUND_NEARING_VICTORY_OTHER_TEAM , GetColoredBattlegroundAllianceName ( self . battlegroundAlliance ) )
end
end
end
end
self . score = score
end
end
--Score Hud
return object
end
self . objectiveStateLayout = ZO_BattlegroundObjectiveStateLayout : New ( self . objectiveStateDisplayControl )
self . gameType = BATTLEGROUND_GAME_TYPE_NONE
end
end
return self . objectiveStateLayout
end
if aScore ~= bScore then
return aScore > bScore
end
end
self . teamSections = { }
for bgAlliance = BATTLEGROUND_ALLIANCE_ITERATION_BEGIN , BATTLEGROUND_ALLIANCE_ITERATION_END do
local control = CreateControlFromVirtual ( "$(parent)Section" , self . teamsControl , "ZO_BattlegroundTeamSection" , bgAlliance )
end
local DONT_ANIMATE = false
end
if animate then
else
end
end
end
break
end
end
end
self . control : RegisterForEvent ( EVENT_ZONE_SCORING_CHANGED , function ( ) self : OnZoneScoringChanged ( ) end )
self . control : RegisterForEvent ( EVENT_BATTLEGROUND_RULESET_CHANGED , function ( ) self : OnBattlegroundRulesetChanged ( ) end )
end
if self . lastUpdateS then
local deltaS = timeS - self . lastUpdateS
end
end
self . lastUpdateS = timeS
end
local ANIMATE = true
end
end
local DONT_ANIMATE = false
end
end
section [ functionName ] ( section , ... )
end
end
if self . gameType ~= gameType then
self . gameType = gameType
end
end
end |