- ingame/champion/champion.lua:936 --
state:RegisterCallback("OnActivated", function()
local targetNode = self.constellations[ZO_CHAMPION_CENTERED_CONSTELLATION_INDEX]:GetFirstRingNode()
self.ring:SetAngle(ZO_PI - ONE_SIXTH_PI)
self.centerInfoAlphaInterpolator:SetCurrentValue(0)
self.centerInfoControl:SetAlpha(0)
self.radialSelectorTexture:SetAlpha(0)
self:AttachConstellationsAroundNode(targetNode)
self:SetRootCameraX(0)
self:SetRootCameraY(ZO_CHAMPION_INITIAL_CAMERA_Y)
self:SetRootCameraZ(ZO_CHAMPION_INITIAL_CAMERA_Z)
self:SetAnimation(ENTER_ANIMATION)
end)
- ingame/champion/champion.lua:954 --
state:RegisterCallback("OnActivated", function()
if IsInGamepadPreferredMode() then
self:ResetConstellationSelectorToTop()
end
self.centerInfoAlphaInterpolator:SetTargetBase(1)
local result = GetChampionPurchaseAvailability()
if result == CHAMPION_PURCHASE_SUCCESS then
self.inactiveAlert.messageLabel:SetHidden(true)
else
self.inactiveAlert.messageLabel:SetHidden(false)
self:RefreshInactiveAlertMessage()
end
end)
- ingame/champion/champion.lua:968 --
state:RegisterCallback("OnDeactivated", function()
self.centerInfoAlphaInterpolator:SetCurrentValue(0)
self.centerInfoAlphaInterpolator:SetTargetBase(0)
self.centerInfoControl:SetAlpha(0)
self.radialSelectorTexture:SetAlpha(0)
self.inactiveAlert.messageLabel:SetHidden(true)
end)
- ingame/champion/champion.lua:992 --
state:RegisterCallback("OnActivated", function()
-- trigger should set nextTargetNode
if IsInGamepadPreferredMode() then
zoomInAnimation.targetCameraY = ZO_CHAMPION_GAMEPAD_ZOOMED_IN_CAMERA_Y
zoomInAnimation.targetCameraZ = ZO_CHAMPION_GAMEPAD_ZOOMED_IN_CAMERA_Z
else
zoomInAnimation.targetCameraY = ZO_CHAMPION_KEYBOARD_ZOOMED_IN_CAMERA_Y
zoomInAnimation.targetCameraZ = ZO_CHAMPION_KEYBOARD_ZOOMED_IN_CAMERA_Z
end
local node = self.nextTargetNode
zoomInAnimation.targetNode = node
ZO_ClearTable(zoomInAnimation.nodePadding)
zoomInAnimation.nodePadding[node] = 0
self:SetAnimation(zoomInAnimation)
PlaySound(SOUNDS.CHAMPION_ZOOM_IN)
self.nextTargetNode = nil
end)
- ingame/champion/champion.lua:1012 --
state:RegisterCallback("OnDeactivated", function()
self:SelectConstellationNodeInternal(nil)
end)
- ingame/champion/champion.lua:1032 --
state:RegisterCallback("OnActivated", function()
zoomOutAnimation.targetCameraY = ZO_CHAMPION_ZOOMED_OUT_CAMERA_Y
zoomOutAnimation.targetCameraZ = ZO_CHAMPION_ZOOMED_OUT_CAMERA_Z
local targetNode = self.constellations[ZO_CHAMPION_CENTERED_CONSTELLATION_INDEX]:GetNodeInSameHemisphereAsOtherNode(self.chosenRingNode)
zoomOutAnimation.targetNode = targetNode
self:AttachConstellationsAroundNode(targetNode)
ZO_ClearTable(zoomOutAnimation.nodePadding)
for _, node in self.ring:NodeIterator() do
zoomOutAnimation.nodePadding[node] = 0
end
PlaySound(SOUNDS.CHAMPION_ZOOM_OUT)
self:SetAnimation(zoomOutAnimation)
if self.currentChangingEditor then
-- release
self.currentChangingEditor:StopChangingPoints()
self.currentChangingEditor = nil
end
self.refreshGroup:MarkDirty("AllData")
end)
- ingame/champion/champion.lua:1066 --
state:RegisterCallback("OnActivated", function()
zoomedInCycleAnimation.targetNode = self.nextTargetNode
self.nextTargetNode.constellation:PlayOnCycledToSound()
self:SetAnimation(zoomedInCycleAnimation)
self.nextTargetNode = nil
if self.currentChangingEditor then
-- release
self.currentChangingEditor:StopChangingPoints()
self.currentChangingEditor = nil
end
end)
- ingame/champion/champion.lua:1089 --
state:RegisterCallback("OnActivated", function()
SCENE_MANAGER:RemoveFragment(self.keyboardConstellationViewFragment)
SCENE_MANAGER:RemoveFragment(self.gamepadConstellationViewFragment)
zoomInClusterAnimation.targetCluster = self.chosenConstellation:GetClusterByClusterData(self.nextTargetClusterData)
zoomInClusterAnimation.targetClusterData = self.nextTargetClusterData
zoomInClusterAnimation.startingCluster = self.chosenConstellation:GetCurrentCluster()
if IsInGamepadPreferredMode() then
zoomInClusterAnimation.targetCameraX = nil
zoomInClusterAnimation.targetCameraY = nil
else
local worldX, worldY = zoomInClusterAnimation.targetCluster:GetWorldSpaceCoordinates()
zoomInClusterAnimation.targetCameraX = worldX
zoomInClusterAnimation.targetCameraY = -worldY
end
zoomInClusterAnimation.targetCameraZ = IsInGamepadPreferredMode() and ZO_CHAMPION_GAMEPAD_ZOOMED_IN_CLUSTER_CAMERA_Z or ZO_CHAMPION_KEYBOARD_ZOOMED_IN_CLUSTER_CAMERA_Z
self:SetAnimation(zoomInClusterAnimation)
PlaySound(SOUNDS.CHAMPION_ZOOM_IN)
end)
- ingame/champion/champion.lua:1108 --
state:RegisterCallback("OnDeactivated", function()
self.chosenConstellation:ChangeCurrentCluster(self.nextTargetClusterData)
self.nextTargetClusterData = nil
end)
- ingame/champion/champion.lua:1122 --
state:RegisterCallback("OnActivated", function()
zoomOutClusterAnimation.targetCluster = self.chosenConstellation:GetClusterByClusterData(self.nextTargetClusterData)
zoomOutClusterAnimation.targetClusterData = self.nextTargetClusterData
zoomOutClusterAnimation.startingCluster = self.chosenConstellation:GetCurrentCluster()
if IsInGamepadPreferredMode() then
zoomOutClusterAnimation.targetCameraX = nil
zoomOutClusterAnimation.targetCameraY = nil
else
zoomOutClusterAnimation.targetCameraX = 0
zoomOutClusterAnimation.targetCameraY = ZO_CHAMPION_KEYBOARD_ZOOMED_IN_CAMERA_Y
end
zoomOutClusterAnimation.targetCameraZ = IsInGamepadPreferredMode() and ZO_CHAMPION_GAMEPAD_ZOOMED_IN_CAMERA_Z or ZO_CHAMPION_KEYBOARD_ZOOMED_IN_CAMERA_Z
self:SetAnimation(zoomOutClusterAnimation)
PlaySound(SOUNDS.CHAMPION_ZOOM_OUT)
if self.currentChangingEditor then
-- release
self.currentChangingEditor:StopChangingPoints()
self.currentChangingEditor = nil
end
end)
- ingame/champion/champion.lua:1143 --
state:RegisterCallback("OnDeactivated", function()
if IsInGamepadPreferredMode() then
SCENE_MANAGER:AddFragment(self.gamepadConstellationViewFragment)
else
SCENE_MANAGER:AddFragment(self.keyboardConstellationViewFragment)
end
self.chosenConstellation:ChangeCurrentCluster(self.nextTargetClusterData)
self.nextTargetClusterData = nil
end)
- internalingame/antiquitydigging/antiquitydiggingsummary.lua:376 --
state:RegisterCallback("OnActivated", function()
self.modalUnderlayTimeline:PlayInstantlyToStart(IGNORE_ANIMATION_CALLBACKS)
self.failureTimeline:PlayInstantlyToStart(IGNORE_ANIMATION_CALLBACKS)
self.antiquityRewardTimeline:PlayInstantlyToStart(IGNORE_ANIMATION_CALLBACKS)
self.newLeadTimeline:PlayInstantlyToStart(IGNORE_ANIMATION_CALLBACKS)
self.bonusRewardsTimeline:PlayInstantlyToStart(IGNORE_ANIMATION_CALLBACKS)
self.setProgressionTimeline:PlayInstantlyToStart(IGNORE_ANIMATION_CALLBACKS)
self.setCompleteTimeline:PlayInstantlyToStart(IGNORE_ANIMATION_CALLBACKS)
self.setProgressionAntiquityIconScaleTimeline:PlayInstantlyToStart(IGNORE_ANIMATION_CALLBACKS)
self.loreTimeline:PlayInstantlyToStart(IGNORE_ANIMATION_CALLBACKS)
self.keybindTimeline:PlayInstantlyToStart(IGNORE_ANIMATION_CALLBACKS)
self.failureControl:SetHidden(true)
self.antiquityRewardControl:SetHidden(true)
self.newLeadControl:SetHidden(true)
self.bonusRewardsControl:SetHidden(true)
self.setProgressionControl:SetHidden(true)
self.setCompleteControl:SetHidden(true)
self.transferControl:SetHidden(true)
self.loreControl:SetHidden(true)
self.bonusesControlPool:ReleaseAllObjects()
self.bonusesRowControlPool:ReleaseAllObjects()
self.setProgressionAntiquityIconPool:ReleaseAllObjects()
self.setProgressionSparksParticleSystem:Stop()
self.setCompleteBlastParticleSystem:Stop()
self.setCompleteSparksParticleSystem:Stop()
self.setCompleteStarbustParticleSystem:Stop()
ANTIQUITY_LORE_DOCUMENT_MANAGER:ReleaseAllObjects(self.loreControl)
self:ConfigureKeybindButton(self.primaryKeybindButton, false)
self:ConfigureKeybindButton(self.secondaryKeybindButton, false)
end)
- internalingame/antiquitydigging/antiquitydiggingsummary.lua:410 --
state:RegisterCallback("OnActivated", function()
-- This state primarily exists to allow the two possible paths (REWARD_IN/FAILURE_IN) to run their conditionals
-- And to animate shared controls
SCENE_MANAGER:AddFragment(UNIFORM_BLUR_FRAGMENT)
self.modalUnderlayTimeline:PlayFromStart()
self.keybindTimeline:PlayFromStart()
fanfareStateMachine:FireCallbacks(END_OF_GAME_FANFARE_TRIGGER_COMMANDS.NEXT)
end)
- internalingame/antiquitydigging/antiquitydiggingsummary.lua:422 --
state:RegisterCallback("OnActivated", function()
self:ConfigureKeybindButton(self.primaryKeybindButton, true, GetString(SI_ANTIQUITY_DIGGING_FANFARE_NEXT))
self.antiquityRewardControl:SetHidden(false)
self.rewardsOutTimeline:PlayInstantlyToStart(IGNORE_ANIMATION_CALLBACKS)
self.antiquityRewardTimeline:PlayInstantlyToStart(IGNORE_ANIMATION_CALLBACKS)
self.antiquityRewardTimeline:PlayFromStart()
PlaySound(SOUNDS.ANTIQUITIES_FANFARE_FRAGMENT_FOUND)
end)
- internalingame/antiquitydigging/antiquitydiggingsummary.lua:431 --
state:RegisterCallback("OnDeactivated", function()
if self.antiquityRewardTimeline:IsPlaying() then
self.antiquityRewardTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
end
end)
- internalingame/antiquitydigging/antiquitydiggingsummary.lua:440 --
state:RegisterCallback("OnActivated", function()
self.newLeadControl:SetHidden(false)
self.newLeadTimeline:PlayInstantlyToStart(IGNORE_ANIMATION_CALLBACKS)
self.newLeadTimeline:PlayFromStart()
end)
- internalingame/antiquitydigging/antiquitydiggingsummary.lua:449 --
state:RegisterCallback("OnActivated", function()
self.bonusRewardsControl:SetHidden(false)
self.bonusRewardsTimeline:PlayInstantlyToStart(IGNORE_ANIMATION_CALLBACKS)
self.bonusRewardsTimeline:PlayFromStart()
end)
- internalingame/antiquitydigging/antiquitydiggingsummary.lua:458 --
state:RegisterCallback("OnActivated", function()
-- We may have gotten here via a skip, which means we may never have even made it into the interstitial states
-- So just ensure these animations are where we want them to be by this point in the flow
if self.hasNewLead then
self.newLeadControl:SetHidden(false)
self.newLeadTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
end
-- The bonus rewards section always shows even if there aren't any rewards
self.bonusRewardsControl:SetHidden(false)
self.bonusRewardsTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
end)
- internalingame/antiquitydigging/antiquitydiggingsummary.lua:473 --
state:RegisterCallback("OnActivated", function()
self.rewardsOutTimeline:PlayFromStart()
end)
- internalingame/antiquitydigging/antiquitydiggingsummary.lua:477 --
state:RegisterCallback("OnDeactivated", function()
if self.rewardsOutTimeline:IsPlaying() then
self.rewardsOutTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
end
self.antiquityRewardControl:SetHidden(true)
self.bonusRewardsControl:SetHidden(true)
end)
- internalingame/antiquitydigging/antiquitydiggingsummary.lua:488 --
state:RegisterCallback("OnActivated", function()
self.setProgressionControl:SetHidden(false)
self.setProgressionTimeline:PlayFromStart()
PlaySound(SOUNDS.ANTIQUITIES_FANFARE_FRAGMENT_PROGRESSION)
end)
- internalingame/antiquitydigging/antiquitydiggingsummary.lua:494 --
state:RegisterCallback("OnDeactivated", function()
local primaryAnimationIsPlaying = self.setProgressionTimeline:IsPlaying()
if primaryAnimationIsPlaying then
self.setProgressionTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
end
for _, activeIcon in self.setProgressionAntiquityIconPool:ActiveObjectIterator() do
if primaryAnimationIsPlaying or activeIcon.fadeTimeline:IsPlaying() then
activeIcon.fadeTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
end
end
if primaryAnimationIsPlaying or self.setProgressionAntiquityIconScaleTimeline:IsPlaying() then
local DONT_DESATURATE, DONT_SHOW_SILHOUETTE = false, false
self.setProgressionControlForCurrentAntiquity:SetDisplayBehavior(DONT_DESATURATE, DONT_SHOW_SILHOUETTE)
self.setProgressionAntiquityIconScaleTimeline:SetAllAnimationOffsets(0)
self.setProgressionAntiquityIconScaleTimeline:PlayInstantlyToStart(IGNORE_ANIMATION_CALLBACKS)
self.setProgressionSparksParticleSystem:Start()
end
end)
- internalingame/antiquitydigging/antiquitydiggingsummary.lua:519 --
state:RegisterCallback("OnActivated", function()
self.setProgressionTimeline:PlayBackward()
end)
- internalingame/antiquitydigging/antiquitydiggingsummary.lua:523 --
state:RegisterCallback("OnDeactivated", function()
if self.setProgressionTimeline:IsPlaying() then
self.setProgressionTimeline:PlayInstantlyToStart(IGNORE_ANIMATION_CALLBACKS)
end
self.setProgressionControl:SetHidden(true)
self.setProgressionSparksParticleSystem:Stop()
end)
- internalingame/antiquitydigging/antiquitydiggingsummary.lua:534 --
state:RegisterCallback("OnActivated", function()
self.setCompleteControl:SetHidden(false)
self.setCompleteTimeline:PlayFromStart()
self.setCompleteBlastParticleSystem:Start()
self.setCompleteSparksParticleSystem:Start()
self.setCompleteStarbustParticleSystem:Start()
PlaySound(SOUNDS.ANTIQUITIES_FANFARE_COMPLETED)
end)
- internalingame/antiquitydigging/antiquitydiggingsummary.lua:543 --
state:RegisterCallback("OnDeactivated", function()
if self.setCompleteTimeline:IsPlaying() then
self.setCompleteTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
end
end)
- internalingame/antiquitydigging/antiquitydiggingsummary.lua:554 --
state:RegisterCallback("OnActivated", function()
self.setCompleteTimeline:PlayBackward()
end)
- internalingame/antiquitydigging/antiquitydiggingsummary.lua:558 --
state:RegisterCallback("OnDeactivated", function()
if self.setCompleteTimeline:IsPlaying() then
self.setCompleteTimeline:PlayInstantlyToStart(IGNORE_ANIMATION_CALLBACKS)
end
self.setCompleteControl:SetHidden(true)
self.setCompleteBlastParticleSystem:Stop()
self.setCompleteSparksParticleSystem:Stop()
self.setCompleteStarbustParticleSystem:Stop()
end)
- internalingame/antiquitydigging/antiquitydiggingsummary.lua:571 --
state:RegisterCallback("OnActivated", function()
StartDiggingTransitionToNextDay()
self.transferControl:SetHidden(false)
self.transferTimeline:PlayFromStart()
self:ConfigureKeybindButton(self.primaryKeybindButton, false)
end)
- internalingame/antiquitydigging/antiquitydiggingsummary.lua:578 --
state:RegisterCallback("OnDeactivated", function()
self.transferControl:SetHidden(true)
self.transferTimeline:Stop()
end)
- internalingame/antiquitydigging/antiquitydiggingsummary.lua:586 --
state:RegisterCallback("OnActivated", function()
self.loreControl:SetAlpha(0)
self.loreControl:SetHidden(false)
self.loreTimeline:PlayFromStart()
PlaySound(SOUNDS.ANTIQUITIES_FANFARE_MOTIF_SCROLL_APPEAR)
end)
- internalingame/antiquitydigging/antiquitydiggingsummary.lua:596 --
state:RegisterCallback("OnDeactivated", function()
if self.loreTimeline:IsPlaying() then
self.loreTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
end
self.loreControl:SetHidden(true)
ANTIQUITY_LORE_DOCUMENT_MANAGER:ReleaseAllObjects(self.loreControl)
end)
- internalingame/antiquitydigging/antiquitydiggingsummary.lua:607 --
state:RegisterCallback("OnActivated", function()
self:ConfigureKeybindButton(self.primaryKeybindButton, true, GetString(SI_EXIT_BUTTON))
self.failureControl:SetHidden(false)
self.failureTimeline:PlayFromStart()
PlaySound(SOUNDS.ANTIQUITIES_FANFARE_FAILURE)
end)
- internalingame/antiquitydigging/antiquitydiggingsummary.lua:617 --
state:RegisterCallback("OnActivated", function()
SCENE_MANAGER:RequestShowLeaderBaseScene()
end)
- internalingame/tribute/tributesummary.lua:309 --
state:RegisterCallback("OnActivated", function()
self.hasRankUpRewards = false
local headerControl = self.rewardsControl:GetNamedChild("Header")
local offsetX = 0
local offsetY = 440
self.rewardItemsControl:SetAnchor(TOP, headerControl, BOTTOM, offsetX, offsetY)
self.modalUnderlayTimeline:PlayInstantlyToStart(IGNORE_ANIMATION_CALLBACKS)
self.keybindTimeline:PlayInstantlyToStart(IGNORE_ANIMATION_CALLBACKS)
self.statisticsInTimeline:PlayInstantlyToStart(IGNORE_ANIMATION_CALLBACKS)
self.summaryInTimeline:PlayInstantlyToStart(IGNORE_ANIMATION_CALLBACKS)
self.rewardsOutTimeline:PlayInstantlyToStart(IGNORE_ANIMATION_CALLBACKS)
self.rewardsHeaderInTimeline:PlayInstantlyToStart(IGNORE_ANIMATION_CALLBACKS)
self.progressionInTimeline:PlayInstantlyToStart(IGNORE_ANIMATION_CALLBACKS)
self.progressionPlacementBarNewFadeInTimeline:PlayInstantlyToStart(IGNORE_ANIMATION_CALLBACKS)
self.progressionRankChangeUpTimeline:PlayInstantlyToStart(IGNORE_ANIMATION_CALLBACKS)
self.progressionLeaderboardWipeInTimeline:PlayInstantlyToStart(IGNORE_ANIMATION_CALLBACKS)
-- The following timelines play to end because they're PING_PONG animations and end where they start.
self.progressionLeaderboardLossBounceTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
self.progressionLeaderboardWinBounceTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
self.progressionNextRankBounceTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
self.progressionRankUpScaleTimeline:PlayInstantlyToStart(IGNORE_ANIMATION_CALLBACKS)
self.keybindButton:SetHidden(true)
KEYBIND_STRIP:RemoveKeybindButton(self.keybindDescriptor)
self.statisticsControl:SetHidden(true)
self.summaryControl:SetHidden(true)
self.rewardsControl:SetHidden(true)
self.clubRankContainer:SetHidden(true)
self.rewardItemsControl:SetHidden(true)
self.progressionControl:SetHidden(true)
self.progressionLeaderboardBackdrop:SetHidden(true)
self.progressionRankChange:SetHidden(true)
self.progressionRankUpIndicator:SetHidden(true)
self.nextRankParticleSystem:Stop()
self.rankUpParticleSystem:Stop()
self.leaderboardParticleSystem:Stop()
self.rewardsControlPool:ReleaseAllObjects()
end)
- internalingame/tribute/tributesummary.lua:350 --
state:RegisterCallback("OnActivated", function()
self.modalUnderlayTimeline:PlayFromStart()
fanfareStateMachine:FireCallbacks(END_OF_GAME_FANFARE_TRIGGER_COMMANDS.NEXT)
end)
- internalingame/tribute/tributesummary.lua:358 --
state:RegisterCallback("OnActivated", function()
KEYBIND_STRIP:AddKeybindButton(self.keybindDescriptor)
self.keybindButton:SetHidden(false)
self.statisticsControl:SetHidden(self.hasRewards)
self.summaryControl:SetHidden(false)
self.keybindTimeline:PlayFromStart()
self.statisticsInTimeline:PlayFromStart()
self.summaryInTimeline:PlayFromStart()
if self.victory then
PlaySound(SOUNDS.TRIBUTE_SUMMARY_BEGIN_VICTORY)
else
PlaySound(SOUNDS.TRIBUTE_SUMMARY_BEGIN_DEFEAT)
end
-- This will be a fade in of all on-screen UI elements simultaneously
end)
- internalingame/tribute/tributesummary.lua:374 --
state:RegisterCallback("OnDeactivated", function()
if self.keybindTimeline:IsPlaying() then
self.keybindTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
end
if self.statisticsInTimeline:IsPlaying() then
self.statisticsInTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
end
if self.summaryInTimeline:IsPlaying() then
self.summaryInTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
end
end)
- internalingame/tribute/tributesummary.lua:389 --
state:RegisterCallback("OnActivated", function()
-- We may have gotten here via a skip, which means we may never have even made it into the interstitial states
-- So just ensure these animations are where we want them to be by this point in the flow
self.keybindTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
self.statisticsInTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
self.summaryInTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
end)
- internalingame/tribute/tributesummary.lua:400 --
state:RegisterCallback("OnActivated", function()
self.statisticsOutTimeline:PlayFromStart()
self.summaryOutTimeline:PlayFromStart()
end)
- internalingame/tribute/tributesummary.lua:405 --
state:RegisterCallback("OnDeactivated", function()
if self.statisticsOutTimeline:IsPlaying() then
self.statisticsOutTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
end
if self.summaryOutTimeline:IsPlaying() then
self.summaryOutTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
end
end)
- internalingame/tribute/tributesummary.lua:417 --
state:RegisterCallback("OnActivated", function()
local clubRank = GetTributePlayerClubRank()
local currentClubExperienceForRank, maxClubExperienceForRank = GetTributePlayerExperienceInCurrentClubRank()
--If the maximum club experience for this rank is 0, then we are maxed out
if maxClubExperienceForRank == 0 then
self.clubRankBar:SetValue(clubRank, 1, 1, NO_WRAP, ANIMATE_INSTANTLY)
else
self.clubRankBar:SetValue(clubRank, currentClubExperienceForRank, maxClubExperienceForRank, NO_WRAP, ANIMATE_INSTANTLY)
if self.playerClubXP > 0 then
currentClubExperienceForRank = currentClubExperienceForRank + self.playerClubXP
if currentClubExperienceForRank > maxClubExperienceForRank then
currentClubExperienceForRank = currentClubExperienceForRank - maxClubExperienceForRank
clubRank = clubRank + 1
local clubExperienceForNextRank = GetTributeClubRankExperienceRequirement(clubRank + 1)
if clubExperienceForNextRank ~= 0 then
maxClubExperienceForRank = clubExperienceForNextRank - GetTributeClubRankExperienceRequirement(clubRank)
else
maxClubExperienceForRank = 0
end
if maxClubExperienceForRank == 0 then
self.clubRankBar:SetValue(clubRank, 1, 1, NO_WRAP, ANIMATE_FULLY)
else
self.clubRankBar:SetValue(clubRank, currentClubExperienceForRank, maxClubExperienceForRank, WRAP, ANIMATE_FULLY)
end
else
self.clubRankBar:SetValue(clubRank, currentClubExperienceForRank, maxClubExperienceForRank, NO_WRAP, ANIMATE_FULLY)
end
end
end
self.rewardsControl:SetHidden(false)
self.clubRankContainer:SetHidden(false)
self.statisticsControl:SetHidden(false)
self.rewardItemsControl:SetHidden(false)
self.rewardRowControlPool:GetActiveObject(REWARDS_MATCH_KEY):SetHidden(false)
self.rewardsHeaderInTimeline:PlayFromStart()
self.statisticsInTimeline:PlayFromStart()
self.matchRewardItemsInTimeline:PlayFromStart()
if self.hasRankUpRewards then
self.rankUpItemsInTimeline:SetAllAnimationOffsets(self.rewardsHeaderInTimeline:GetDuration())
self.rewardRowControlPool:GetActiveObject(REWARDS_RANK_UP_KEY):SetHidden(false)
self.rankUpItemsInTimeline:PlayFromStart()
end
end)
- internalingame/tribute/tributesummary.lua:461 --
state:RegisterCallback("OnDeactivated", function()
if self.rewardsHeaderInTimeline:IsPlaying() then
self.rewardsHeaderInTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
end
if self.statisticsInTimeline:IsPlaying() then
self.statisticsInTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
end
if self.matchRewardItemsInTimeline:IsPlaying() then
self.matchRewardItemsInTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
end
if self.hasRankUpRewards and self.rankUpItemsInTimeline:IsPlaying() then
self.rankUpItemsInTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
end
end)
- internalingame/tribute/tributesummary.lua:479 --
state:RegisterCallback("OnActivated", function()
-- We may have gotten here via a skip, which means we may never have even made it into the interstitial states
-- So just ensure these animations are where we want them to be by this point in the flow
self.rewardsControl:SetHidden(false)
self.statisticsControl:SetHidden(false)
self.rewardItemsControl:SetHidden(false)
self.rewardRowControlPool:GetActiveObject(REWARDS_MATCH_KEY):SetHidden(false)
self.rewardsHeaderInTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
self.statisticsInTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
self.matchRewardItemsInTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
if self.hasRankUpRewards then
self.rewardRowControlPool:GetActiveObject(REWARDS_RANK_UP_KEY):SetHidden(false)
self.rankUpItemsInTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
end
end)
- internalingame/tribute/tributesummary.lua:498 --
state:RegisterCallback("OnActivated", function()
self.rewardsOutTimeline:PlayFromStart()
self.statisticsOutTimeline:PlayFromStart()
end)
- internalingame/tribute/tributesummary.lua:503 --
state:RegisterCallback("OnDeactivated", function()
if self.rewardsOutTimeline:IsPlaying() then
self.rewardsOutTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
end
if self.statisticsOutTimeline:IsPlaying() then
self.statisticsOutTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
end
end)
- internalingame/tribute/tributesummary.lua:515 --
state:RegisterCallback("OnActivated", function()
local offsetX = 0
self.rewardItemsControl:SetAnchor(TOP, self.progressionControl:GetNamedChild("Divider"), BOTTOM, offsetX, REWARD_ROW_OFFSET_Y)
self.rewardsControl:SetHidden(false)
self.statisticsControl:SetHidden(false)
self.rewardItemsControl:SetHidden(false)
self.rewardRowControlPool:GetActiveObject(REWARDS_MATCH_KEY):SetHidden(false)
self.progressionControl:SetHidden(false)
self.rewardsHeaderInTimeline:PlayFromStart()
self.statisticsInTimeline:PlayFromStart()
self.matchRewardItemsInTimeline:PlayFromStart()
self.progressionInTimeline:PlayFromStart()
end)
- internalingame/tribute/tributesummary.lua:530 --
state:RegisterCallback("OnDeactivated", function()
if self.rewardsHeaderInTimeline:IsPlaying() then
self.rewardsHeaderInTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
end
if self.statisticsInTimeline:IsPlaying() then
self.statisticsInTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
end
if self.matchRewardItemsInTimeline:IsPlaying() then
self.matchRewardItemsInTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
end
if self.progressionInTimeline:IsPlaying() then
self.progressionInTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
end
end)
- internalingame/tribute/tributesummary.lua:548 --
state:RegisterCallback("OnActivated", function()
self.progressionRankChange:SetHidden(false)
self.progressionRankChangeUpTimeline:PlayFromStart()
end)
- internalingame/tribute/tributesummary.lua:553 --
state:RegisterCallback("OnDeactivated", function()
if self.progressionRankChangeUpTimeline:IsPlaying() then
self.progressionRankChangeUpTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
end
end)
- internalingame/tribute/tributesummary.lua:562 --
state:RegisterCallback("OnActivated", function()
self.progressionRankChangeFadeOutTimeline:PlayFromStart()
if self.rankUp then
self.nextRankParticleSystem:Start()
self.progressionNextRankBounceTimeline:PlayFromStart()
end
end)
- internalingame/tribute/tributesummary.lua:570 --
state:RegisterCallback("OnDeactivated", function()
if self.progressionRankChangeFadeOutTimeline:IsPlaying() then
self.progressionRankChangeFadeOutTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
end
if self.progressionNextRankBounceTimeline:IsPlaying() then
self.progressionNextRankBounceTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
end
end)
- internalingame/tribute/tributesummary.lua:582 --
state:RegisterCallback("OnActivated", function()
local playerCampaignXPNew = self.playerCampaignXP
local playerCampaignXPNext = self.playerRankNextRequiredXP
local wrapType = WRAP
local animationType = ANIMATE_FULLY
if self.rankUp then
playerCampaignXPNew = self.playerRankNextRequiredXP
elseif self.playerRankCurrent == TRIBUTE_TIER_PLATINUM then
playerCampaignXPNew = 1
playerCampaignXPNext = 1
wrapType = NO_WRAP
animationType = ANIMATE_INSTANTLY
end
if self.playerRankCurrent == TRIBUTE_TIER_UNRANKED then
self.progressionPlacementBarNewFadeInTimeline:PlayFromStart()
if self.victory then
PlaySound(SOUNDS.TRIBUTE_SUMMARY_PLACEMENT_MATCH_SEGMENT_FILL_VICTORY)
else
PlaySound(SOUNDS.TRIBUTE_SUMMARY_PLACEMENT_MATCH_SEGMENT_FILL_DEFEAT)
end
else
self.progressionProgressNumberTranslateTimeline:PlayFromStart()
self.progressionProgressBar:SetValue(self.playerRankCurrent, playerCampaignXPNew, playerCampaignXPNext, wrapType, animationType)
-- If we don't animate the bar, we need to trigger the animation completion manually.
if animationType == ANIMATE_INSTANTLY then
fanfareStateMachine:FireCallbacks(END_OF_GAME_FANFARE_TRIGGER_COMMANDS.ANIMATION_COMPLETE)
else
-- Only play the bar fill sound when we actually animate bar progress.
if self.playerCampaignXPDelta > 0 then
PlaySound(SOUNDS.TRIBUTE_SUMMARY_PROGRESS_BAR_INCREASE)
elseif self.playerCampaignXPDelta < 0 then
PlaySound(SOUNDS.TRIBUTE_SUMMARY_PROGRESS_BAR_DECREASE)
end
end
end
end)
- internalingame/tribute/tributesummary.lua:623 --
state:RegisterCallback("OnActivated", function()
self.progressionRankUpIndicator:SetTexture(self.playerRankNewRewardsData:GetTierIcon())
self.progressionRankUpIndicator:GetNamedChild("NewRankLabel"):SetText(self.playerRankNewRewardsData:GetTierName())
self.progressionRankUpIndicator:SetHidden(false)
self.progressionRankUpScaleTimeline:PlayFromStart()
self.rankUpParticleSystem:Start()
if self.playerRankNew == TRIBUTE_TIER_PLATINUM then
PlaySound(SOUNDS.TRIBUTE_SUMMARY_RANK_CHANGE_LEADERBOARD)
else
PlaySound(SOUNDS.TRIBUTE_SUMMARY_RANK_CHANGE)
end
end)
- internalingame/tribute/tributesummary.lua:636 --
state:RegisterCallback("OnDeactivated", function()
if self.progressionRankUpScaleTimeline:IsPlaying() then
self.progressionRankUpScaleTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
end
end)
- internalingame/tribute/tributesummary.lua:645 --
state:RegisterCallback("OnActivated", function()
self.rewardRowControlPool:GetActiveObject(REWARDS_RANK_UP_KEY):SetHidden(false)
self.rankUpItemsInTimeline:PlayFromStart()
end)
- internalingame/tribute/tributesummary.lua:650 --
state:RegisterCallback("OnDeactivated", function()
if self.rankUpItemsInTimeline:IsPlaying() then
self.rankUpItemsInTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
end
end)
- internalingame/tribute/tributesummary.lua:659 --
state:RegisterCallback("OnActivated", function()
self.progressionCurrentRankFadeOutTimeline:PlayFromStart()
self.progressionNextRankFadeOutTimeline:PlayFromStart()
self.progressionPlacementBarFadeOutTimeline:PlayFromStart()
self.progressionPlacementBarNewFadeOutTimeline:PlayFromStart()
self.progressionProgressNumberFadeOutTimeline:PlayFromStart()
end)
- internalingame/tribute/tributesummary.lua:667 --
state:RegisterCallback("OnDeactivated", function()
if self.progressionCurrentRankFadeOutTimeline:IsPlaying() then
self.progressionCurrentRankFadeOutTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
end
if self.progressionNextRankFadeOutTimeline:IsPlaying() then
self.progressionNextRankFadeOutTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
end
if self.progressionPlacementBarFadeOutTimeline:IsPlaying() then
self.progressionPlacementBarFadeOutTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
end
if self.progressionPlacementBarNewFadeOutTimeline:IsPlaying() then
self.progressionPlacementBarNewFadeOutTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
end
if self.progressionProgressNumberFadeOutTimeline:IsPlaying() then
self.progressionProgressNumberFadeOutTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
end
end)
- internalingame/tribute/tributesummary.lua:688 --
state:RegisterCallback("OnActivated", function()
self.nextRankParticleSystem:Stop()
self.progressionPlacementBarControl:SetHidden(true)
self.progressionPlacementBarNewControl:SetHidden(true)
self.progressionProgressBarFadeInTimeline:PlayInstantlyToStart(IGNORE_ANIMATION_CALLBACKS)
self.progressionProgressBarControl:SetHidden(false)
self.progressionCurrentRankIcon:SetTexture(self.playerRankNewRewardsData:GetTierIcon())
self.progressionCurrentRankLabel:SetText(self.playerRankNewRewardsData:GetTierName())
if self.playerRankCurrent ~= TRIBUTE_TIER_PLATINUM then
local newNextRankData = ZO_TributeRewardsData:New(TRIBUTE_REWARDS_DATA_MANAGER:GetTributeRewardsTypeData(ZO_TRIBUTE_REWARD_TYPES.SEASON_REWARDS), self.playerRankNew + 1)
self.progressionNextRankIcon:SetTexture(newNextRankData:GetTierIcon())
self.progressionNextRankLabel:SetText(newNextRankData:GetTierName())
local playerXP = self.playerCampaignXP + GetTributeCampaignRankExperienceRequirement(self.playerRankCurrent, self.campaignId) - GetTributeCampaignRankExperienceRequirement(self.playerRankNew, self.campaignId)
local requiredXP = zo_max(1, GetTributeCampaignRankExperienceRequirement(self.playerRankNew + 1, self.campaignId) - GetTributeCampaignRankExperienceRequirement(self.playerRankNew, self.campaignId))
self.progressionProgressNumber:SetText(string.format("%d / %d", playerXP, self.playerRankNextRequiredXP))
self.progressionProgressNumberTranslateAnimation:SetStartOffsetX(0)
self.progressionProgressNumberTranslateAnimation:SetEndOffsetX(playerXP / requiredXP * self.progressionProgressBarControl:GetWidth())
end
if self.playerRankNext == TRIBUTE_TIER_PLATINUM then
self.progressionNextRankIcon:SetHidden(true)
self.progressionNextRankLabel:SetHidden(true)
end
self.progressionProgressBarFadeInTimeline:PlayFromStart()
self.progressionCurrentRankFadeInTimeline:PlayFromStart()
self.progressionNextRankFadeInTimeline:PlayFromStart()
self.progressionProgressNumberTranslateTimeline:PlayInstantlyToStart(IGNORE_ANIMATION_CALLBACKS)
self.progressionProgressNumberFadeInTimeline:PlayFromStart()
end)
- internalingame/tribute/tributesummary.lua:719 --
state:RegisterCallback("OnDeactivated", function()
if self.progressionProgressBarFadeInTimeline:IsPlaying() then
self.progressionProgressBarFadeInTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
end
if self.progressionCurrentRankFadeInTimeline:IsPlaying() then
self.progressionCurrentRankFadeInTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
end
if self.progressionNextRankFadeInTimeline:IsPlaying() then
self.progressionNextRankFadeInTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
end
if self.progressionProgressNumberFadeInTimeline:IsPlaying() then
self.progressionProgressNumberFadeInTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
end
end)
- internalingame/tribute/tributesummary.lua:737 --
state:RegisterCallback("OnActivated", function()
self.playerCampaignXP = zo_max(0, self.playerCampaignXP + GetTributeCampaignRankExperienceRequirement(self.playerRankCurrent) - GetTributeCampaignRankExperienceRequirement(self.playerRankNew))
local playerCampaignXPNew = self.playerCampaignXP
self.playerRankCurrent = self.playerRankNew
if self.playerRankNew ~= TRIBUTE_TIER_PLATINUM then
self.playerRankNext = self.playerRankNew + 1
end
self.playerRankNextRequiredXP = GetTributeCampaignRankExperienceRequirement(self.playerRankNext) - GetTributeCampaignRankExperienceRequirement(self.playerRankCurrent)
local playerCampaignXPNext = self.playerRankNextRequiredXP
if self.playerRankNew == TRIBUTE_TIER_PLATINUM then
playerCampaignXPNew = 1
playerCampaignXPNext = 1
end
self.progressionProgressBar:SetValue(self.playerRankCurrent, playerCampaignXPNew, playerCampaignXPNext, WRAP, ANIMATE_FULLY)
self.progressionProgressNumberTranslateTimeline:PlayFromStart()
end)
- internalingame/tribute/tributesummary.lua:759 --
state:RegisterCallback("OnActivated", function()
self.progressionRankUpFadeOutTimeline:PlayFromStart()
end)
- internalingame/tribute/tributesummary.lua:763 --
state:RegisterCallback("OnDeactivated", function()
if self.progressionRankUpFadeOutTimeline:IsPlaying() then
self.progressionRankUpFadeOutTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
end
end)
- internalingame/tribute/tributesummary.lua:772 --
state:RegisterCallback("OnActivated", function()
if self.rankUp then
self.progressionRankUpIndicator:SetTexture(self.playerRankNewRewardsData:GetTierIcon())
self.progressionRankUpIndicator:GetNamedChild("NewRankLabel"):SetText(self.playerRankNewRewardsData:GetTierName())
self.progressionCurrentRankIcon:SetTexture(self.playerRankNewRewardsData:GetTierIcon())
self.progressionCurrentRankLabel:SetText(self.playerRankNewRewardsData:GetTierName())
if self.playerRankCurrent ~= TRIBUTE_TIER_PLATINUM then
local newNextRankData = ZO_TributeRewardsData:New(TRIBUTE_REWARDS_DATA_MANAGER:GetTributeRewardsTypeData(ZO_TRIBUTE_REWARD_TYPES.SEASON_REWARDS), self.playerRankNew + 1)
self.progressionNextRankIcon:SetTexture(newNextRankData:GetTierIcon())
self.progressionNextRankLabel:SetText(newNextRankData:GetTierName())
end
self.playerCampaignXP = zo_max(0, self.playerCampaignXP + GetTributeCampaignRankExperienceRequirement(self.playerRankCurrent) - GetTributeCampaignRankExperienceRequirement(self.playerRankNew))
self.playerRankCurrent = self.playerRankNew
if self.playerRankNew ~= TRIBUTE_TIER_PLATINUM then
self.playerRankNext = self.playerRankNew + 1
else
self.progressionNextRankIcon:SetHidden(true)
end
self.playerRankNextRequiredXP = GetTributeCampaignRankExperienceRequirement(self.playerRankNext) - GetTributeCampaignRankExperienceRequirement(self.playerRankCurrent)
end
fanfareStateMachine:FireCallbacks(END_OF_GAME_FANFARE_TRIGGER_COMMANDS.NEXT)
end)
- internalingame/tribute/tributesummary.lua:802 --
state:RegisterCallback("OnActivated", function()
fanfareStateMachine:FireCallbacks(END_OF_GAME_FANFARE_TRIGGER_COMMANDS.NEXT)
end)
- internalingame/tribute/tributesummary.lua:809 --
state:RegisterCallback("OnActivated", function()
-- We may have gotten here via a skip, which means we may never have even made it into the interstitial states
-- So just ensure these animations are where we want them to be by this point in the flow
local offsetX = 0
self.rewardItemsControl:SetAnchor(TOP, self.progressionControl:GetNamedChild("Divider"), BOTTOM, offsetX, REWARD_ROW_OFFSET_Y)
self.progressionProgressBar:SetValue(self.playerRankCurrent, self.playerCampaignXP, self.playerRankNextRequiredXP, NO_WRAP, ANIMATE_INSTANTLY)
self.rewardsControl:SetHidden(false)
self.statisticsControl:SetHidden(false)
self.rewardItemsControl:SetHidden(false)
self.rewardRowControlPool:GetActiveObject(REWARDS_MATCH_KEY):SetHidden(false)
local rankUpRewardsRow = self.rewardRowControlPool:GetActiveObject(REWARDS_RANK_UP_KEY)
if rankUpRewardsRow then
rankUpRewardsRow:SetHidden(false)
self.rankUpItemsInTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
end
self.nextRankParticleSystem:Stop()
self.progressionControl:SetHidden(false)
self.progressionRankChange:SetHidden(self.rankUp or self.playerRankCurrent == TRIBUTE_TIER_UNRANKED)
self.progressionRankUpIndicator:SetHidden(not self.rankUp)
local progressFinal = self.playerCampaignXP / zo_max(1, self.playerRankNextRequiredXP)
self.progressionProgressNumber:SetText(string.format("%d / %d", self.playerCampaignXP, self.playerRankNextRequiredXP))
local width = self.progressionProgressBarControl:GetWidth()
local xFinal = progressFinal * width
self.progressionProgressNumberTranslateAnimation:SetEndOffsetX(xFinal)
self.progressionProgressNumberTranslateTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
self.progressionProgressNumber:SetHidden(self.playerRankCurrent == TRIBUTE_TIER_UNRANKED)
self.rewardsHeaderInTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
self.statisticsInTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
self.matchRewardItemsInTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
self.progressionInTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
self.progressionPlacementBarNewFadeInTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
self.progressionRankChangeUpTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
self.progressionRankUpScaleTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
end)
- internalingame/tribute/tributesummary.lua:849 --
state:RegisterCallback("OnActivated", function()
self.progressionLeaderboardBackdrop:SetHidden(false)
self.progressionLeaderboardWipeInTimeline:PlayFromStart()
end)
- internalingame/tribute/tributesummary.lua:854 --
state:RegisterCallback("OnDeactivated", function()
if self.progressionLeaderboardWipeInTimeline:IsPlaying() then
self.progressionLeaderboardWipeInTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
end
end)
- internalingame/tribute/tributesummary.lua:863 --
state:RegisterCallback("OnActivated", function()
if self.victory then
self.leaderboardParticleSystem:Start()
self.progressionLeaderboardWinBounceTimeline:PlayFromStart()
else
self.progressionLeaderboardLossBounceTimeline:PlayFromStart()
end
end)
- internalingame/tribute/tributesummary.lua:872 --
state:RegisterCallback("OnDeactivated", function()
if self.progressionLeaderboardWinBounceTimeline:IsPlaying() then
self.progressionLeaderboardWinBounceTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
end
if self.progressionLeaderboardLossBounceTimeline:IsPlaying() then
self.progressionLeaderboardLossBounceTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
end
end)
- internalingame/tribute/tributesummary.lua:884 --
state:RegisterCallback("OnActivated", function()
-- We may have gotten here via a skip, which means we may never have even made it into the interstitial states
-- So just ensure these animations are where we want them to be by this point in the flow
local offsetX = 0
self.rewardItemsControl:SetAnchor(TOP, self.progressionControl:GetNamedChild("Divider"), BOTTOM, offsetX, REWARD_ROW_OFFSET_Y)
self.rewardsControl:SetHidden(false)
self.statisticsControl:SetHidden(false)
self.rewardItemsControl:SetHidden(false)
self.progressionNextRankIcon:SetHidden(true)
self.rewardRowControlPool:GetActiveObject(REWARDS_MATCH_KEY):SetHidden(false)
local rankUpRewardsRow = self.rewardRowControlPool:GetActiveObject(REWARDS_RANK_UP_KEY)
if rankUpRewardsRow then
rankUpRewardsRow:SetHidden(false)
self.rankUpItemsInTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
end
self.nextRankParticleSystem:Stop()
self.progressionControl:SetHidden(false)
self.progressionRankChange:SetHidden(true)
self.progressionProgressBar:SetValue(self.playerRankCurrent, 1, 1, NO_WRAP, ANIMATE_INSTANTLY)
self.progressionLeaderboardBackdrop:SetHidden(false)
self.progressionLeaderboardWipeInTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
self.rewardsHeaderInTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
self.statisticsInTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
self.matchRewardItemsInTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
self.progressionInTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
self.progressionRankChangeUpTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
if self.victory then
self.progressionLeaderboardLossBounceTimeline:PlayInstantlyToStart(IGNORE_ANIMATION_CALLBACKS)
self.leaderboardParticleSystem:Start()
else
self.progressionLeaderboardWinBounceTimeline:PlayInstantlyToStart(IGNORE_ANIMATION_CALLBACKS)
end
end)
- internalingame/tribute/tributesummary.lua:922 --
state:RegisterCallback("OnActivated", function()
SCENE_MANAGER:RequestShowLeaderBaseScene()
end)