local SKY_CLOUD_DEPTH = -0.3 local CLOSE_CLOUDS_DEPTH = 0 local STAR_SPIRAL_START_DEPTH = 1 local STAR_SPIRAL_END_DEPTH = 1.3 local CENTER_INFO_BG_DEPTH = 1.65 local SMOKE_DEPTH = 1.7 local CLOUDS_DEPTH = 1.71 local CONSTELLATIONS_DARKNESS_DEPTH = 1.72 local SKY_DEPTH = 5 local ONE_SIXTH_PI = ZO_PI / 6 ZO_CHAMPION_GAMEPAD_ZOOMED_IN_CAMERA_Y = 1000 ZO_CHAMPION_GAMEPAD_ZOOMED_IN_CAMERA_Z = 1.3 ZO_CHAMPION_GAMEPAD_ZOOMED_IN_CLUSTER_CAMERA_Z = 2.3 ZO_CHAMPION_KEYBOARD_ZOOMED_IN_CAMERA_Y = 1035 ZO_CHAMPION_KEYBOARD_ZOOMED_IN_CAMERA_Z = 1.1 ZO_CHAMPION_KEYBOARD_ZOOMED_IN_CLUSTER_CAMERA_Z = 2.1 ZO_CHAMPION_ZOOMED_OUT_CAMERA_Y = 800 ZO_CHAMPION_ZOOMED_OUT_CAMERA_Z = 0 ZO_CHAMPION_INITIAL_CAMERA_Y = 800 ZO_CHAMPION_INITIAL_CAMERA_Z = -1 ZO_CHAMPION_CENTERED_CONSTELLATION_INDEX = 2 --Champion computes all of its sizes off of a reference camera depth of -1 since it uses two camera levels. What the reference depth is doesn't really matter, --it's just important that it stays constant so we can use one measurement system at both zoom levels. ZO_CHAMPION_REFERENCE_CAMERA_Z = -1 local KEYBIND_STATES = { NONE = 0, OVERVIEW = 1, CONSTELLATION = 2, ACTION_BAR = 3, QUICK_MENU = 4, } local KEYBOARD_PLATFORM_STYLE = { INACTIVE_ALERT = { modifyTextType = MODIFY_TEXT_TYPE_NONE, font = "ZoFontWinH1", offsetX = 10, offsetY = 20, }, } local GAMEPAD_PLATFORM_STYLE = { INACTIVE_ALERT = { modifyTextType = MODIFY_TEXT_TYPE_UPPERCASE, font = "ZoFontGamepad42", offsetX = 100, offsetY = 50, }, } --Champion Perks ---------------------- local ChampionPerks = ZO_InitializingObject:Subclass() function ChampionPerks:Initialize(control) self.control = control self.canvasControl = self.control:GetNamedChild("Canvas") self.championBar = ZO_ChampionAssignableActionBar:New(self.control:GetNamedChild("ActionBar")) self.gamepadCursor = ZO_ChampionConstellationCursor_Gamepad:New(self.control:GetNamedChild("GamepadCursor")) self.initialized = false self.isChampionSystemNew = false self.keybindState = KEYBIND_STATES.NONE SetShouldRenderWorld(true) self:SetupCustomConfirmDialog() --for menu indicators / conditional button showing self:InitializeStateMachine() self:RegisterEvents() self.starTextureControlPool = ZO_ControlPool:New("ZO_ChampionStar", self.canvasControl, "Star") for i = 1, GetNumChampionNodesToPreallocate() do self.starTextureControlPool:AcquireObject() end self.starTextureControlPool:ReleaseAllObjects() self.starEditorPool = ZO_ObjectPool:New(ZO_ChampionStarEditor, ZO_ChampionStarEditor.Release) self.starLinkControlPool = ZO_ControlPool:New("ZO_ChampionStarLink", self.canvasControl, "Link") for i = 1, GetNumChampionLinksToPreallocate() do self.starLinkControlPool:AcquireObject() end self.starLinkControlPool:ReleaseAllObjects() self.clusterBackgroundControlPool = ZO_ControlPool:New("ZO_Cluster", self.canvasControl, "Cluster") self.starConfirmedTextureControlPool = ZO_ControlPool:New("ZO_ChampionStarConfirmAnimationTexture", self.canvasControl, "StarConfirmed") self.starConfirmedTextureControlPool:SetCustomFactoryBehavior(function(control) control.timeline = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_ChampionStarConfirmAnimation", control) end) self.inactiveAlert = self.control:GetNamedChild("InactiveAlert") self.keyboardConstellationViewControl = self.control:GetNamedChild("KeyboardConstellationView") self.gamepadChosenConstellationControl = self.control:GetNamedChild("ChosenConstellationGamepad") self.gamepadConstellationViewControl = self.control:GetNamedChild("GamepadConstellationView") self.gamepadStarTooltip = ChampionGamepadStarTooltip local ALWAYS_ANIMATE = true self.keyboardConstellationViewFragment = ZO_FadeSceneFragment:New(self.keyboardConstellationViewControl, ALWAYS_ANIMATE) self.gamepadConstellationViewFragment = ZO_FadeSceneFragment:New(self.gamepadConstellationViewControl, ALWAYS_ANIMATE) self.gamepadChosenConstellationFragment = ZO_FadeSceneFragment:New(self.gamepadChosenConstellationControl, ALWAYS_ANIMATE) local function SharedStateChangeCallback(oldState, newState) if newState == SCENE_SHOWING then self:PerformDeferredInitializationShared() --Hacky solution to get around the fact that we can potentially get here before the style gets set in ZO_GamepadKeybindStripFragment:Show --We need to make sure the style is properly set so PushKeybindGroupState can store the intended values if IsInGamepadPreferredMode() then KEYBIND_STRIP:SetStyle(KEYBIND_STRIP_GAMEPAD_STYLE) end self.keybindStripId = KEYBIND_STRIP:PushKeybindGroupState() KEYBIND_STRIP:RemoveDefaultExit(self.keybindStripId) self:RefreshKeybinds() self.stateMachine:FireCallbacks("ON_SHOWING") SetShouldRenderWorld(false) self:SetChampionSystemNew(false) self.lastHealthValue = GetUnitPower("player", COMBAT_MECHANIC_FLAGS_HEALTH) self.control:RegisterForEvent(EVENT_POWER_UPDATE, function(...) self:OnPowerUpdate(...) end) self.refreshGroup:TryClean() elseif newState == SCENE_SHOWN then TriggerTutorial(TUTORIAL_TRIGGER_CHAMPION_UI_SHOWN) elseif newState == SCENE_HIDING then SetShouldRenderWorld(true) self:ResetToInactive() KEYBIND_STRIP:PopKeybindGroupState() self.keybindState = KEYBIND_STATES.NONE self.keybindStripId = nil self.control:UnregisterForEvent(EVENT_POWER_UPDATE) self.lastHealthValue = nil elseif newState == SCENE_HIDDEN then if self:HasUnsavedChanges() and GetChampionPurchaseAvailability() == CHAMPION_PURCHASE_SUCCESS then ZO_Alert(UI_ALERT_CATEGORY_ALERT, SOUNDS.NEGATIVE_CLICK, GetString(SI_CHAMPION_UNSAVED_CHANGES_EXIT_ALERT)) end end end CHAMPION_PERKS_SCENE = ZO_Scene:New("championPerks", SCENE_MANAGER) CHAMPION_PERKS_SCENE:RegisterCallback("StateChange", function(oldState, newState) SharedStateChangeCallback(oldState, newState) if newState == SCENE_HIDDEN then WINDOW_MANAGER:SetMouseCursor(MOUSE_CURSOR_DO_NOT_CARE) end end) GAMEPAD_CHAMPION_PERKS_SCENE = ZO_Scene:New("gamepad_championPerks_root", SCENE_MANAGER) GAMEPAD_CHAMPION_PERKS_SCENE:RegisterCallback("StateChange", function(oldState, newState) SharedStateChangeCallback(oldState, newState) if newState == SCENE_SHOWING then DIRECTIONAL_INPUT:Activate(self, control) elseif newState == SCENE_SHOWN then CALLBACK_MANAGER:RegisterCallback("OnGamepadDialogShowing", self.OnGamepadDialogShowing) elseif newState == SCENE_HIDING then DIRECTIONAL_INPUT:Deactivate(self) self.gamepadStarTooltip.scrollTooltip:ClearLines() self.gamepadCursor:UpdateVisibility() CALLBACK_MANAGER:UnregisterCallback("OnGamepadDialogShowing", self.OnGamepadDialogShowing) end end) self.OnGamepadDialogShowing = function() local editor = self:GetSelectedStarEditor() if editor then editor:StopChangingPoints() end end SYSTEMS:RegisterKeyboardRootScene("champion", CHAMPION_PERKS_SCENE) SYSTEMS:RegisterGamepadRootScene("champion", GAMEPAD_CHAMPION_PERKS_SCENE) CHAMPION_DATA_MANAGER:RegisterCallback("DataChanged", function() self.constellationsInitialized = false if SYSTEMS:IsShowing("champion") then -- reset to top level view self:ResetToInactive() self:PerformDeferredInitializationConstellations() self.stateMachine:FireCallbacks("ON_DATA_RELOADED") end end) self.refreshGroup = ZO_OrderedRefreshGroup:New(ZO_ORDERED_REFRESH_GROUP_AUTO_CLEAN_PER_FRAME) self.refreshGroup:SetActive(function() return SYSTEMS:IsShowing("champion") end) self.refreshGroup:AddDirtyState("AllData", function() self:RefreshConstellationStates() self:RefreshStarEditors() self:RefreshStatusInfo() self:RefreshSelectedConstellationInfo() self:RefreshSelectedStarTooltip() self:RefreshKeybinds() end) self.refreshGroup:AddDirtyState("ChosenConstellationData", function() self:RefreshChosenConstellationState() self:RefreshStarEditors() self:RefreshStatusInfo() self:RefreshSelectedConstellationInfo() self:RefreshSelectedStarTooltip() self:RefreshKeybinds() end) self.refreshGroup:AddDirtyState("Points", function() self:RefreshStatusInfo() self:RefreshSelectedConstellationInfo() self:RefreshSelectedStarTooltip() self:RefreshKeybinds() end) self.refreshGroup:AddDirtyState("SelectedStarData", function() self:RefreshSelectedStarTooltip() self:RefreshKeybinds() end) self.refreshGroup:AddDirtyState("KeybindStrip", function() self:RefreshKeybinds() end) end function ChampionPerks:IsChampionSystemNew() return self.isChampionSystemNew end function ChampionPerks:SetChampionSystemNew(isNew) if isNew ~= self.isChampionSystemNew then self.isChampionSystemNew = isNew self:RefreshMenus() end end function ChampionPerks:SetupCustomConfirmDialog() local customControl = ZO_ChampionRespecConfirmationDialog local gamepadData = { data1 = { value = 0, header = GetString(SI_CHAMPION_DIALOG_CONFIRMATION_BALANCE), }, data2 = { value = 0, header = GetString(SI_CHAMPION_DIALOG_CONFIRMATION_COST), } } ZO_Dialogs_RegisterCustomDialog("CHAMPION_CONFIRM_COST", { gamepadInfo = { dialogType = GAMEPAD_DIALOGS.BASIC, }, customControl = customControl, title = { text = SI_CHAMPION_DIALOG_CONFIRM_CHANGES_TITLE, }, mainText = { text = zo_strformat(SI_CHAMPION_DIALOG_CONFIRM_POINT_COST), }, setup = function(dialog) if SCENE_MANAGER:IsCurrentSceneGamepad() then local gamepadGoldIconMarkup = ZO_Currency_GetGamepadFormattedCurrencyIcon(CURT_MONEY) gamepadData.data1.value = zo_strformat(SI_CHAMPION_RESPEC_CURRENCY_FORMAT, ZO_CommaDelimitNumber(GetCurrencyAmount(CURT_MONEY, CURRENCY_LOCATION_CHARACTER)), gamepadGoldIconMarkup) gamepadData.data2.value = zo_strformat(SI_CHAMPION_RESPEC_CURRENCY_FORMAT, ZO_CommaDelimitNumber(GetChampionRespecCost()), gamepadGoldIconMarkup) dialog.setupFunc(dialog, gamepadData) else ZO_CurrencyControl_SetSimpleCurrency(customControl:GetNamedChild("BalanceAmount"), CURT_MONEY, GetCurrencyAmount(CURT_MONEY, CURRENCY_LOCATION_CHARACTER)) ZO_CurrencyControl_SetSimpleCurrency(customControl:GetNamedChild("RespecCost"), CURT_MONEY, GetChampionRespecCost()) end end, buttons = { { control = customControl:GetNamedChild("Confirm"), text = SI_DIALOG_CONFIRM, callback = function(dialog) CHAMPION_PERKS:SpendPointsConfirmed(dialog.data.respecNeeded) end, }, { control = customControl:GetNamedChild("Cancel"), text = SI_DIALOG_CANCEL, } } }) end function ChampionPerks:ShowDialog(name, data, textParams) if not SCENE_MANAGER:IsCurrentSceneGamepad() then if self.chosenConstellation then self.chosenConstellation:SelectStar(nil) end else local editor = self:GetSelectedStarEditor() if editor then editor:StopChangingPoints() end end ZO_Dialogs_ShowPlatformDialog(name, data, textParams) end function ChampionPerks:PerformDeferredInitializationShared() if not self.initialized then self.initialized = true self.cloudsTexture = self.canvasControl:GetNamedChild("Clouds") self.smokeTexture = self.canvasControl:GetNamedChild("Smoke") self.closeClouds1Texture = self.canvasControl:GetNamedChild("CloseClouds1") self.closeClouds2Texture = self.canvasControl:GetNamedChild("CloseClouds2") self.starClustersSmallTexture = self.canvasControl:GetNamedChild("StarClustersSmall") self.starClustersMediumTexture = self.canvasControl:GetNamedChild("StarClustersMedium") self.starClustersLargeTexture = self.canvasControl:GetNamedChild("StarClustersLarge") self.darknessRingTexture = self.canvasControl:GetNamedChild("DarknessRing") self.radialSelectorTexture = self.canvasControl:GetNamedChild("RadialSelector") self.centerInfoBGTexture = self.canvasControl:GetNamedChild("CenterInfoBG") self.centerInfoControl = self.control:GetNamedChild("CenterInfo") self.centerInfoNameLabel = self.centerInfoControl:GetNamedChild("Name") self.centerInfoPointPoolLabel = self.centerInfoControl:GetNamedChild("PointPool") self.centerInfoAlphaInterpolator = ZO_LerpInterpolator:New(0) self.keyboardStatusControl = self.control:GetNamedChild("KeyboardStatus") self.keyboardStatusNameLabel = self.keyboardStatusControl:GetNamedChild("ConstellationName") self.keyboardStatusPointValueLabel = self.keyboardStatusControl:GetNamedChild("PointValue") self.keyboardStatusAlphaInterpolator = ZO_LerpInterpolator:New(0) self.keyboardStatusAlphaInterpolator:SetApproachFactor(0.2) self.selectedStarIndicatorTexture = self.control:GetNamedChild("SelectedStarIndicator") self.selectedStarIndicatorTimeline = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_SelectedStarIndicatorAnimation", self.selectedStarIndicatorTexture) self.selectedStarIndicatorTimeline:PlayForward() self.selectedStarIndicatorAppearTimeline = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_SelectedStarIndicatorAppearAnimation", self.selectedStarIndicatorTexture) self:CreateCloseCloudsAnimation() self.cameraRootX = 0 self.cameraRootY = 0 self.cameraRootZ = 0 self.cameraAnimationOffsetX = 0 self.cameraAnimationOffsetY = 0 self.cameraAnimationOffsetZ = 0 self.cameraPanX = 0 self.cameraPanY = 0 self.cameraPanZ = 0 self.constellationInnerRadius = ZO_CHAMPION_CONSTELLATION_INNER_RADIUS self.constellationHeight = ZO_CHAMPION_CONSTELLATION_HEIGHT self.constellationOuterRadius = self.constellationInnerRadius + self.constellationHeight self.oneShotAnimationTexturePool = ZO_ControlPool:New("ZO_ChampionOneShotAnimationTexture", self.canvasControl) self.oneShotAnimationOnStopCallback = function(timeline) local texture = timeline:GetFirstAnimation():GetAnimatedControl() timeline.onReleaseCallback(texture) self.oneShotAnimationTexturePool:ReleaseObject(texture.key) timeline.pool:ReleaseObject(timeline.key) end self:InitializeKeybindStrips() self:BuildSceneGraph() self:RefreshStatusInfo() self.platformStyle = ZO_PlatformStyle:New(function(style) self:ApplyPlatformStyle(style) end, KEYBOARD_PLATFORM_STYLE, GAMEPAD_PLATFORM_STYLE) end -- constellations use their own initialization flag self:PerformDeferredInitializationConstellations() end function ChampionPerks:CreateCloseCloudsAnimation() local CLOUD_LAYER_MAX_ALPHA = 0.22 local CLOUD_LAYER_DEPTH_DELTA = 0.6 local RAMP_RANGE = 0.4 local ROTATION_DELTA = 0.3 local function UpdateCloseClouds(node, textureControl, progress) if progress < RAMP_RANGE then textureControl:SetAlpha(progress * (1 / RAMP_RANGE) * CLOUD_LAYER_MAX_ALPHA) elseif progress < (1 - RAMP_RANGE) then textureControl:SetAlpha(CLOUD_LAYER_MAX_ALPHA) else textureControl:SetAlpha((1 - (progress - 1 + RAMP_RANGE) * (1 / RAMP_RANGE)) * CLOUD_LAYER_MAX_ALPHA) end node:SetZ(CLOSE_CLOUDS_DEPTH + CLOUD_LAYER_DEPTH_DELTA * progress) node:SetRotation(progress * ROTATION_DELTA) end local PROGRESS_OFFSET = 0.25 self.closeCloudsTimeline = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_ChampionCloseCloudsAnimation") self.closeCloudsTimeline:GetFirstAnimation():SetUpdateFunction(function(animation, progress) UpdateCloseClouds(self.closeClouds1Node, self.closeClouds1Texture, (progress + PROGRESS_OFFSET) % 1 ) UpdateCloseClouds(self.closeClouds2Node, self.closeClouds2Texture, (progress + PROGRESS_OFFSET + 0.5) % 1) end) end function ChampionPerks:PerformDeferredInitializationConstellations() if not self.constellationsInitialized then self.constellationsInitialized = true self.starTextureControlPool:ReleaseAllObjects() self.starEditorPool:ReleaseAllObjects() self.starLinkControlPool:ReleaseAllObjects() self.clusterBackgroundControlPool:ReleaseAllObjects() self.constellations = {} for disciplineIndex, disciplineData in CHAMPION_DATA_MANAGER:ChampionDisciplineDataIterator() do self.constellations[disciplineIndex] = ZO_ChampionConstellation:New(disciplineData, self.sceneGraph) end -- Adding two copies of each constellation to ring to get an endless circle where only half is visible at a time local numConstellations = #self.constellations for anchorIndex, ringAnchor in ipairs(self.ringAnchors) do local constellationIndex = (anchorIndex - 1) % numConstellations + 1 -- subtract and add to handle index-by-one local constellation = self.constellations[constellationIndex] if anchorIndex <= numConstellations then ringAnchor:SetConstellation(constellation) constellation:SetFirstRingAnchor(ringAnchor) else ringAnchor:SetConstellation(constellation) constellation:SetSecondRingAnchor(ringAnchor) end end self.starsToAnimateForConfirm = {} self.chosenConstellation = nil self.chosenRingNode = nil self.selectedConstellation = nil self.selectedRingNode = nil self.championBar:ResetAllSlots() end end function ChampionPerks:GetGamepadStarTooltip() return self.gamepadStarTooltip end function ChampionPerks:InitializeKeybindStrips() local function AlignLeftOnGamepadRightOnKeyboard() if IsInGamepadPreferredMode() then return KEYBIND_STRIP_ALIGN_LEFT else return KEYBIND_STRIP_ALIGN_RIGHT end end local function AlignRightOnGamepadCenterOnKeyboard() if IsInGamepadPreferredMode() then return KEYBIND_STRIP_ALIGN_RIGHT else return KEYBIND_STRIP_ALIGN_CENTER end end self.respecActionsKeybindStripDescriptor = { alignment = KEYBIND_STRIP_ALIGN_CENTER, { name = function() if CHAMPION_DATA_MANAGER:IsRespecNeeded() then local cost = GetChampionRespecCost() if GetCurrencyAmount(CURT_MONEY, CURRENCY_LOCATION_CHARACTER) < cost then cost = ZO_ERROR_COLOR:Colorize(cost) end return zo_strformat(SI_CHAMPION_CONFIRM_SPEND_RESPEC_ACTION, cost, ZO_Currency_GetPlatformFormattedCurrencyIcon(CURT_MONEY)) else return GetString(SI_CHAMPION_CONFIRM_SPEND_POINTS_ACTION) end end, keybind = "UI_SHORTCUT_SECONDARY", callback = function() self:SpendPendingPoints() end, visible = function() return self:HasUnsavedChanges() end, enabled = function() local result = GetChampionPurchaseAvailability() if result ~= CHAMPION_PURCHASE_SUCCESS then return false, GetString("SI_CHAMPIONPURCHASERESULT", result), KEYBIND_STRIP_DISABLED_DIALOG end if CHAMPION_DATA_MANAGER:IsRespecNeeded() then return GetCurrencyAmount(CURT_MONEY, CURRENCY_LOCATION_CHARACTER) >= GetChampionRespecCost() else return true end end, }, { name = function() return self:IsInRespecMode() and GetString(SI_CHAMPION_CANCEL_RESPEC_POINTS) or GetString(SI_CHAMPION_RESPEC_POINTS) end, keybind = "UI_SHORTCUT_TERTIARY", gamepadPreferredKeybind = "UI_SHORTCUT_QUINARY", callback = function() self:ToggleRespecMode() end, visible = function() if not self:IsInRespecMode() then return CHAMPION_DATA_MANAGER:HasAnySavedSpentPoints() else return true end end, enabled = function() local result = GetChampionPurchaseAvailability() if result ~= CHAMPION_PURCHASE_SUCCESS then return false, GetString("SI_CHAMPIONPURCHASERESULT", result), KEYBIND_STRIP_DISABLED_DIALOG end end, }, { alignment = AlignRightOnGamepadCenterOnKeyboard, name = function() return self:IsInRespecMode() and GetString(SI_CHAMPION_SYSTEM_CLEAR_POINTS) or GetString(SI_CHAMPION_SYSTEM_DISCARD_CHANGES) end, keybind = "UI_SHORTCUT_NEGATIVE", gamepadPreferredKeybind = "UI_SHORTCUT_RIGHT_STICK", callback = function() self:ClearUnsavedChanges() CHAMPION_DATA_MANAGER:ClearAllPoints() end, visible = function() return CHAMPION_DATA_MANAGER:HasPointsToClear() or self:HasUnsavedChanges() end, sound = SOUNDS.CHAMPION_PENDING_POINTS_CLEARED, } } self.overviewKeybindStripDescriptor = { alignment = AlignLeftOnGamepadRightOnKeyboard, { name = GetString(SI_CHAMPION_CONSTELLATION_ZOOM_IN), keybind = "UI_SHORTCUT_PRIMARY", callback = function() self:ChooseConstellationNode(self.selectedRingNode) end, enabled = function() return not self:IsAnimating() and self.selectedConstellation ~= nil end, }, { name = function() if IsInGamepadPreferredMode() then return GetString(SI_GAMEPAD_BACK_OPTION) else return GetString(SI_EXIT_BUTTON) end end, keybind = "UI_SHORTCUT_EXIT", order = -1000, gamepadPreferredKeybind = "UI_SHORTCUT_NEGATIVE", callback = function() SCENE_MANAGER:HideCurrentScene() end, enabled = function() return not self:IsAnimating() end, }, } self.constellationKeybindStripDescriptor = { alignment = AlignLeftOnGamepadRightOnKeyboard, { name = GetString(SI_CHAMPION_CONSTELLATION_ZOOM_OUT), keybind = "UI_SHORTCUT_EXIT", order = -1000, gamepadPreferredKeybind = "UI_SHORTCUT_NEGATIVE", callback = function() self:ZoomOut() end, enabled = function() return not self:IsAnimating() end, }, } -- gamepad specific self.gamepadEnterActionBarKeybindStripDescriptor = { alignment = KEYBIND_STRIP_ALIGN_LEFT, { name = GetString(SI_GAMEPAD_CHAMPION_ENTER_BAR), -- we are splitting up these into independent keybinds to convince the keybind system that this will never conflict with -- the toggle respec action: the keyboard quinary keybind in practice will not be used. keybind = "UI_SHORTCUT_QUINARY", gamepadPreferredKeybind = "UI_SHORTCUT_TERTIARY", enabled = function() local result = GetChampionPurchaseAvailability() if result ~= CHAMPION_PURCHASE_SUCCESS then return false, GetString("SI_CHAMPIONPURCHASERESULT", result) end end, callback = function() --If we are opening the quick menu, make sure to deselect the current star (if there is one) if self.chosenConstellation then self.chosenConstellation:SelectStar(nil) end local ALLOW_DISCIPLINE_SWAPPING = true self.championBar:GetGamepadEditor():FocusBar(ALLOW_DISCIPLINE_SWAPPING) GAMEPAD_CHAMPION_QUICK_MENU:Show() end, }, } self.gamepadConstellationKeybindStripDescriptor = { alignment = KEYBIND_STRIP_ALIGN_LEFT, { name = function() return self:GetSelectedStar():GetPrimaryGamepadActionText() end, keybind = "UI_SHORTCUT_PRIMARY", callback = function() self:GetSelectedStar():PerformPrimaryGamepadAction() end, visible = function() return self:GetSelectedStar() and self:GetSelectedStar():HasPrimaryGamepadAction() end, enabled = function() if self:IsAnimating() or self:GetSelectedStar() == nil then return false end return self:GetSelectedStar():CanPerformPrimaryGamepadAction() end, }, { --Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized. name = "Champion Star Remove Points", ethereal = true, keybind = "UI_SHORTCUT_LEFT_TRIGGER", handlesKeyUp = true, enabled = function() local editor = self:GetSelectedStarEditor() return editor ~= nil and editor:CanRemovePoints() end, callback = function(up) if up and self.currentChangingEditor then -- release self.currentChangingEditor:StopChangingPoints() self.currentChangingEditor = nil elseif not up then -- press -- saving editor to an independent variable so we can -- always stop, even if the editor stops being selected while -- the keybind is still being held self.currentChangingEditor = self:GetSelectedStarEditor() self.currentChangingEditor:StartRemovingPoints() end return true end, }, { --Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized. name = "Champion Star Add Points", ethereal = true, keybind = "UI_SHORTCUT_RIGHT_TRIGGER", handlesKeyUp = true, enabled = function() local editor = self:GetSelectedStarEditor() return editor ~= nil and editor:CanAddPoints() end, callback = function(up) if up and self.currentChangingEditor then -- release self.currentChangingEditor:StopChangingPoints() self.currentChangingEditor = nil elseif not up then -- press -- saving editor to an independent variable so we can -- always stop, even if the editor stops being selected while -- the keybind is still being held self.currentChangingEditor = self:GetSelectedStarEditor() self.currentChangingEditor:StartAddingPoints() end return true end, }, { --Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized. name = "Champion Rotate Left", ethereal = true, keybind = "UI_SHORTCUT_LEFT_SHOULDER", callback = function() self:CycleToLeftNode() end, }, { --Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized. name = "Champion Rotate Right", ethereal = true, keybind = "UI_SHORTCUT_RIGHT_SHOULDER", callback = function() self:CycleToRightNode() end, }, } self.gamepadActionBarKeybindStripDescriptor = { alignment = KEYBIND_STRIP_ALIGN_LEFT, { name = function() local editor = self.championBar:GetGamepadEditor() if editor:IsAssigningChampionSkill() then return GetString(SI_GAMEPAD_CHAMPION_SLOT_SKILL) else return GetString(SI_GAMEPAD_CHAMPION_QUICK_MENU) end end, keybind = "UI_SHORTCUT_PRIMARY", enabled = function() local editor = self.championBar:GetGamepadEditor() if editor:IsAssigningChampionSkill() then local result = editor:GetExpectedAssignSkillResult() return result == CHAMPION_PURCHASE_SUCCESS, GetString("SI_CHAMPIONPURCHASERESULT", result) else return true end end, callback = function() local editor = self.championBar:GetGamepadEditor() if editor:IsAssigningChampionSkill() then editor:FinishAssigningChampionSkill() else GAMEPAD_CHAMPION_QUICK_MENU:Show() end end, }, { name = GetString(SI_GAMEPAD_BACK_OPTION), -- we are splitting up these into independent keybinds to convince the keybind system that this will never conflict with -- the clear points action: the keyboard exit keybind in practice will not be used. keybind = "UI_SHORTCUT_EXIT", order = -1000, gamepadPreferredKeybind = "UI_SHORTCUT_NEGATIVE", callback = function() local editor = self.championBar:GetGamepadEditor() editor:UnfocusBar() end, }, } end function ChampionPerks:RemoveKeybindStrips() KEYBIND_STRIP:RemoveKeybindButtonGroup(self.respecActionsKeybindStripDescriptor, self.keybindStripId) KEYBIND_STRIP:RemoveKeybindButtonGroup(self.overviewKeybindStripDescriptor, self.keybindStripId) KEYBIND_STRIP:RemoveKeybindButtonGroup(self.constellationKeybindStripDescriptor, self.keybindStripId) KEYBIND_STRIP:RemoveKeybindButtonGroup(self.gamepadEnterActionBarKeybindStripDescriptor, self.keybindStripId) KEYBIND_STRIP:RemoveKeybindButtonGroup(self.gamepadConstellationKeybindStripDescriptor, self.keybindStripId) KEYBIND_STRIP:RemoveKeybindButtonGroup(self.gamepadActionBarKeybindStripDescriptor, self.keybindStripId) GAMEPAD_CHAMPION_QUICK_MENU:RemoveKeybindStrips(self.keybindStripId) end function ChampionPerks:AddKeybindStrips() self:RemoveKeybindStrips() if self.keybindState == KEYBIND_STATES.OVERVIEW then KEYBIND_STRIP:AddKeybindButtonGroup(self.respecActionsKeybindStripDescriptor, self.keybindStripId) KEYBIND_STRIP:AddKeybindButtonGroup(self.overviewKeybindStripDescriptor, self.keybindStripId) if SCENE_MANAGER:IsCurrentSceneGamepad() then KEYBIND_STRIP:AddKeybindButtonGroup(self.gamepadEnterActionBarKeybindStripDescriptor, self.keybindStripId) end elseif self.keybindState == KEYBIND_STATES.CONSTELLATION then KEYBIND_STRIP:AddKeybindButtonGroup(self.respecActionsKeybindStripDescriptor, self.keybindStripId) KEYBIND_STRIP:AddKeybindButtonGroup(self.constellationKeybindStripDescriptor, self.keybindStripId) if SCENE_MANAGER:IsCurrentSceneGamepad() then KEYBIND_STRIP:AddKeybindButtonGroup(self.gamepadEnterActionBarKeybindStripDescriptor, self.keybindStripId) KEYBIND_STRIP:AddKeybindButtonGroup(self.gamepadConstellationKeybindStripDescriptor, self.keybindStripId) end elseif self.keybindState == KEYBIND_STATES.ACTION_BAR then -- always gamepad KEYBIND_STRIP:AddKeybindButtonGroup(self.gamepadActionBarKeybindStripDescriptor, self.keybindStripId) elseif self.keybindState == KEYBIND_STATES.QUICK_MENU then GAMEPAD_CHAMPION_QUICK_MENU:AddKeybindStrips(self.keybindStripId) end end function ChampionPerks:RefreshKeybinds() --If we don't have a keybind strip id we shouldn't be manipulating the keybind strip, so just return early if not self.keybindStripId then return end local nextState if GAMEPAD_CHAMPION_QUICK_MENU:IsShowing() then nextState = KEYBIND_STATES.QUICK_MENU elseif self.championBar:GetGamepadEditor():IsFocused() then nextState = KEYBIND_STATES.ACTION_BAR elseif self:HasChosenConstellation() then nextState = KEYBIND_STATES.CONSTELLATION else nextState = KEYBIND_STATES.OVERVIEW end if nextState ~= self.keybindState then self.keybindState = nextState self:RemoveKeybindStrips() self:AddKeybindStrips() end KEYBIND_STRIP:UpdateCurrentKeybindButtonGroups(self.keybindStripId) end function ChampionPerks:BuildStarSpirals() local timeline = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_StarSpiralAnimation") self.starSpirals = {} for i = 1, 2 do local texture = CreateControlFromVirtual("$(parent)StarSpiral", self.canvasControl, "ZO_ConstellationStarSpiral", i) local spiralNode = self.sceneGraph:CreateNode("starSpiral"..i) spiralNode:SetParent(self.rootNode) texture:SetDimensions(spiralNode:ComputeSizeForDepth(4000, 4000, STAR_SPIRAL_START_DEPTH, ZO_CHAMPION_REFERENCE_CAMERA_Z)) spiralNode:AddTexture(texture, 0, 0, STAR_SPIRAL_START_DEPTH) self.starSpirals[i] = texture texture.node = spiralNode end timeline:PlayFromStart() end local NUM_CLOUDS = 4 local SKY_CLOUD_MIN_OFFSET_Y = 800 local SKY_CLOUD_MAX_OFFSET_Y = 1100 function ChampionPerks:BuildClouds() for cloudIndex = 0, NUM_CLOUDS - 1 do local skyCloudTemplate if cloudIndex < 2 then -- nodes 0-1 skyCloudTemplate = "ZO_ConstellationSkyCloudInner" else -- nodes 2-3 skyCloudTemplate = "ZO_ConstellationSkyCloudOuter" end local skyCloudTexture = CreateControlFromVirtual("$(parent)SkyCloud", self.canvasControl, skyCloudTemplate, cloudIndex) local skyCloudNode = self.sceneGraph:CreateNode("skyCloud" .. cloudIndex) skyCloudNode:SetParent(self.skyCloudsNode) skyCloudTexture:SetDimensions(skyCloudNode:ComputeSizeForDepth(512, 256, SKY_CLOUD_DEPTH, ZO_CHAMPION_REFERENCE_CAMERA_Z)) local indexLerpValue = zo_percentBetween(0, NUM_CLOUDS - 1, cloudIndex) local offsetY = zo_lerp(SKY_CLOUD_MIN_OFFSET_Y, SKY_CLOUD_MAX_OFFSET_Y, indexLerpValue) skyCloudNode:AddTexture(skyCloudTexture, 0, offsetY, SKY_CLOUD_DEPTH) skyCloudNode:SetRotation(zo_lerp(0, ZO_TWO_PI, indexLerpValue)) end end function ChampionPerks:BuildSceneGraph() self.sceneGraph = ZO_SceneGraph:New(self.canvasControl) self.cameraNode = self.sceneGraph:GetCameraNode() self.rootNode = self.sceneGraph:CreateNode("root") self.rootNode:SetParent(self.cameraNode) self.skyCloudsNode = self.sceneGraph:CreateNode("skyClouds") self.skyCloudsNode:SetParent(self.rootNode) self.closeClouds1Node = self.sceneGraph:CreateNode("closeClouds1") self.closeClouds1Node:SetParent(self.rootNode) self.closeClouds1Texture:SetDimensions(self.closeClouds1Node:ComputeSizeForDepth(4500, 4500, CLOSE_CLOUDS_DEPTH, ZO_CHAMPION_REFERENCE_CAMERA_Z)) self.closeClouds1Node:AddTexture(self.closeClouds1Texture, 0, 0, CLOSE_CLOUDS_DEPTH) self.closeClouds2Node = self.sceneGraph:CreateNode("closeClouds2") self.closeClouds2Node:SetParent(self.rootNode) self.closeClouds2Texture:SetDimensions(self.closeClouds2Node:ComputeSizeForDepth(4500, 4500, CLOSE_CLOUDS_DEPTH, ZO_CHAMPION_REFERENCE_CAMERA_Z)) self.closeClouds2Node:AddTexture(self.closeClouds2Texture, 0, 0, CLOSE_CLOUDS_DEPTH) self:BuildClouds() self:BuildStarSpirals() self.cloudsNode = self.sceneGraph:CreateNode("clouds") self.cloudsNode:SetParent(self.rootNode) self.cloudsTexture:SetDimensions(self.cloudsNode:ComputeSizeForDepth(1300, 1300, CLOUDS_DEPTH, ZO_CHAMPION_REFERENCE_CAMERA_Z)) self.cloudsNode:AddTexture(self.cloudsTexture, 0, 0, CLOUDS_DEPTH) self.smokeNode = self.sceneGraph:CreateNode("smoke") self.smokeNode:SetParent(self.rootNode) self.smokeTexture:SetDimensions(self.smokeNode:ComputeSizeForDepth(1300, 1300, SMOKE_DEPTH, ZO_CHAMPION_REFERENCE_CAMERA_Z)) self.smokeNode:AddTexture(self.smokeTexture, 0, 0, SMOKE_DEPTH) self.skyNode = self.sceneGraph:CreateNode("sky") self.skyNode:SetParent(self.rootNode) local skyTexture = self.canvasControl:GetNamedChild("Sky") skyTexture:SetDimensions(self.skyNode:ComputeSizeForDepth(9000, 9000, SKY_DEPTH, ZO_CHAMPION_REFERENCE_CAMERA_Z)) self.skyNode:AddTexture(skyTexture, 0, 0, SKY_DEPTH) self.darknessRingNode = self.sceneGraph:CreateNode("darknessRing") self.darknessRingNode:SetParent(self.rootNode) self.darknessRingTexture:SetDimensions(self.darknessRingNode:ComputeSizeForDepth(1400, 1400, CONSTELLATIONS_DARKNESS_DEPTH, ZO_CHAMPION_REFERENCE_CAMERA_Z)) self.darknessRingNode:AddTexture(self.darknessRingTexture, 0, 0, CONSTELLATIONS_DARKNESS_DEPTH) self.darknessRingNode:SetRotation(6.11) self.radialSelectorNode = self.sceneGraph:CreateNode("radialSelector") self.radialSelectorNode:SetParent(self.cameraNode) self.radialSelectorTexture:SetDimensions(self.radialSelectorNode:ComputeSizeForDepth(512, 128, ZO_CHAMPION_CONSTELLATION_DEPTH, ZO_CHAMPION_REFERENCE_CAMERA_Z)) self.radialSelectorNode:AddTexture(self.radialSelectorTexture, 0, -580, ZO_CHAMPION_CONSTELLATION_DEPTH) self.centerInfoBGNode = self.sceneGraph:CreateNode("centerInfoBG") self.centerInfoBGNode:SetParent(self.rootNode) self.centerInfoBGTexture:SetDimensions(self.centerInfoBGNode:ComputeSizeForDepth(512, 512, CENTER_INFO_BG_DEPTH, ZO_CHAMPION_REFERENCE_CAMERA_Z)) self.centerInfoBGNode:AddTexture(self.centerInfoBGTexture, 0, 0, CENTER_INFO_BG_DEPTH) self.ring = ZO_SceneNodeRing:New(self.rootNode) self.ring:SetRadius(self.rootNode:ComputeSizeForDepth(self.constellationInnerRadius, self.constellationInnerRadius, ZO_CHAMPION_CONSTELLATION_DEPTH, ZO_CHAMPION_REFERENCE_CAMERA_Z)) -- we need two anchors per constellation to get an endless circle where only half of the ring is visible at a time self.ringAnchors = {} for anchorIndex = 1, GetNumChampionDisciplines() * 2 do local ringAnchor = ZO_ChampionConstellationRingAnchor:New(self.sceneGraph, anchorIndex) self.ringAnchors[anchorIndex] = ringAnchor self.ring:AddNode(ringAnchor:GetNode()) end end function ChampionPerks:InitializeStateMachine() self.stateMachine = ZO_StateMachine_Base:New("CHAMPION_STATE_MACHINE") self.stateMachine:AddState("INACTIVE") do local state = self.stateMachine:AddState("ENTERING") local ENTER_ANIMATION = { duration = 0.85, targetCameraX = 0, targetCameraY = ZO_CHAMPION_ZOOMED_OUT_CAMERA_Y, targetCameraZ = ZO_CHAMPION_ZOOMED_OUT_CAMERA_Z, easingFunction = ZO_EaseOutQuadratic, } 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) end do local state = self.stateMachine:AddState("RING") 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) 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) end do local state = self.stateMachine:AddState("CONSTELLATION_IN") local zoomInAnimation = { targetCameraX = 0, targetCameraY = ZOOMED_IN_CAMERA_Y, targetCameraZ = ZOOMED_IN_CAMERA_Z, targetNodeDurationBase = 0.75, targetNodeDurationMultiplier = 0.5 / ZO_PI, nodePadding = {}, chooseTargetNode = true, chooseTargetNodeAtDurationPercent = 1, easingFunction = ZO_EaseOutQuadratic, } 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) state:RegisterCallback("OnDeactivated", function() self:SelectConstellationNodeInternal(nil) end) end do local state = self.stateMachine:AddState("CONSTELLATION_OUT") local zoomOutAnimation = { targetCameraX = 0, targetCameraY = ZO_CHAMPION_ZOOMED_OUT_CAMERA_Y, targetCameraZ = ZO_CHAMPION_ZOOMED_OUT_CAMERA_Z, duration = 0.75, nodePadding = {}, easingFunction = ZO_EaseOutQuadratic, unchooseNode = true, unchooseInstantly = true, gamepadSelectNode = true, } 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) end do local zoomedInCycleAnimation = { duration = 0.5, nodePadding = {}, chooseTargetNode = true, chooseTargetNodeAtDurationPercent = 0.5, easingFunction = ZO_EaseOutQuadratic, } local state = self.stateMachine:AddState("CONSTELLATION_CYCLE") 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) end self.stateMachine:AddState("CONSTELLATION") do local zoomInClusterAnimation = { duration = 0.75, easingFunction = ZO_EaseOutQuadratic } local state = self.stateMachine:AddState("CLUSTER_IN") 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) state:RegisterCallback("OnDeactivated", function() self.chosenConstellation:ChangeCurrentCluster(self.nextTargetClusterData) self.nextTargetClusterData = nil end) end do local zoomOutClusterAnimation = { duration = 0.75, startingFadeDuration = 0.1, easingFunction = ZO_EaseOutQuadratic } local state = self.stateMachine:AddState("CLUSTER_OUT") 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) 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) end self.stateMachine:AddState("CLUSTER") self.stateMachine:AddTrigger("ON_SHOWING", ZO_StateMachine_TriggerStateCallback, "ON_SHOWING") self.stateMachine:AddTrigger("ON_DATA_RELOADED", ZO_StateMachine_TriggerStateCallback, "ON_DATA_RELOADED") self.stateMachine:AddTrigger("ZOOM_IN", ZO_StateMachine_TriggerStateCallback, "ZOOM_IN") self.stateMachine:AddTrigger("ZOOM_OUT", ZO_StateMachine_TriggerStateCallback, "ZOOM_OUT") self.stateMachine:AddTrigger("CYCLE", ZO_StateMachine_TriggerStateCallback, "CYCLE") self.stateMachine:AddTrigger("ANIMATION_COMPLETE", ZO_StateMachine_TriggerStateCallback, "ANIMATION_COMPLETE") -- ring states: ring is entered at the start, and can be zoomed out to self.stateMachine:AddEdgeAutoName("INACTIVE", "ENTERING") self.stateMachine:AddTriggerToEdge("ON_SHOWING", "INACTIVE_TO_ENTERING") self.stateMachine:AddTriggerToEdge("ON_DATA_RELOADED", "INACTIVE_TO_ENTERING") self.stateMachine:AddEdgeAutoName("ENTERING", "RING") self.stateMachine:AddTriggerToEdge("ANIMATION_COMPLETE", "ENTERING_TO_RING") self.stateMachine:AddEdgeAutoName("CONSTELLATION_OUT", "RING") self.stateMachine:AddTriggerToEdge("ANIMATION_COMPLETE", "CONSTELLATION_OUT_TO_RING") self.stateMachine:AddEdgeAutoName("RING", "CONSTELLATION_IN") self.stateMachine:AddTriggerToEdge("ZOOM_IN", "RING_TO_CONSTELLATION_IN") -- constellation states: constellations can be zoomed into from the ring, and zoomed out from a cluster. self.stateMachine:AddEdgeAutoName("CONSTELLATION_IN", "CONSTELLATION") self.stateMachine:AddTriggerToEdge("ANIMATION_COMPLETE", "CONSTELLATION_IN_TO_CONSTELLATION") self.stateMachine:AddEdgeAutoName("CLUSTER_OUT", "CONSTELLATION") self.stateMachine:AddTriggerToEdge("ANIMATION_COMPLETE", "CLUSTER_OUT_TO_CONSTELLATION") self.stateMachine:AddEdgeAutoName("CONSTELLATION", "CONSTELLATION_OUT") self.stateMachine:AddTriggerToEdge("ZOOM_OUT", "CONSTELLATION_TO_CONSTELLATION_OUT") self.stateMachine:AddEdgeAutoName("CONSTELLATION", "CLUSTER_IN") self.stateMachine:AddTriggerToEdge("ZOOM_IN", "CONSTELLATION_TO_CLUSTER_IN") -- you can also cycle between constellations self.stateMachine:AddEdgeAutoName("CONSTELLATION", "CONSTELLATION_CYCLE") self.stateMachine:AddTriggerToEdge("CYCLE", "CONSTELLATION_TO_CONSTELLATION_CYCLE") self.stateMachine:AddEdgeAutoName("CONSTELLATION_CYCLE", "CONSTELLATION") self.stateMachine:AddTriggerToEdge("ANIMATION_COMPLETE", "CONSTELLATION_CYCLE_TO_CONSTELLATION") -- clusters are only zoomed in from their constellation self.stateMachine:AddEdgeAutoName("CLUSTER_IN", "CLUSTER") self.stateMachine:AddTriggerToEdge("ANIMATION_COMPLETE", "CLUSTER_IN_TO_CLUSTER") self.stateMachine:AddEdgeAutoName("CLUSTER", "CLUSTER_OUT") self.stateMachine:AddTriggerToEdge("ZOOM_OUT", "CLUSTER_TO_CLUSTER_OUT") self.stateMachine:SetCurrentState("INACTIVE") end function ChampionPerks:UpdateRingRadius() self.constellationInnerRadius = ZO_CHAMPION_CONSTELLATION_INNER_RADIUS self.ring:SetRadius(self.rootNode:ComputeSizeForDepth(self.constellationInnerRadius, self.constellationInnerRadius, ZO_CHAMPION_CONSTELLATION_DEPTH, ZO_CHAMPION_REFERENCE_CAMERA_Z)) end function ChampionPerks:GetChampionCanvas() return self.canvasControl end function ChampionPerks:GetNumConstellations() return #self.constellations end function ChampionPerks:RegisterEvents() self.control:SetHandler("OnUpdate", function(_, timeSecs) self:OnUpdate(timeSecs) end) self.control:RegisterForEvent(EVENT_CHAMPION_POINT_GAINED, function() self:OnChampionPointGained() end) self.control:RegisterForEvent(EVENT_CHAMPION_SYSTEM_UNLOCKED, function() self:OnChampionSystemUnlocked() end) self.control:RegisterForEvent(EVENT_UNSPENT_CHAMPION_POINTS_CHANGED, function() self:OnUnspentChampionPointsChanged() end) self.control:RegisterForEvent(EVENT_CHAMPION_PURCHASE_RESULT, function(_, result) self:OnChampionPurchaseResult(result) end) self.control:RegisterForEvent(EVENT_MONEY_UPDATE, function() self:OnMoneyChanged() end) self.control:RegisterForEvent(EVENT_PLAYER_ACTIVATED, function() self:OnPlayerActivated() end) --Refresh and clear unsaved changes if we successfully finished equipping an armory build self.control:RegisterForEvent(EVENT_ARMORY_BUILD_RESTORE_RESPONSE, function(_, result, buildIndex) if result == ARMORY_BUILD_RESTORE_RESULT_SUCCESS then self.isInRespecMode = false self:ClearUnsavedChanges() self.refreshGroup:MarkDirty("AllData") end end) -- Refresh Champion purchase availability self.control:RegisterForEvent(EVENT_PLAYER_COMBAT_STATE, function() self.refreshGroup:MarkDirty("ChosenConstellationData") end) self.control:RegisterForEvent(EVENT_ZONE_CHANGED, function() self.refreshGroup:MarkDirty("ChosenConstellationData") end) CHAMPION_DATA_MANAGER:RegisterCallback("AllPointsChanged", function() self.refreshGroup:MarkDirty("AllData") end) CHAMPION_DATA_MANAGER:RegisterCallback("ChampionSkillPendingPointsChanged", function(championSkillData, wasUnlocked, isUnlocked) if championSkillData:IsTypeSlottable() and isUnlocked and not wasUnlocked then TriggerTutorial(TUTORIAL_TRIGGER_CHAMPION_SLOTTABLE_STAR_PURCHASED) end if self.chosenConstellation and self.chosenConstellation:GetChampionDisciplineData() == championSkillData:GetChampionDisciplineData() then self.refreshGroup:MarkDirty("ChosenConstellationData") else self.refreshGroup:MarkDirty("AllData") end end) self.championBar:RegisterCallback("SlotChanged", function(slotAssigned) -- we need to refresh the star that has been slotted and the star that -- has been unslotted. we don't have an easy way to express that so we'll -- just refresh everything self.refreshGroup:MarkDirty("AllData") end) self.championBar:RegisterCallback("GamepadFocusChanged", function() self.refreshGroup:MarkDirty("SelectedStarData") self.refreshGroup:TryClean() end) end function ChampionPerks:RefreshInactiveAlertMessage() local result = GetChampionPurchaseAvailability() if result ~= CHAMPION_PURCHASE_SUCCESS then self.inactiveAlert.messageLabel:SetText(GetString("SI_CHAMPIONPURCHASERESULT", result)) end end function ChampionPerks:ApplyInactiveAlertPlatformStyle(inactiveAlertConstants) self.inactiveAlert.messageLabel:SetFont(inactiveAlertConstants.font) self.inactiveAlert.messageLabel:SetModifyTextType(inactiveAlertConstants.modifyTextType) self:RefreshInactiveAlertMessage() self.inactiveAlert:ClearAnchors() self.inactiveAlert:SetAnchor(TOPLEFT, nil, TOPLEFT, inactiveAlertConstants.offsetX, inactiveAlertConstants.offsetY) end function ChampionPerks:ApplyPlatformStyle(constants) self:ApplyInactiveAlertPlatformStyle(constants.INACTIVE_ALERT) ApplyTemplateToControl(self.centerInfoControl, ZO_GetPlatformTemplate("ZO_ChampionCenterInfo")) self.keyboardStatusControl:SetHidden(IsInGamepadPreferredMode()) end --Constellations function ChampionPerks:GetGamepadCursor() return self.gamepadCursor end function ChampionPerks:AcquireStarEditor() return self.starEditorPool:AcquireObject() end function ChampionPerks:ReleaseStarEditor(editorKey) self.starEditorPool:ReleaseObject(editorKey) end function ChampionPerks:AcquireStarTexture() local starTexture, linkKey = self.starTextureControlPool:AcquireObject() starTexture.key = linkKey return starTexture end function ChampionPerks:ReleaseStarTexture(starTexture) self.starTextureControlPool:ReleaseObject(starTexture.key) starTexture.key = nil end function ChampionPerks:AcquireStarConfirmedTexture() local starConfirmedTexture, linkKey = self.starConfirmedTextureControlPool:AcquireObject() starConfirmedTexture.key = linkKey return starConfirmedTexture end function ChampionPerks:ReleaseStarConfirmedTexture(starConfirmedTexture) self.starConfirmedTextureControlPool:ReleaseObject(starConfirmedTexture.key) starConfirmedTexture.key = nil end function ChampionPerks:AcquireClusterTexture() local clusterTexture, linkKey = self.clusterBackgroundControlPool:AcquireObject() clusterTexture.key = linkKey return clusterTexture end function ChampionPerks:ReleaseClusterTexture(clusterTexture) self.clusterBackgroundControlPool:ReleaseObject(clusterTexture.key) clusterTexture.key = nil end function ChampionPerks:AcquireLinkControl() local linkControl, linkKey = self.starLinkControlPool:AcquireObject() linkControl.key = linkKey return linkControl end function ChampionPerks:ReleaseLinkControl(linkControl) self.starLinkControlPool:ReleaseObject(linkControl.key) linkControl.key = nil end function ChampionPerks:AcquireSelectedStarIndicatorTexture() self.selectedStarIndicatorTexture:SetHidden(false) self.selectedStarIndicatorAppearTimeline:PlayFromStart() return self.selectedStarIndicatorTexture end function ChampionPerks:ReleaseSelectedStarIndicatorTexture() self.selectedStarIndicatorTexture:ClearAnchors() self.selectedStarIndicatorTexture:SetHidden(true) self.selectedStarIndicatorAppearTimeline:Stop() end function ChampionPerks:IsMouseOverConstellationDisc() local mx, my = GetUIMousePosition() local canvasLeft, canvasTop, canvasRight, canvasBottom = self.canvasControl:GetScreenRect() local cx, cy = (canvasRight - canvasLeft) / 2, (canvasBottom - canvasTop) / 2 local dx = mx - cx local dy = my - cy local distanceFromCenterSq = dx * dx + dy * dy return distanceFromCenterSq >= self.constellationInnerRadius * self.constellationInnerRadius and distanceFromCenterSq <= self.constellationOuterRadius * self.constellationOuterRadius end function ChampionPerks:GetChosenConstellation() return self.chosenConstellation end function ChampionPerks:GetSelectedStar() if self.chosenConstellation then return self.chosenConstellation:GetSelectedStar() end end function ChampionPerks:GetSelectedStarEditor() local selectedStar = self:GetSelectedStar() return selectedStar and selectedStar:GetEditor() end function ChampionPerks:GetChampionBar() return self.championBar end function ChampionPerks:IsChampionSkillDataSlotted(championSkillData) if not championSkillData:CanBeSlotted() then return false end local slot = self.championBar:FindSlotMatchingChampionSkill(championSkillData) return slot ~= nil end function ChampionPerks:AttachConstellationsAroundNode(node) node.ringAnchor:AttachToConstellation() local leftNode = self.ring:GetPreviousNode(node) leftNode.ringAnchor:AttachToConstellation() local rightNode = self.ring:GetNextNode(node) rightNode.ringAnchor:AttachToConstellation() end function ChampionPerks:OnConstellationChosen() if IsInGamepadPreferredMode() then SCENE_MANAGER:AddFragment(self.gamepadChosenConstellationFragment) SCENE_MANAGER:AddFragment(self.gamepadConstellationViewFragment) self.gamepadCursor:OnZoomIn() else self.keyboardStatusAlphaInterpolator:SetTargetBase(1) SCENE_MANAGER:AddFragment(self.keyboardConstellationViewFragment) end end function ChampionPerks:OnChosenConstellationCleared() if IsInGamepadPreferredMode() then self.gamepadStarTooltip.scrollTooltip:ClearLines() self.gamepadCursor:OnZoomOut() self:ResetCameraPan() end self.keyboardStatusAlphaInterpolator:SetTargetBase(0) self.keyboardStatusAlphaInterpolator:SetCurrentValue(0) SCENE_MANAGER:RemoveFragment(self.gamepadChosenConstellationFragment) SCENE_MANAGER:RemoveFragment(self.gamepadConstellationViewFragment) SCENE_MANAGER:RemoveFragment(self.keyboardConstellationViewFragment) end function ChampionPerks:SetChosenConstellationNodeInternal(node, unchooseInstantly) if self.chosenRingNode ~= node then if self.chosenConstellation then self.chosenConstellation:SetActive(false, unchooseInstantly) end local lastChosenConstellation = self.chosenConstellation self.chosenRingNode = node self.chosenConstellation = node and node.constellation if self.chosenConstellation ~= nil then self.chosenConstellation:SetActive(true) self:AttachConstellationsAroundNode(node) end if self.chosenConstellation and not lastChosenConstellation then self:OnConstellationChosen() elseif not self.chosenConstellation and lastChosenConstellation then self:OnChosenConstellationCleared() end self.refreshGroup:MarkDirty("ChosenConstellationData") end end function ChampionPerks:RefreshSelectedConstellationInfo() if self.selectedConstellation then local disciplineData = self.selectedConstellation:GetChampionDisciplineData() self.centerInfoControl:SetHidden(false) self.centerInfoNameLabel:SetText(disciplineData:GetFormattedName()) local pointPoolText = zo_iconTextFormat(disciplineData:GetPointPoolIcon(), "100%", "100%", disciplineData:GetNumAvailablePoints()) self.centerInfoPointPoolLabel:SetText(pointPoolText) else self.centerInfoControl:SetHidden(true) end end function ChampionPerks:RefreshStatusInfo() if self.chosenConstellation then local disciplineData = self.chosenConstellation:GetChampionDisciplineData() local constellationNameText = disciplineData:GetFormattedName() local pointValueText = zo_iconTextFormat(disciplineData:GetPointPoolIcon(), "100%", "100%", disciplineData:GetNumAvailablePoints()) if IsInGamepadPreferredMode() then GAMEPAD_CHAMPION_PERKS_SCENE:AddFragment(GAMEPAD_GENERIC_FOOTER_FRAGMENT) KEYBIND_STRIP:SetStyle(KEYBIND_STRIP_WITH_GENERIC_FOOTER_GAMEPAD_STYLE) local data = { data1HeaderText = GetString(SI_GAMEPAD_CHAMPION_POINTS_AVAILABLE), data1Text = pointValueText, } GAMEPAD_GENERIC_FOOTER:Refresh(data) else self.keyboardStatusNameLabel:SetText(constellationNameText) self.keyboardStatusPointValueLabel:SetText(pointValueText) end else GAMEPAD_CHAMPION_PERKS_SCENE:RemoveFragment(GAMEPAD_GENERIC_FOOTER_FRAGMENT) if IsInGamepadPreferredMode() then KEYBIND_STRIP:SetStyle(KEYBIND_STRIP_GAMEPAD_STYLE) end end end function ChampionPerks:SelectConstellationNodeInternal(ringNode) if self.selectedRingNode ~= ringNode then self.selectedRingNode = ringNode self.selectedConstellation = ringNode and ringNode.constellation self:RefreshKeybinds() self:RefreshSelectedConstellationInfo() return true end return false end function ChampionPerks:GetSelectedConstellation() return self.selectedConstellation end function ChampionPerks:HasUnsavedChanges() return CHAMPION_DATA_MANAGER:HasUnsavedChanges() or self.championBar:HasUnsavedChanges() end function ChampionPerks:ClearUnsavedChanges() CHAMPION_DATA_MANAGER:ClearChanges() self.championBar:ResetAllSlots() end function ChampionPerks:SpendPendingPoints() local respecNeeded = CHAMPION_DATA_MANAGER:IsRespecNeeded() PrepareChampionPurchaseRequest(respecNeeded) CHAMPION_DATA_MANAGER:CollectUnsavedChanges() self.championBar:CollectUnsavedChanges() local result = GetExpectedResultForChampionPurchaseRequest() if result ~= CHAMPION_PURCHASE_SUCCESS then ZO_AlertEvent(EVENT_CHAMPION_PURCHASE_RESULT, result) return end local dialogName if respecNeeded then dialogName = "CHAMPION_CONFIRM_COST" else dialogName = "CHAMPION_CONFIRM_CHANGES" end self:ShowDialog(dialogName, { respecNeeded = respecNeeded }) end function ChampionPerks:SpendPointsConfirmed(respecNeeded) -- save off changed stars so we can animate them after the change is applied self:PrepareStarConfirmAnimation() SendChampionPurchaseRequest() local confirmationSound if respecNeeded then confirmationSound = SOUNDS.CHAMPION_RESPEC_ACCEPT else confirmationSound = SOUNDS.CHAMPION_POINTS_COMMITTED end PlaySound(confirmationSound) self.awaitingSpendPointsResponse = true end function ChampionPerks:RefreshConstellationStates() for i, constellation in ipairs(self.constellations) do constellation:RefreshState() end end function ChampionPerks:RefreshChosenConstellationState() if self.chosenConstellation then self.chosenConstellation:RefreshState() end end function ChampionPerks:RefreshSelectedStarTooltip() if self.chosenConstellation then self.chosenConstellation:RefreshSelectedStarTooltip() end end function ChampionPerks:DirtySelectedStar() self.refreshGroup:MarkDirty("SelectedStarData") end function ChampionPerks:RefreshStarEditors() for _, starEditor in self.starEditorPool:ActiveObjectIterator() do starEditor:RefreshPointsMinMax() starEditor:RefreshEnabledState() end end function ChampionPerks:ToggleRespecMode() local isInRespecMode = self:IsInRespecMode() if isInRespecMode and self:HasUnsavedChanges() then self:ShowDialog("CHAMPION_CONFIRM_CANCEL_RESPEC") elseif not isInRespecMode then self:ShowDialog("CHAMPION_CONFIRM_ENTER_RESPEC", nil, { mainTextParams = { GetChampionRespecCost(), ZO_Currency_GetPlatformFormattedCurrencyIcon(CURT_MONEY) } }) else self:SetInRespecMode(not isInRespecMode) end end function ChampionPerks:SetInRespecMode(inRespecMode) if self:IsInRespecMode() ~= inRespecMode then PlaySound(SOUNDS.CHAMPION_RESPEC_TOGGLED) self.isInRespecMode = inRespecMode self:ClearUnsavedChanges() self:RefreshKeybinds() end end function ChampionPerks:IsInRespecMode() return self.isInRespecMode end --One Shot Animations ZO_CHAMPION_STAR_CONFIRMATION_DELAY_MS = 50 local function SortConfirmStars(left, right) local chosenConstellation = CHAMPION_PERKS:GetChosenConstellation() local isLeftConstellationChosen = left:GetConstellation() == chosenConstellation local isRightConstellationChosen = right:GetConstellation() == chosenConstellation --Show animations for the shown constellation first if isLeftConstellationChosen ~= isRightConstellationChosen then return isLeftConstellationChosen end local leftDisciplineIndex, leftSkillIndex if left:IsSkillStar() then leftDisciplineIndex, leftSkillIndex = left:GetChampionSkillData():GetSkillIndices() else leftDisciplineIndex, leftSkillIndex = left:GetRootChampionSkillData():GetSkillIndices() end local rightDisciplineIndex, rightSkillIndex if right:IsSkillStar() then rightDisciplineIndex, rightSkillIndex = right:GetChampionSkillData():GetSkillIndices() else rightDisciplineIndex, rightSkillIndex = right:GetRootChampionSkillData():GetSkillIndices() end -- taking advantage of the fact that discipline indices are pre-sorted left-to-right in the top level view if leftDisciplineIndex ~= rightDisciplineIndex then return leftDisciplineIndex < rightDisciplineIndex end -- taking advantage of the fact that skill indices are pre-sorted by their depth-first location in the skill tree return leftSkillIndex < rightSkillIndex end function ChampionPerks:PrepareStarConfirmAnimation() ZO_ClearNumericallyIndexedTable(self.starsToAnimateForConfirm) for _, constellation in ipairs(self.constellations) do constellation:CollectStarsToAnimateForConfirm(self.starsToAnimateForConfirm) end table.sort(self.starsToAnimateForConfirm, SortConfirmStars) if not self.confirmCameraTimeline then self.confirmCameraTimeline = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_ChampionConfirmCameraAnimation") self.confirmCameraPrepTimeline = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_ChampionConfirmCameraPrepAnimation") end self.confirmAnimationPlaying = false end function ChampionPerks:StartStarConfirmAnimation() self.nextConfirmAnimationTime = (GetGameTimeMilliseconds() + ZO_CHAMPION_STAR_CONFIRMATION_DELAY_MS) / 1000 self.firstStarConfirm = true self.confirmAnimationPlaying = true end local CAMERA_SHAKE_MAGNITUDE_X = 1.5 local CAMERA_SHAKE_MAGNITUDE_Y = 0.75 function ChampionPerks:OnConfirmCameraShakeUpdate(timeline, progress) local offsetX = math.sin(progress * ZO_TWO_PI) * CAMERA_SHAKE_MAGNITUDE_X local offsetY = math.sin(progress * ZO_TWO_PI * 2) * CAMERA_SHAKE_MAGNITUDE_Y self:SetCameraAnimationOffsetXY(offsetX, offsetY) end local CAMERA_PREP_MAGNITUDE_Z = 0.005 function ChampionPerks:OnConfirmCameraPrepUpdate(timeline, progress) self:SetCameraAnimationOffsetZ(progress * CAMERA_PREP_MAGNITUDE_Z) end function ChampionPerks:OnConfirmCameraPrepStop() self:SetCameraAnimationOffsetZ(0) end --Animation function ChampionPerks:ZoomOut() self.stateMachine:FireCallbacks("ZOOM_OUT") end function ChampionPerks:ChooseConstellationNode(node) self.nextTargetNode = node self.stateMachine:FireCallbacks("ZOOM_IN") end function ChampionPerks:ChooseClusterData(championClusterData) self.nextTargetClusterData = championClusterData self.stateMachine:FireCallbacks("ZOOM_IN") end function ChampionPerks:CycleToTargetNode(targetNode) if self.stateMachine:IsCurrentState("CONSTELLATION_CYCLE") then -- completing the animation will put us back into the constellation state, where we can queue another cycle self:CompleteAnimation() end self.nextTargetNode = targetNode self.stateMachine:FireCallbacks("CYCLE") end function ChampionPerks:CycleToLeftNode() if self.chosenRingNode then self:CycleToTargetNode(self.ring:GetPreviousNode(self.chosenRingNode)) end end function ChampionPerks:CycleToRightNode() if self.chosenRingNode then self:CycleToTargetNode(self.ring:GetNextNode(self.chosenRingNode)) end end function ChampionPerks:SelectOrChooseNodeForDisciplineId(disciplineId) local constellationForDiscipline = nil for disciplineIndex, constellation in ipairs(self.constellations) do if constellation:GetChampionDisciplineData():GetId() == disciplineId then constellationForDiscipline = constellation break end end if constellationForDiscipline then --We want to do different things depending on whether we are zoomed in or out if self:HasChosenConstellation() then local mostRecentNode = self.chosenRingNode local targetNode = constellationForDiscipline:GetNodeInSameHemisphereAsOtherNode(mostRecentNode) self:CycleToTargetNode(targetNode) elseif self:IsViewingRing() then local targetNode = constellationForDiscipline:GetNodeInSameHemisphereAsOtherNode(self.selectedRingNode) self:MoveConstellationSelectorToAngleInternal(targetNode.finalRotation) end end end function ChampionPerks:SetRootCameraX(x) self.cameraRootX = x self:RefreshCameraPosition() end function ChampionPerks:SetRootCameraY(y) self.cameraRootY = y self:RefreshCameraPosition() end function ChampionPerks:SetRootCameraZ(z) self.cameraRootZ = z self:RefreshCameraPosition() end function ChampionPerks:GetCameraPanXY() return self.cameraPanX, self.cameraPanY end function ChampionPerks:SetCameraPanXY(x, y) self.cameraPanX = x self.cameraPanY = y self:RefreshCameraPosition() end function ChampionPerks:ResetCameraPan() self.cameraPanX = 0 self.cameraPanY = 0 self.cameraPanZ = 0 self:RefreshCameraPosition() end function ChampionPerks:SetCameraAnimationOffsetXY(x, y) self.cameraAnimationOffsetX = x self.cameraAnimationOffsetY = y self:RefreshCameraPosition() end function ChampionPerks:SetCameraAnimationOffsetZ(z) self.cameraAnimationOffsetZ = z self:RefreshCameraPosition() end function ChampionPerks:RefreshCameraPosition() self.sceneGraph:SetCameraX(self.cameraRootX + self.cameraAnimationOffsetX + self.cameraPanX) self.sceneGraph:SetCameraY(self.cameraRootY + self.cameraAnimationOffsetY + self.cameraPanY) self.sceneGraph:SetCameraZ(self.cameraRootZ + self.cameraAnimationOffsetZ + self.cameraPanZ) end function ChampionPerks:ResetToInactive() if self.currentChangingEditor then -- release self.currentChangingEditor:StopChangingPoints() self.currentChangingEditor = nil end self:CompleteAnimation() GAMEPAD_CHAMPION_QUICK_MENU:Hide() self.championBar:GetGamepadEditor():UnfocusBar() -- skipping the edge graph, every state should be able to transition to inactive and not leave us in a bad state self.stateMachine:SetCurrentState("INACTIVE") self:SelectConstellationNodeInternal(nil) local UNCHOOSE_INSTANTLY = true self:SetChosenConstellationNodeInternal(nil, UNCHOOSE_INSTANTLY) self.ring:SetAllNodesPadding(0) self:ResetCameraPan() end function ChampionPerks:SetAnimation(animation) if not self:IsAnimating() then self.currentAnimation = animation self.t = 0 self.startCameraX = self.sceneGraph:GetCameraX() self.startCameraY = self.sceneGraph:GetCameraY() self.startCameraZ = self.sceneGraph:GetCameraZ() self.startAngle = self.ring:GetAngle() self:RefreshKeybinds() end end function ChampionPerks:CompleteAnimation() if self.currentAnimation then self.currentAnimation = nil self.animationVisualInfo = nil self:RefreshKeybinds() self.stateMachine:FireCallbacks("ANIMATION_COMPLETE") end end function ChampionPerks:IsAnimating() return self.currentAnimation ~= nil end function ChampionPerks:IsViewingConstellationOrCluster() return self.stateMachine:IsCurrentState("CONSTELLATION") or self.stateMachine:IsCurrentState("CLUSTER") end function ChampionPerks:IsViewingRing() return self.stateMachine:IsCurrentState("RING") end function ChampionPerks:HasChosenConstellation() return self.chosenConstellation ~= nil end function ChampionPerks:UpdateAnimations(frameDeltaSecs) if self.currentAnimation then local anim = self.currentAnimation if self.t == 0 then if anim.targetNode then --setup the final state to determine our target angle if anim.nodePadding then for node, targetPadding in pairs(anim.nodePadding) do node.ringPreviousPadding = self.ring:GetNodePadding(node) self.ring:SetNodePadding(node, targetPadding) end self.ring:RefreshNodePositions() end anim.targetAngle = (-anim.targetNode:GetRotation() + ZO_HALF_PI) % ZO_TWO_PI if anim.nodePadding then for node, targetPadding in pairs(anim.nodePadding) do self.ring:SetNodePadding(node, node.ringPreviousPadding) node.ringPreviousPadding = nil end self.ring:RefreshNodePositions() end local positiveFullDistance = zo_forwardArcSize(self.startAngle, anim.targetAngle) local negativeFullDistance = zo_backwardArcSize(self.startAngle, anim.targetAngle) if positiveFullDistance < negativeFullDistance then anim.targetAngleDistance = positiveFullDistance anim.targetAngleDirection = 1 else anim.targetAngleDistance = negativeFullDistance anim.targetAngleDirection = -1 end --compute duration based on distance travelled if anim.targetNodeDurationBase and anim.targetNodeDurationMultiplier then anim.duration = anim.targetNodeDurationBase + anim.targetNodeDurationMultiplier * anim.targetAngleDistance end end if anim.unchooseNode then self:SetChosenConstellationNodeInternal(nil, anim.unchooseInstantly or UNCHOOSE_SMOOTHLY) end if anim.targetCluster then self.chosenConstellation:SelectStar(nil) anim.targetCluster:SetHidden(false) anim.startingCluster:SetActive(false) self.animationVisualInfo = { constellationZoomedInBackgroundAlpha = { fluxMin = 0.6, fluxMax = 1.0, fluxPeriodSeconds = 3, }, starAlpha = {}, childStarAlpha = {}, } end end if self.t > anim.duration then self.t = anim.duration end local animProgress = self.t / anim.duration if anim.easingFunction then animProgress = anim.easingFunction(animProgress) end if anim.targetCameraX then self:SetRootCameraX(zo_lerp(self.startCameraX, anim.targetCameraX, animProgress)) end if anim.targetCameraY then self:SetRootCameraY(zo_lerp(self.startCameraY, anim.targetCameraY, animProgress)) end if anim.targetCameraZ then self:SetRootCameraZ(zo_lerp(self.startCameraZ, anim.targetCameraZ, animProgress)) end if anim.nodePadding then for node, targetPadding in pairs(anim.nodePadding) do if animProgress == 0 then node.startPadding = self.ring:GetNodePadding(node) else local currentPadding = zo_lerp(node.startPadding, targetPadding, animProgress) self.ring:SetNodePadding(node, currentPadding) end end end if anim.targetAngle then local currentAngle = self.startAngle + anim.targetAngleDirection * anim.targetAngleDistance * animProgress self.ring:SetAngle(currentAngle) end if anim.targetNode then if anim.chooseTargetNode and self.t >= anim.duration * anim.chooseTargetNodeAtDurationPercent then local UNCHOOSE_SMOOTHLY = false self:SetChosenConstellationNodeInternal(anim.targetNode, UNCHOOSE_SMOOTHLY) end end --Fade in the target cluster if anim.targetCluster then if anim.targetCluster:IsRootCluster() then self.animationVisualInfo.starAlpha.base = animProgress else self.animationVisualInfo.childStarAlpha.base = animProgress end end --Fade out the starting cluster if anim.startingCluster then local fadeProgress = animProgress if anim.startingFadeDuration then fadeProgress = self.t / anim.startingFadeDuration if fadeProgress > 1 then fadeProgress = 1 end if anim.easingFunction then fadeProgress = anim.easingFunction(fadeProgress) end end if anim.startingCluster:IsRootCluster() then self.animationVisualInfo.starAlpha.base = 1 - fadeProgress else self.animationVisualInfo.childStarAlpha.base = 1 - fadeProgress end end if self.t == anim.duration then self:CompleteAnimation() else self.t = self.t + frameDeltaSecs end end end function ChampionPerks:UpdateCenterAlpha(timeSecs, frameDeltaSecs) local centerAlpha = self.centerInfoAlphaInterpolator:Update(timeSecs, frameDeltaSecs) self.centerInfoControl:SetAlpha(centerAlpha) self.radialSelectorTexture:SetAlpha(centerAlpha) end --Gamepad Input local numDisciplines = GetNumChampionDisciplines() -- clamp to the center of the first and last constellations within the half circle local RADIAL_SELECTOR_ANGLE_MIN = ZO_HALF_PI / numDisciplines local RADIAL_SELECTOR_ANGLE_MAX = ZO_PI * (numDisciplines - 0.5) / numDisciplines local function ClampRadialSelectorAngle(angle) if angle > RADIAL_SELECTOR_ANGLE_MIN and angle < RADIAL_SELECTOR_ANGLE_MAX then return angle end local distanceToMin = zo_arcSize(angle, RADIAL_SELECTOR_ANGLE_MIN) local distanceToMax = zo_arcSize(angle, RADIAL_SELECTOR_ANGLE_MAX) if distanceToMin < distanceToMax then return RADIAL_SELECTOR_ANGLE_MIN else return RADIAL_SELECTOR_ANGLE_MAX end end function ChampionPerks:UpdateKeyboardSelectedConstellation() local mx, my = GetUIMousePosition() local cx, cy = self.radialSelectorNode:TransformPoint(0, 0, ZO_CHAMPION_STAR_DEPTH) local dx = mx - cx local dy = my - cy local angle = ClampRadialSelectorAngle(math.atan2(-dy, dx)) -- atan2 assumes +y = up self:MoveConstellationSelectorToAngle(angle) end function ChampionPerks:UpdateGamepadSelectedConstellation() -- this math assumes +y = up local dx, dy = DIRECTIONAL_INPUT:GetXY(ZO_DI_LEFT_STICK, ZO_DI_DPAD) local magSq = dx * dx + dy * dy if magSq > 0.04 and (self.radialSelectorLastMagSq == nil or magSq + 0.01 >= self.radialSelectorLastMagSq) then local angle = ClampRadialSelectorAngle(math.atan2(dy, dx)) self:MoveConstellationSelectorToAngle(angle) end self.radialSelectorLastMagSq = zo_min(0.85, magSq) end function ChampionPerks:ResetConstellationSelectorToTop() self:MoveConstellationSelectorToAngleInternal(ZO_HALF_PI) end function ChampionPerks:MoveConstellationSelectorToAngleInternal(angle) self.radialSelectorNode:SetRotation(angle - ZO_HALF_PI) local closestNodeToAngle = self.ring:GetNodeAtAngle(angle) return self:SelectConstellationNodeInternal(closestNodeToAngle) end function ChampionPerks:MoveConstellationSelectorToAngle(angle) if self:MoveConstellationSelectorToAngleInternal(angle) and self.selectedConstellation ~= nil then self.selectedConstellation:PlayOnSelectedSound() end end function ChampionPerks:UpdateDirectionalInput() local barEditor = self.championBar:GetGamepadEditor() if barEditor:IsFocused() then -- pick a slot on the champion bar barEditor:UpdateDirectionalInput() elseif self:IsViewingConstellationOrCluster() then -- pick a star self.gamepadCursor:UpdateDirectionalInput() elseif self:IsViewingRing() then -- pick a constellation self:UpdateGamepadSelectedConstellation() end end local CONSTELLATION_VISUALS = { ZOOMED_OUT = { starAlpha = { base = 0.3, }, }, ZOOMED_OUT_SELECTED = { starAlpha = { base = 1, }, }, ZOOMED_OUT_SELECTED_ZOOMING_IN = { starAlpha = { base = 1, }, childStarAlpha = { base = 0, }, }, ZOOMED_IN_CLUSTER = { starAlpha = { base = 0, }, childStarAlpha = { base = 1, }, }, ZOOMED_IN_CHOSEN = { }, ZOOMED_IN_NOT_SHOWN = { starAlpha = { base = 0.3, }, }, } local RING_ANCHOR_VISUALS = { ZOOMED_OUT = { constellationBaseAlpha = { base = 0.5 }, constellationZoomedInBackgroundAlpha = { fluxMin = 0.0, fluxMax = 0.1, fluxPeriodSeconds = 3, }, linkAlpha = { base = 0.2, } }, ZOOMED_OUT_SELECTED = { constellationBaseAlpha = { base = 0.5 }, constellationSelectedAlpha = { fluxMin = 0.5, fluxMax = 0.8, fluxPeriodSeconds = 3, }, linkAlpha = { base = 0.2, } }, ZOOMED_OUT_SELECTED_ZOOMING_IN = { constellationBaseAlpha = { fluxMin = 0.0, fluxMax = 0.2, fluxPeriodSeconds = 3, }, constellationZoomedInBackgroundAlpha = { base = 0.7, }, linkAlpha = { base = 1, } }, ZOOMED_IN_CLUSTER = { constellationBaseAlpha = { base = 0, }, constellationZoomedInBackgroundAlpha = { base = 0, }, linkAlpha = { fluxMin = 0.8, fluxMax = 1, fluxPeriodSeconds = 6, } }, ZOOMED_IN_CHOSEN = { constellationBaseAlpha = { fluxMin = 0.0, fluxMax = 0.3, fluxPeriodSeconds = 6, }, constellationZoomedInBackgroundAlpha = { base = 0.7, }, linkAlpha = { fluxMin = 0.6, fluxMax = 1, fluxPeriodSeconds = 4, } }, ZOOMED_IN_NOT_SHOWN = { constellationBaseAlpha = { fluxMin = 0.0, fluxMax = 0.2, fluxPeriodSeconds = 3, }, constellationZoomedInBackgroundAlpha = { base = 0.7, }, linkAlpha = { base = 0.4, } }, } local CONFIRM_ANIMATION_SPACING = 0.3 function ChampionPerks:OnUpdate(timeSecs) local frameDeltaSecs = zo_min(GetFrameDeltaSeconds(), 0.25) local isEnteringConstellation = self.stateMachine:IsCurrentState("CONSTELLATION_IN") if not IsInGamepadPreferredMode() and not isEnteringConstellation then if self:IsViewingRing() then self:UpdateKeyboardSelectedConstellation() else self:SelectConstellationNodeInternal(nil) end end --This needs to happen before UpdateVisuals is run so the visual state changes that can happen here don't happen a frame late self:UpdateAnimations(frameDeltaSecs) --Visual State for _, constellation in ipairs(self.constellations) do local visualInfo if self.chosenConstellation then if constellation == self.chosenConstellation then if self.chosenConstellation.currentCluster:IsRootCluster() then visualInfo = CONSTELLATION_VISUALS.ZOOMED_IN_CHOSEN else visualInfo = CONSTELLATION_VISUALS.ZOOMED_IN_CLUSTER end else visualInfo = CONSTELLATION_VISUALS.ZOOMED_IN_NOT_SHOWN end else if constellation == self.selectedConstellation then if self.stateMachine:IsCurrentState("CONSTELLATION_IN") then visualInfo = CONSTELLATION_VISUALS.ZOOMED_OUT_SELECTED_ZOOMING_IN else visualInfo = CONSTELLATION_VISUALS.ZOOMED_OUT_SELECTED end else visualInfo = CONSTELLATION_VISUALS.ZOOMED_OUT end end if self.animationVisualInfo then constellation:SetVisualInfo(self.animationVisualInfo) else constellation:SetVisualInfo(visualInfo) end constellation:UpdateVisuals(timeSecs, frameDeltaSecs) end for _, ringAnchor in ipairs(self.ringAnchors) do local ringNode = ringAnchor:GetNode() local visualInfo if self.chosenConstellation then if ringNode == self.chosenRingNode then if self.chosenConstellation.currentCluster:IsRootCluster() then visualInfo = RING_ANCHOR_VISUALS.ZOOMED_IN_CHOSEN else visualInfo = RING_ANCHOR_VISUALS.ZOOMED_IN_CLUSTER end else visualInfo = RING_ANCHOR_VISUALS.ZOOMED_IN_NOT_SHOWN end else if ringNode == self.selectedRingNode then if self.stateMachine:IsCurrentState("CONSTELLATION_IN") then visualInfo = RING_ANCHOR_VISUALS.ZOOMED_OUT_SELECTED_ZOOMING_IN else visualInfo = RING_ANCHOR_VISUALS.ZOOMED_OUT_SELECTED end else visualInfo = RING_ANCHOR_VISUALS.ZOOMED_OUT end end if self.animationVisualInfo then ringAnchor:SetVisualInfo(self.animationVisualInfo) else ringAnchor:SetVisualInfo(visualInfo) end ringAnchor:UpdateVisuals(timeSecs, frameDeltaSecs) end --Cloud Rotation self.cloudsNode:SetRotation(self.cloudsNode:GetRotation() + 0.03 * frameDeltaSecs) self.skyCloudsNode:SetRotation(self.skyCloudsNode:GetRotation() + 0.01 * frameDeltaSecs) self.smokeNode:SetRotation(self.smokeNode:GetRotation() + 0.05 * frameDeltaSecs) if isEnteringConstellation then if not self.enteredZoomedInAt then self.enteredZoomedInAt = timeSecs end local timeSinceAnimStart = timeSecs - self.enteredZoomedInAt self.smokeTexture:SetAlpha(zo_min(1, timeSinceAnimStart * 0.5)) else self.enteredZoomedInAt = nil self.smokeTexture:SetAlpha(0) end self.keyboardStatusControl:SetAlpha(self.keyboardStatusAlphaInterpolator:Update(timeSecs)) self:UpdateCenterAlpha(timeSecs, frameDeltaSecs) self.ring:Update(frameDeltaSecs) --Close Cloud Breathing -- only play close clouds while zoomed out if self.sceneGraph:GetCameraZ() <= ZO_CHAMPION_ZOOMED_OUT_CAMERA_Z then if not self.closeCloudsTimeline:IsPlaying() then self.closeCloudsTimeline:PlayFromStart() end else self.closeCloudsTimeline:PlayInstantlyToStart() self.closeCloudsTimeline:Stop() end --Star Confirm Animations if self.confirmAnimationPlaying then if timeSecs > self.nextConfirmAnimationTime then self.nextConfirmAnimationTime = timeSecs + CONFIRM_ANIMATION_SPACING local star = table.remove(self.starsToAnimateForConfirm, 1) if star then star:PlayPurchaseConfirmAnimation() end if self.firstStarConfirm then self.firstStarConfirm = false self.confirmCameraPrepTimeline:PlayFromStart() self.confirmCameraTimeline:PlayFromStart() end if #self.starsToAnimateForConfirm == 0 then self.confirmAnimationPlaying = false end end end end local SPIRAL_STAR_MAX_ALPHA = 0.5 local SPIRAL_STAR_ANGLE_DISTANCE = ZO_PI * 0.25 function ChampionPerks:OnSpiralUpdate(animation, progress) local progressDelta = 1 / #self.starSpirals for i, textureControl in ipairs(self.starSpirals) do local node = textureControl.node local adjustedProgress = (progress + (i - 1) * progressDelta) % 1 node:SetZ(STAR_SPIRAL_START_DEPTH + adjustedProgress * (STAR_SPIRAL_END_DEPTH - STAR_SPIRAL_START_DEPTH)) if adjustedProgress < 0.1 then textureControl:SetAlpha(adjustedProgress * 10 * SPIRAL_STAR_MAX_ALPHA) elseif adjustedProgress < 0.9 then textureControl:SetAlpha(SPIRAL_STAR_MAX_ALPHA) else textureControl:SetAlpha((1 - (adjustedProgress - 0.9) * 10) * SPIRAL_STAR_MAX_ALPHA) end node:SetControlScale(textureControl, 0.5 * (1 - adjustedProgress) + 0.5) node:SetRotation(adjustedProgress * SPIRAL_STAR_ANGLE_DISTANCE) end end function ChampionPerks:OnSpiralStop(timeline) timeline:PlayFromStart() end function ChampionPerks:OnChampionPointGained() TriggerTutorial(TUTORIAL_TRIGGER_CHAMPION_POINT_GAINED) self.refreshGroup:MarkDirty("Points") end function ChampionPerks:OnChampionSystemUnlocked() TriggerTutorial(TUTORIAL_TRIGGER_CHAMPION_SYSTEM_UNLOCKED) self:SetChampionSystemNew(true) end function ChampionPerks:OnUnspentChampionPointsChanged() if self.initialized then if not self.awaitingSpendPointsResponse then self:RefreshMenuIndicators() self.refreshGroup:MarkDirty("Points") end else --update menus even before the system is initialized self:RefreshMenuIndicators() end end function ChampionPerks:OnChampionPurchaseResult(result) if self.awaitingSpendPointsResponse then self.awaitingSpendPointsResponse = false if result == CHAMPION_PURCHASE_SUCCESS then self:StartStarConfirmAnimation() end end self.isInRespecMode = false self:ClearUnsavedChanges() self.refreshGroup:MarkDirty("AllData") end function ChampionPerks:OnSelectedStarChanged(oldSelectedStar, newSelectedStar) self:RefreshKeybinds() end function ChampionPerks:OnMoneyChanged() if self:IsInRespecMode() then self.refreshGroup:MarkDirty("KeybindStrip") end end function ChampionPerks:OnPlayerActivated() self.refreshGroup:MarkDirty("KeybindStrip") end function ChampionPerks:OnPowerUpdate(eventCode, unitTag, powerIndex, powerType, value, max, effectiveMax) if unitTag == "player" and powerType == COMBAT_MECHANIC_FLAGS_HEALTH then if IsUnitInCombat("player") and value < self.lastHealthValue then PlaySound(SOUNDS.CHAMPION_DAMAGE_TAKEN) end self.lastHealthValue = value end end --Menu Bar function ChampionPerks:RefreshMenuIndicators() MAIN_MENU_GAMEPAD:RefreshLists() if not IsConsoleUI() then MAIN_MENU_KEYBOARD:RefreshCategoryIndicators() end end function ChampionPerks:RefreshMenus() MAIN_MENU_GAMEPAD:RefreshLists() if not IsConsoleUI() then MAIN_MENU_KEYBOARD:RefreshCategoryBar() end end --Local XML Handlers function ChampionPerks:OnCanvasMouseUp(button, upInside) if self.keybindState == KEYBIND_STATES.QUICK_MENU or self.keybindState == KEYBIND_STATES.ACTION_BAR then return end if button == MOUSE_BUTTON_INDEX_LEFT then if self:GetSelectedStar() ~= nil then self.chosenConstellation:SelectStar(nil) elseif self.selectedConstellation then self:ChooseConstellationNode(self.selectedRingNode) end elseif button == MOUSE_BUTTON_INDEX_RIGHT then if GetCursorContentType() ~= MOUSE_CONTENT_EMPTY then ClearCursor() elseif self.chosenConstellation then self:ZoomOut() end end end ZO_CHAMPION_CURSOR_DEPTH = ZO_CHAMPION_STAR_DEPTH - .01 ZO_CHAMPION_CURSOR_SIZE = 32 ZO_ChampionConstellationCursor_Gamepad = ZO_InitializingObject:Subclass() function ZO_ChampionConstellationCursor_Gamepad:Initialize(control) self.control = control self.control:SetHidden(true) self.depth = ZO_CHAMPION_CURSOR_DEPTH end function ZO_ChampionConstellationCursor_Gamepad:OnZoomIn() self.x, self.y = GuiRoot:GetCenter() self.initialX, self.initialY = self.x, self.y self.sensitivityFactor = 1 self.control:SetAnchor(CENTER, GuiRoot, TOPLEFT) self:UpdateVisibility() end function ZO_ChampionConstellationCursor_Gamepad:OnZoomOut() self:UpdateVisibility() end ZO_CHAMPION_CURSOR_SPEED = 10 ZO_CHAMPION_COUNTERSCROLL_FACTOR_X = 0.35 ZO_CHAMPION_COUNTERSCROLL_FACTOR_Y = 0.35 ZO_CHAMPION_SELECTING_STAR_SENSITIVITY = .5 ZO_CHAMPION_SENSITIVITY_APPROACH = 1 function ZO_ChampionConstellationCursor_Gamepad:UpdateDirectionalInput() local dx, dy = DIRECTIONAL_INPUT:GetXY(ZO_DI_LEFT_STICK, ZO_DI_DPAD) dx, dy = zo_clampLength2D(dx, dy, 1.0) -- clamp dpad output local frameDelta = GetFrameDeltaNormalizedForTargetFramerate() dx = dx * frameDelta * ZO_CHAMPION_CURSOR_SPEED * self.sensitivityFactor dy = -dy * frameDelta * ZO_CHAMPION_CURSOR_SPEED * self.sensitivityFactor self.control:SetAnchor(CENTER, GuiRoot, TOPLEFT, self.x + dx, self.y + dy) self.x, self.y = self.control:GetCenter() -- store clamped values local counterScrollX = (self.x - self.initialX) * ZO_CHAMPION_COUNTERSCROLL_FACTOR_X local counterScrollY = (self.y - self.initialY) * -ZO_CHAMPION_COUNTERSCROLL_FACTOR_Y CHAMPION_PERKS:SetCameraPanXY(counterScrollX, counterScrollY) local constellation = CHAMPION_PERKS:GetChosenConstellation() local mouseOverControl if WINDOW_MANAGER:AreCustomCursorsEnabled() then WINDOW_MANAGER:UpdateCursorPosition(self.cursorId, self.x, self.y) mouseOverControl = WINDOW_MANAGER:GetControlAtCursor(self.cursorId) else mouseOverControl = WINDOW_MANAGER:GetControlAtPoint(self.x, self.y) end self.mouseOverControl = mouseOverControl local targetSensitivity if mouseOverControl and mouseOverControl.star then constellation:SelectStar(mouseOverControl.star) targetSensitivity = ZO_CHAMPION_SELECTING_STAR_SENSITIVITY else constellation:SelectStar(nil) targetSensitivity = 1 end self.sensitivityFactor = zo_deltaNormalizedLerp(self.sensitivityFactor, targetSensitivity, ZO_CHAMPION_SENSITIVITY_APPROACH) end function ZO_ChampionConstellationCursor_Gamepad:UpdateVisibility() local show if IsInGamepadPreferredMode() and CHAMPION_PERKS:HasChosenConstellation() then if CHAMPION_PERKS:GetChampionBar():GetGamepadEditor():IsFocused() then show = false else show = true end else show = false end self.control:SetHidden(not show) if WINDOW_MANAGER:AreCustomCursorsEnabled() then if show then if not self.cursorId then self.cursorId = WINDOW_MANAGER:CreateCursor(self.x, self.y) end else if self.cursorId then WINDOW_MANAGER:DestroyCursor(self.cursorId) self.cursorId = nil end end end if not show then self.mouseOverControl = nil end end function ZO_ChampionConstellationCursor_Gamepad:GetLastSelectedStar() if self.mouseOverControl and self.mouseOverControl.star then return self.mouseOverControl.star else return nil end end --Global XML Handlers function ZO_ChampionPerksCanvas_OnMouseUp(button, upInside) CHAMPION_PERKS:OnCanvasMouseUp(button, upInside) end function ZO_ChampionPerks_OnInitialized(self) CHAMPION_PERKS = ChampionPerks:New(self) CHAMPION_PERKS:RefreshMenus() end function ZO_ChampionPerks_StarTooltip_Gamepad_Initialize(tooltipControl) local function BottomScreenResizeHandler(control) local maxHeight = GuiRoot:GetHeight() - (ZO_GAMEPAD_PANEL_FLOATING_HEIGHT_DISCOUNT * 2) control:SetDimensionConstraints(0, 0, 0, maxHeight) end local DEFAULT_TOOLTIP_STYLES = nil ZO_ResizingFloatingScrollTooltip_Gamepad_OnInitialized(tooltipControl, DEFAULT_TOOLTIP_STYLES, BottomScreenResizeHandler, LEFT) end