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local TRIBUTE_CARD_ATLAS_FILE_DIMENSIONS = 512
-- TODO Tribute: Work with art to bake this into the suit atlas
local TRIBUTE_SUIT_TAB_TEXTURE_COORD_WIDTH = 135
local TRIBUTE_SUIT_TAB_TEXTURE_COORD_HEIGHT = 400
ZO_TRIBUTE_SUIT_TAB_ICON_WIDTH = 85
ZO_TRIBUTE_SUIT_TAB_ICON_HEIGHT = 240
ZO_TRIBUTE_SUIT_TAB_ICON_TOP_COORD = ( TRIBUTE_CARD_ATLAS_FILE_DIMENSIONS - TRIBUTE_SUIT_TAB_TEXTURE_COORD_HEIGHT ) / TRIBUTE_CARD_ATLAS_FILE_DIMENSIONS
ZO_TRIBUTE_SUIT_TAB_ICON_BOTTOM_COORD = 1
ZO_TRIBUTE_SUIT_TAB_ICON_LEFT_COORD = ( TRIBUTE_CARD_ATLAS_FILE_DIMENSIONS - TRIBUTE_SUIT_TAB_TEXTURE_COORD_WIDTH ) / TRIBUTE_CARD_ATLAS_FILE_DIMENSIONS
ZO_TRIBUTE_SUIT_TAB_ICON_RIGHT_COORD = 1
-- Patroin Requirement Container --
end
do
internalassert ( TRIBUTE_PATRON_REQUIREMENT_ITERATION_END == 3 , "A new Tribute Patron requirement has been added. Does the REQUIREMENT_PARAM_MODIFIERS need special modifiers for this requirement?" )
local REQUIREMENT_PARAM_MODIFIERS =
{
-- Add quantity overrides for TRIBUTE_PATRON_REQUIREMENTs here. Supports displayParam, displayFunction, indexing by param1
}
local ANCHOR_OFFSETS =
{
{ X = 67 , Y = - 72 , } , -- TOP
{ X = 42 , Y = 0 , } , -- MIDDLE
{ X = 67 , Y = 72 , } , -- BOTTOM
}
self . requirementType , self . quantity , self . param1 , self . param2 = stallObject : GetRequirementInfo ( favorState , requirementIndex )
if paramModifiers then
local paramQuantityDisplayOverride = paramModifiers . quantityDisplayOverride
if paramQuantityDisplayOverride then
if paramQuantityDisplayOverride . displayParam == 1 then
elseif paramQuantityDisplayOverride . displayParam == 2 then
else
end
end
end
self . typeIconTexture : SetTexture ( GetTributePatronRequirementIconPath ( self . requirementType , self . param1 , self . param2 ) )
local quantityDisplayText = quantityDisplayValue == 0 and GetString ( SI_TRIBUTE_MECHANIC_ANY_QUANTITY_SYMBOL ) or quantityDisplayValue
local isDoubleDigitContainer = quantityDisplayValue >= 10
local styleTemplate = isDoubleDigitContainer and "ZO_TributePatronStall_Requirement_DoubleDigit_Style" or "ZO_TributePatronStall_Requirement_SingleDigit_Style"
-- Singular is MIDDLE, otherwise, TOP, MIDDLE, BOTTOM
local anchorOffsets = ( self . numSiblings == 1 ) and ANCHOR_OFFSETS [ 2 ] or ANCHOR_OFFSETS [ requirementIndex ]
end
end
end
-- Patron Stall --
return object
end
self . tabFadeTimeline = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_TributePatronStall_TabFadeTimeline" , control )
-- SetSkipAnimationsBehindPlayheadOnInitialPlay is needed because the animations have delays.
-- Without this, when playing the animation directly to start, it won't set the state right because the position is technically beyond the playhead
self . requirementsFadeTimeline = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_TributePatronStall_RequirementsFadeTimeline" , self . requirementsControl )
end
end )
end )
end )
end
end
end
return screenX , screenY
end
end
self . control : AddFilterForEvent ( EVENT_TRIBUTE_PATRON_DRAFTED , REGISTER_FILTER_PATRON_DRAFT_ID , patronDraftId )
self . control : AddFilterForEvent ( EVENT_TRIBUTE_PATRON_STATE_FLAGS_CHANGED , REGISTER_FILTER_PATRON_DRAFT_ID , patronDraftId )
self . control : AddFilterForEvent ( EVENT_TRIBUTE_PATRON_FAVOR_STATE_CHANGED , REGISTER_FILTER_PATRON_DRAFT_ID , patronDraftId )
end
end
end
end
if not patronData then
return
end
screenX , screenY = screenX + ZO_TRIBUTE_PATRON_TOOLTIP_OFFSET_X , screenY + ZO_TRIBUTE_PATRON_TOOLTIP_OFFSET_Y
local highlightActivePatronState = currentGameFlowState == TRIBUTE_GAME_FLOW_STATE_PLAYING
local SUPPRESS_NOT_COLLECTIBLE_WARNING = true
if currentGameFlowState == TRIBUTE_GAME_FLOW_STATE_PATRON_DRAFT and not ZO_TRIBUTE_PATRON_SELECTION_MANAGER : ShouldShowGamepadTooltips ( ) then
return
end
local optionalArgs =
{
highlightActivePatronState = highlightActivePatronState ,
suppressNotCollectibleWarning = SUPPRESS_NOT_COLLECTIBLE_WARNING ,
}
ZO_TributePatronTooltip_Gamepad_Show ( patronData , optionalArgs , RIGHT , GuiRoot , TOPLEFT , screenX , screenY )
else
ItemTooltip : SetTributePatron ( patronData : GetId ( ) , highlightActivePatronState , SUPPRESS_NOT_COLLECTIBLE_WARNING )
end
end
end
end
local renderPositionX , renderPositionY , renderPositionZ , rotationXRadians , rotationYRadians , rotationZRadians = GetTributePatronTabIconTransformInfo ( self . patronDraftId )
end
if isHighlighted then
else
end
end
else
-- Which card type doesn't matter because they both use the same tab icon in their atlas
end
local IGNORE_CALLBACKS = true
end
if not changedFlags then
return
end
end
end
if stateFlag == TRIBUTE_PATRON_STATE_FLAGS_HIGHLIGHTED then
return
end
-- TODO Tribute: Handle other Patron state flags if necessary.
end
-- We'll show the requirements after the tab fade has finished coming in
return
end
local crossfadeRequirements = false
if numOldRequirements ~= numNewRequirements then
crossfadeRequirements = true
else
for requirementIndex = 1 , numNewRequirements do
local oldRequirementType , oldQuantity , oldParam1 , oldParam2 = self : GetRequirementInfo ( oldFavorState , requirementIndex )
local newRequirementType , newQuantity , newParam1 , newParam2 = self : GetRequirementInfo ( newFavorState , requirementIndex )
if oldRequirementType ~= newRequirementType or oldQuantity ~= newQuantity or oldParam1 ~= newParam1 or oldParam2 ~= newParam2 then
crossfadeRequirements = true
break
end
end
end
if crossfadeRequirements then
-- Fade out the current requirements, then replace them and fade back in
else
-- Skip the crossfade animation and immediately update the requirements.
end
end
if completedPlaying then
-- Tab fade in from draft is complete, time to bring in the requirements
end
end
-- Fading out old requirements is complete, clear them, create new requirements, and fade them in
end
end
local requirementContainer = requirementContainerPool : AcquireObject ( self , self . favorState , requirementIndex )
end
end
end
end
local IGNORE_CALLBACKS = true
-- Allow cleanup of big texture to gain back some memory
end
end
end |