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local NO_CARD = 0
local TRIBUTE_CARD_ATLAS_FILE_DIMENSIONS = 512
ZO_TRIBUTE_CARD_UI_WIDTH = 284
ZO_TRIBUTE_CARD_UI_HEIGHT = 493
ZO_TRIBUTE_CARD_TOP_COORD = 0
ZO_TRIBUTE_CARD_BOTTOM_COORD = ZO_TRIBUTE_CARD_UI_HEIGHT / TRIBUTE_CARD_ATLAS_FILE_DIMENSIONS
ZO_TRIBUTE_CARD_LEFT_COORD = 0
ZO_TRIBUTE_CARD_RIGHT_COORD = ZO_TRIBUTE_CARD_UI_WIDTH / TRIBUTE_CARD_ATLAS_FILE_DIMENSIONS
local TRIBUTE_CARD_WORLD_WIDTH = 0.1115
ZO_TRIBUTE_CARD_WORLD_SCALE = TRIBUTE_CARD_WORLD_WIDTH / ZO_TRIBUTE_CARD_UI_WIDTH
ZO_TRIBUTE_SUIT_ICON_DIMENSIONS = 64
ZO_TRIBUTE_SUIT_ICON_TOP_COORD = 0
ZO_TRIBUTE_SUIT_ICON_BOTTOM_COORD = ZO_TRIBUTE_SUIT_ICON_DIMENSIONS / TRIBUTE_CARD_ATLAS_FILE_DIMENSIONS
ZO_TRIBUTE_SUIT_ICON_LEFT_COORD = ( TRIBUTE_CARD_ATLAS_FILE_DIMENSIONS - ZO_TRIBUTE_SUIT_ICON_DIMENSIONS ) / TRIBUTE_CARD_ATLAS_FILE_DIMENSIONS
ZO_TRIBUTE_SUIT_ICON_RIGHT_COORD = 1
local MECHANIC_CONTAINER_LARGE_ACTIVATION_HEIGHT = 55
local MECHANIC_CONTAINER_LARGE_COMBO_HEIGHT = 55
local MECHANIC_CONTAINER_SMALL_ACTIVATION_HEIGHT = 41
local MECHANIC_CONTAINER_SMALL_COMBO_HEIGHT = 41
ZO_MECHANIC_TYPE_ICON_LARGE_DIMENSIONS = 32
ZO_MECHANIC_TYPE_ICON_SMALL_DIMENSIONS = 24
local TRIBUTE_CARD_STATE_EFFECT_LAYER_OVERLAY = 1
local TRIBUTE_CARD_STATE_EFFECT_LAYER_UNDERLAY = 2
local TRIBUTE_CARD_STATE_EFFECT_LAYERS =
{
TRIBUTE_CARD_STATE_EFFECT_LAYER_OVERLAY ,
TRIBUTE_CARD_STATE_EFFECT_LAYER_UNDERLAY ,
}
local TRIBUTE_CARD_STATE_EFFECT_CONTROL_TEMPLATES =
{
[ TRIBUTE_CARD_STATE_FLAGS_BUYABLE ] =
{
[ TRIBUTE_CARD_STATE_EFFECT_LAYER_OVERLAY ] = "ZO_TributeCard_BuyableOverlay_Template" ,
[ TRIBUTE_CARD_STATE_EFFECT_LAYER_UNDERLAY ] = "ZO_TributeCard_BuyableUnderlay_Template" ,
} ,
[ TRIBUTE_CARD_STATE_FLAGS_DAMAGEABLE ] =
{
[ TRIBUTE_CARD_STATE_EFFECT_LAYER_OVERLAY ] = "ZO_TributeCard_DamageableOverlay_Template" ,
[ TRIBUTE_CARD_STATE_EFFECT_LAYER_UNDERLAY ] = "ZO_TributeCard_DamageableUnderlay_Template" ,
} ,
[ TRIBUTE_CARD_STATE_FLAGS_PLAYABLE ] =
{
[ TRIBUTE_CARD_STATE_EFFECT_LAYER_OVERLAY ] = "ZO_TributeCard_PlayableOverlay_Template" ,
[ TRIBUTE_CARD_STATE_EFFECT_LAYER_UNDERLAY ] = "ZO_TributeCard_PlayableUnderlay_Template" ,
} ,
[ TRIBUTE_CARD_STATE_FLAGS_TARGETABLE ] =
{
[ TRIBUTE_CARD_STATE_EFFECT_LAYER_OVERLAY ] = "ZO_TributeCard_TargetableOverlay_Template" ,
[ TRIBUTE_CARD_STATE_EFFECT_LAYER_UNDERLAY ] = "ZO_TributeCard_TargetableUnderlay_Template" ,
} ,
[ TRIBUTE_CARD_STATE_FLAGS_TARGETED ] =
{
[ TRIBUTE_CARD_STATE_EFFECT_LAYER_OVERLAY ] = "ZO_TributeCard_TargetedOverlay_Template" ,
[ TRIBUTE_CARD_STATE_EFFECT_LAYER_UNDERLAY ] = "ZO_TributeCard_TargetedUnderlay_Template" ,
} ,
[ TRIBUTE_CARD_STATE_FLAGS_STACK_PLAYABLE ] =
{
[ TRIBUTE_CARD_STATE_EFFECT_LAYER_OVERLAY ] = "ZO_TributeCard_StackPlayableOverlay_Template" ,
[ TRIBUTE_CARD_STATE_EFFECT_LAYER_UNDERLAY ] = "ZO_TributeCard_StackPlayableUnderlay_Template" ,
} ,
[ TRIBUTE_CARD_STATE_FLAGS_STACK_DAMAGEABLE ] =
{
[ TRIBUTE_CARD_STATE_EFFECT_LAYER_OVERLAY ] = "ZO_TributeCard_StackDamageableOverlay_Template" ,
[ TRIBUTE_CARD_STATE_EFFECT_LAYER_UNDERLAY ] = "ZO_TributeCard_StackDamageableUnderlay_Template" ,
} ,
[ TRIBUTE_CARD_STATE_FLAGS_CALLOUT ] =
{
[ TRIBUTE_CARD_STATE_EFFECT_LAYER_OVERLAY ] = "ZO_TributeCard_CalloutOverlay_Template" ,
[ TRIBUTE_CARD_STATE_EFFECT_LAYER_UNDERLAY ] = "ZO_TributeCard_CalloutUnderlay_Template" ,
} ,
}
local TRIBUTE_PILE_TOOLTIP_BOARD_LOCATIONS =
{
TRIBUTE_BOARD_LOCATION_OPPONENT_BOARD_ACTION ,
TRIBUTE_BOARD_LOCATION_OPPONENT_BOARD_AGENT ,
TRIBUTE_BOARD_LOCATION_OPPONENT_COOLDOWN ,
TRIBUTE_BOARD_LOCATION_OPPONENT_DECK ,
TRIBUTE_BOARD_LOCATION_PLAYER_BOARD_ACTION ,
TRIBUTE_BOARD_LOCATION_PLAYER_BOARD_AGENT ,
TRIBUTE_BOARD_LOCATION_PLAYER_COOLDOWN ,
TRIBUTE_BOARD_LOCATION_PLAYER_DECK ,
}
local IGNORE_ANIMATION_CALLBACKS = true
-- Mechanic Container --
end
do
internalassert ( TRIBUTE_MECHANIC_ACTIVATION_SOURCE_ITERATION_END == 1 , "A new Tribute mechanic activation source has been added. Please add it to the MECHANIC_ACTIVATION_SOURCE_SUFFIX table" )
local MECHANIC_ACTIVATION_SOURCE_SUFFIX =
{
[ TRIBUTE_MECHANIC_ACTIVATION_SOURCE_ACTIVATION ] = "Activation" ,
[ TRIBUTE_MECHANIC_ACTIVATION_SOURCE_COMBO ] = "Combo" ,
}
internalassert ( TRIBUTE_MECHANIC_ITERATION_END == 15 , "A new Tribute mechanic has been added. Does the MECHANIC_PARAM_MODIFIERS need special modifiers for this mechanic?" )
local MECHANIC_PARAM_MODIFIERS =
{
[ TRIBUTE_MECHANIC_HEAL_AGENT ] =
{
quantityDisplayOverride =
{
displayParam = 1 ,
}
} ,
[ TRIBUTE_MECHANIC_ACQUIRE_CARDS ] =
{
quantityDisplayOverride =
{
displayParam = 1 ,
}
} ,
}
local OFFSET_X = 42
local LARGE_DOUBLE_DIGIT_OFFSET_X = 52
local FIRST_TOP_OFFSET_Y = 135
local LARGE_PADDING_Y = 15
local SMALL_PADDING_Y = 10
local OVERSIZED_SCALE = 1.2
local OVERSIZED_PADDING_Y = 6
local triggerId
self . tributeMechanicType , self . quantity , self . comboNum , self . param1 , self . param2 , self . param3 , triggerId = cardObject : GetMechanicInfo ( activationSource , mechanicIndex )
local isOnActivation = activationSource == TRIBUTE_MECHANIC_ACTIVATION_SOURCE_ACTIVATION
local isOnCombo = activationSource == TRIBUTE_MECHANIC_ACTIVATION_SOURCE_COMBO
local isOnTrigger = triggerId ~= 0
local scale = isOversized and OVERSIZED_SCALE or 1
if chooseOneMechanic then
-- Quick and dirty workaround. The choice display isn't actually a mechanic, it replaces all of the mechanics on the card as one unified concept
-- TODO Tribute: If we want to change to let design control which mechanics require choice, or work with combos, this logic will be useless and will need to be reimplemented
if mechanicIndex == 1 then
ApplyTemplateToControl ( control , "ZO_TributeCard_MechanicContainer_Large_SingleDigit_Activation_Style" )
self . typeIconTexture : SetTexture ( "EsoUI/Art/Tribute/Mechanics/tributeMechanicCardDisplay_chooseOne.dds" )
local offsetY = FIRST_TOP_OFFSET_Y + ( MECHANIC_CONTAINER_LARGE_ACTIVATION_HEIGHT / 2 * OVERSIZED_SCALE )
else
end
return
end
local activationSourceSuffix = isOnTrigger and "Trigger" or MECHANIC_ACTIVATION_SOURCE_SUFFIX [ activationSource ]
local sizeSuffix = isSmallContainer and "Small" or "Large"
if paramModifiers then
local paramQuantityDisplayOverride = paramModifiers . quantityDisplayOverride
if paramQuantityDisplayOverride then
if paramQuantityDisplayOverride . displayParam == 1 then
elseif paramQuantityDisplayOverride . displayParam == 2 then
else
end
end
end
local isDoubleDigitContainer = quantityDisplayValue >= 10
local digitsSuffix = isDoubleDigitContainer and "Double" or "Single"
ApplyTemplateToControl ( control , string . format ( "ZO_TributeCard_MechanicContainer_%s_%sDigit_%s_Style" , sizeSuffix , digitsSuffix , activationSourceSuffix ) )
self . typeIconTexture : SetTexture ( GetTributeMechanicIconPath ( self . tributeMechanicType , self . param1 , self . param2 , self . param3 ) )
local quantityDisplayText = quantityDisplayValue == 0 and GetString ( SI_TRIBUTE_MECHANIC_ANY_QUANTITY_SYMBOL ) or quantityDisplayValue
self . frameGlowTextureFileName = string . format ( "EsoUI/Art/Tribute/Mechanics/tributeMechanicCardFrame_%s_%s_%s_glow.dds" , activationSourceSuffix , sizeSuffix , digitsSuffix )
-- Add pips to combo hexes.
-- Combo 2 has no pips. Combo 3 has 1 pip. Combo 4 has 2 pips...
self . pipsLabel = CreateControlFromVirtual ( "$(parent)Pips" , control , "ZO_TributeCard_MechanicComboPip_Template" )
end
local pipSize = isSmallContainer and 14 or 16
local offsetY = isSmallContainer and 17 or 24
local pipTextureMarkup = zo_iconFormat ( "EsoUI/Art/Tribute/Mechanics/tributeMechanicComboPip_full.dds" , pipSize , pipSize )
end
local offsetX = OFFSET_X
local height
local paddingY
if isSmallContainer then
height = isOnActivation and MECHANIC_CONTAINER_SMALL_ACTIVATION_HEIGHT or MECHANIC_CONTAINER_SMALL_COMBO_HEIGHT
paddingY = SMALL_PADDING_Y
else
height = isOnActivation and MECHANIC_CONTAINER_LARGE_ACTIVATION_HEIGHT or MECHANIC_CONTAINER_LARGE_COMBO_HEIGHT
height = height * scale
paddingY = LARGE_PADDING_Y
if isDoubleDigitContainer then
offsetX = LARGE_DOUBLE_DIGIT_OFFSET_X
end
end
local firstCenterOffsetY = FIRST_TOP_OFFSET_Y + ( height / 2 )
local offsetY = firstCenterOffsetY + ( ( height + paddingY ) * ( mechanicIndex - 1 ) )
if isOnActivation then
else
end
end
end
end
end
end
end
end
if hidden then
end
else
end
end
end
-- Card Defeat Cost Adjustment --
self . control = CreateControlFromVirtual ( "$(parent)DefeatCostAdjustment" , frontControl , "ZO_TributeCard_DefeatCostAdjustment" )
local timeline = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_TributeCard_DefeatCostAdjustmentTimeline" )
end
end
-- Order matters
end
do
if queueEntry then
-- An animation is already playing; queue this entry.
end
return
end
if nextQueueEntry then
if queueEntry then
-- The queue is not empty; queue this entry and play the next entry from the queue.
end
else
nextQueueEntry = queueEntry
end
if not nextQueueEntry then
-- The queue is empty and no queue entry was specified.
return
end
-- Order matters
end
-- Queue this animation or, if the queue is empty and no animation is already playing, play it immediately.
local queueEntry =
{
oldCost = newCost - costDelta ,
newCost = newCost ,
costDelta = costDelta ,
}
end
-- Order matters
end
end
end
if not entry then
-- No animation is currently playing.
return
end
-- Interpolate the font color based upon whether this is a damage or healing event.
if entry . costDelta < 0 then
else
end
-- Translate upward and to either the left or right randomly.
local MIN_OFFSET = 90
local MAX_OFFSET = 100
else
end
-- Animate over slightly varied durations to reduce repetitiveness.
local MIN_DURATION_MS = 1900
local MAX_DURATION_MS = 2100
end
if not entry then
-- No animation is currently playing.
return
end
-- Interpolate the banner texture scale.
-- Translate the control up and to the left/right.
-- Interpolate the font color from dim to bright while gradually fading the control away.
local a = progress < 0.75 and 1 or ( 1 - ( progress - 0.75 ) * 4 )
end
-- Card State Effect --
end
end
do
-- Used for diversification of animation visuals.
local nextAnimationOffset = 0
local MIN_WAVE_ANGLE = ZO_PI - ZO_HALF_PI
local MAX_WAVE_ANGLE = ZO_PI + ZO_HALF_PI
internalassert ( self : IsValid ( ) , "Tribute card state effect 'cardObject', 'cardState' or 'cardLayer' is invalid." )
nextAnimationOffset = nextAnimationOffset + 1
end
end
-- Order matters
end
end
end
end
if not stateEffectTemplates then
internalassert ( false , string . format ( "No card state effect template configured for Tribute card state '%s'." , tostring ( self . cardState ) or "nil" ) )
end
if not controlTemplate then
internalassert ( false , string . format ( "Layer '%s' does not exist for card state effect template '%s'." , tostring ( self . cardLayer ) or "nil" , tostring ( self . cardState ) ) )
end
return controlTemplate
end
end
return not self . timeline : IsPlayingBackward ( ) and ( self . timeline : IsPlaying ( ) or self . timeline : GetProgress ( ) > 0 )
end
if active then
else
end
end
end
end
end
-- Trigger Animation --
local timeline = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_TributeCard_TriggerAnimationTimeline" )
end
-- Order matters
end
return controlTemplate
end
end
end
if active then
else
end
end
end
end
end
-- Card --
end
end
end
end
if isCurse then
else
end
local contractOrCurseBannerTextureFile = nil
if isContract then
contractOrCurseBannerTextureFile = "EsoUI/Art/Tribute/tributeCardContractBanner.dds"
elseif isCurse then
contractOrCurseBannerTextureFile = "EsoUI/Art/Tribute/tributeCardCurseBanner.dds"
end
if contractOrCurseBannerTextureFile then
else
end
if costQuantity > 0 then
else
end
if defeatCostBannerTextureFile then
end
for activationSource = TRIBUTE_MECHANIC_ACTIVATION_SOURCE_ITERATION_BEGIN , TRIBUTE_MECHANIC_ACTIVATION_SOURCE_ITERATION_END do
local mechanicContainer = mechanicContainerPool : AcquireObject ( self , activationSource , mechanicIndex )
end
end
end
end
end
end
end
end
end
if activationSource == mechanicActivationSource and index == mechanicIndex then
return mechanicContainer
end
end
return nil
end
end
end
end
if animateInstantly then
else
if not timeline then
end
if playForward then
else
end
end
end
end
end
end
end
end
end
return anchor , screenX , screenY
end
--- Override of ZO_TributeCardData ---
-- Returns resourceType, maxQuantity, currentQuantity
local currentQuantity = maxQuantity
end
return resourceType , maxQuantity , currentQuantity
end
-- Only Agent cards have a defeat cost.
return
end
if resourceType ~= TRIBUTE_RESOURCE_POWER then
assert ( false , string . format ( "Card %d using invalid Defeat Cost type. No UI design for any defeat cost that isn't TRIBUTE_RESOURCE_POWER. If another type is desired, please contact a UI designer." , self . cardDefId ) )
end
quantity = quantity or currentQuantity
end
local USE_CURRENT_QUANTITY = nil
end
-- Reflect the new defeat cost instantly.
-- Create and permanently cache a ZO_TributeCard_DefeatCostAdjustment object for this card object.
end
-- Queue animation of the defeat cost delta.
if not suppressSound then
-- Play the associated audio.
if costDelta < 0 then
if newCost > 0 then
else
end
elseif costDelta > 0 then
end
end
end
-- Evaluates the effective state flags given the specified state flags or, if unspecified, the current state flags of the card.
-- Suppress all flags for World space cards (1) while the pile viewer, target viewer or mechanic
-- selector is open or (2) that are in a stack that are not the top card in that stack.
stateFlags = 0
elseif isStacked and isTopOfStack then
--Suppress playable and damageable for cards at the top of a stack
stateFlags = ZO_ClearMaskFlags ( stateFlags , TRIBUTE_CARD_STATE_FLAGS_DAMAGEABLE , TRIBUTE_CARD_STATE_FLAGS_PLAYABLE )
-- Don't allow the targetable and targeted state flags on world cards when viewing the board from the target viewer
stateFlags = ZO_ClearMaskFlags ( stateFlags , TRIBUTE_CARD_STATE_FLAGS_TARGETABLE , TRIBUTE_CARD_STATE_FLAGS_TARGETED )
end
else
-- Suppress all flags for a Mechanic tile's popup card.
stateFlags = 0
else
if self : GetPopupType ( ) == ZO_TRIBUTE_CARD_POPUP_TYPE . CARD and ZO_TRIBUTE_TARGET_VIEWER_MANAGER : IsViewingBoard ( ) then
-- Don't allow the targetable and targeted state flags on popup cards when viewing the board from the target viewer
stateFlags = ZO_ClearMaskFlags ( stateFlags , TRIBUTE_CARD_STATE_FLAGS_TARGETABLE , TRIBUTE_CARD_STATE_FLAGS_TARGETED )
end
-- Suppress stack-related flags for non-Mechanic popup cards.
stateFlags = ZO_ClearMaskFlags ( stateFlags , TRIBUTE_CARD_STATE_FLAGS_STACK_DAMAGEABLE , TRIBUTE_CARD_STATE_FLAGS_STACK_PLAYABLE )
end
end
return stateFlags
end
end
-- Cache the state flags in order to avoid unnecessary visual effect spawning/releasing.
-- TODO Tribute: Reevaluate performance at a later point to see if this is still necessary.
if not stateFlags then
stateFlags = 0
end
if not flagValueChangesTable then
return
end
end
end
if stateFlag == TRIBUTE_CARD_STATE_FLAGS_HIGHLIGHTED then
-- Tribute highlight is handled directly via SetHighlighted.
return
end
-- All other card states are managed using pooled state effects.
if stateEffects then
-- If activating, reactivate an existing effect that is in the process of deactivating;
-- if deactivating, effects will be released via the OnStateEffectChanged callback issued from the OnStop animation event.
end
else
if active then
stateEffects = { }
-- Acquire an effect from the pool; effect activation is handled via the acquisition process.
local layerEffect = TRIBUTE_POOL_MANAGER : GetCardStateEffectPool ( ) : AcquireObject ( self , stateFlag , cardLayer )
stateEffects [ cardLayer ] = layerEffect
end
end
end
end
if not active then
if cardState then
if stateEffects then
local layerEffect = stateEffects [ cardLayer ]
if layerEffect == stateEffect then
-- Release this effect.
stateEffects [ cardLayer ] = nil
-- If no other layer effects exist for this state
-- remove the state table from self.stateEffects.
end
end
end
end
end
end
if completedPlaying then
if animation == triggerAnimation then
break
end
end
end
end
local NO_CARD_STATE = nil
local triggerAnimationOverlay = TRIBUTE_POOL_MANAGER : GetCardTriggerAnimationPool ( ) : AcquireObject ( self , NO_CARD_STATE , TRIBUTE_CARD_STATE_EFFECT_LAYER_OVERLAY )
local triggerAnimationUnderlay = TRIBUTE_POOL_MANAGER : GetCardTriggerAnimationPool ( ) : AcquireObject ( self , NO_CARD_STATE , TRIBUTE_CARD_STATE_EFFECT_LAYER_UNDERLAY )
-- TODO Tribute: Audio hook?
end
end
-- Allow cleanup of big textures that aren't common among all cards, to gain back some memory
end
end
if timeline then
end
end
if timeline then
end
end
end
end
end
end
end
if timeline then
end
end
end
end
end
end
end
return
end
local cardIndexInPile , numCardsInPile , isStacked = GetTributeCardPositionInPile ( self . cardInstanceId )
local isTopOfStack = isStacked and cardIndexInPile == numCardsInPile
return cardIndexInPile , numCardsInPile , isStacked , isTopOfStack
end
return isStacked == true
end
end
end
end
end
return false
end
if not ZO_IsElementInNumericallyIndexedTable ( TRIBUTE_PILE_TOOLTIP_BOARD_LOCATIONS , boardLocation ) then
return false
end
local anchor , offsetX , offsetY
-- The positioning of the tooltip is based on which half of the screen the card is on
if cardCenterX > screenCenterX then
anchor = RIGHT
else
anchor = LEFT
end
return true
ZO_TributeBoardLocationPatronsTooltip_Gamepad_Show ( boardLocation , anchor , GuiRoot , TOPLEFT , offsetX , offsetY )
return true
end
return false
end
-- Suppress interaction for non-instanced cards or when the pile viewer, target viewer or mechanic selector is open.
return false
end
if isStacked and not isTopOfStack then
-- Suppress interaction for stacked cards that are not the top card in the stack.
return false
end
--Suppress interaction for confined cards
return false
end
return true
end
end
end
end
end
end
end
if TRIBUTE : IsInputStyleMouse ( ) and upInside and button == MOUSE_BUTTON_INDEX_LEFT and self . cardInstanceId then
-- Don't allow interaction with cards while a viewer is up
return
end
end
end
end
end
end
end
end
end
end
if isHighlighted then
if not timeline then
end
-- If a world card is being highlighted, that means we'll get a popup interface card, also highlighted.
-- We'll let that play the sound so we don't play it twice.
end
else
if timeline then
end
end
end
if mechanicContainer then
end
end
end
if popupType == ZO_TRIBUTE_CARD_POPUP_TYPE . CARD then
if not timeline then
end
--If this card has confined cards and will be showing a keybind for it, we need to adjust the inset to account for the keybind underneath
local BOTTOM_INSET = ZO_TRIBUTE_CONFINED_CARDS_KEYBIND_HEIGHT + ZO_TRIBUTE_CONFINED_CARDS_KEYBIND_OFFSET_Y
end
--Only the CARD popup type should show a confined stack
elseif popupType == ZO_TRIBUTE_CARD_POPUP_TYPE . MECHANIC then
end
--If there is a viewer up, check to see if we need to adjust the insets to account for a keybind strip
local BOTTOM_INSET = IsInGamepadPreferredMode ( ) and ZO_KEYBIND_STRIP_GAMEPAD_VISUAL_HEIGHT or ZO_KEYBIND_STRIP_KEYBOARD_VISUAL_HEIGHT
end
end
do
local ADDITIONAL_CARDS_CONFINED_ICON = "EsoUI/Art/Tribute/tribute_icon_additionalCardsConfined.dds"
local numControls = # cardControls
if i > numConfined then
--If the index for this card control exceeds the number of cards we actually have confined, hide it
else
if i == numControls and numConfined > numControls then
--Special case: If we have more confined cards than we do controls to show it, we use the last control to represent that instead of showing it as an individual card
local additionalQuantity = numConfined - ( numControls - 1 )
--Calculate and show the number of non-visible confined cards
else
--Get the portrait for the confined card in question and set it
end
end
end
end
end
end
end
end
end
end
end
end
local minScale = maxScale * 0.5
end
end
end
return screenX , screenY
end
if numConfinedCards > 0 then
--Only create this table if we need it
end
local previousControl = nil
for i = 1 , numConfinedCards do
--Only show individual card back textures up to the maximum number of cards we can show in a stack
--We do < instead of <= because the jailer itself counts towards this number
if i < maxCardsInStack then
cardBackTexture . key = key
--Each card back texture should be one level lower than the last
--Anchor the cards slightly differently depending on how many there are
if numConfinedCards > 1 then
else
end
previousControl = cardBackTexture
end
end
end
end
-- Global Functions --
end
if timeline . cardObject then
end
end
if timeline . cardObject then
end
end
if timeline . object then
end
end
if timeline . object then
end
end
if timeline . cardObject then
end
end
if timeline . cardObject then
end
end
end
if timeline . cardObject then
end
end
end
end
do
local bottomRightColor = fromColor : Lerp ( toColor , zo_clamp ( math . sin ( ( 1.5 * progress - 0.5 ) * ZO_PI ) , 0 , 1 ) )
control : SetVertexColors ( VERTEX_POINTS_TOPLEFT , topLeftColor . r , topLeftColor . g , topLeftColor . b , topLeftColor . a )
control : SetVertexColors ( VERTEX_POINTS_BOTTOMRIGHT , bottomRightColor . r , bottomRightColor . g , bottomRightColor . b , bottomRightColor . a )
end
end
if timeline . object then
end
end |