|
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 |
local FADE_OUT_DELAY = 3000local FADE_IN_TIME = 250local FADE_OUT_TIME = 750local g_hasValidTarget = falselocal g_isMousedOver = falselocal g_actionBarReferences = 0local g_actionBarHasAnAction = falselocal g_holdingForFadeOut = falselocal INSTANT = truelocal ANIMATED = false if g_showActionBarSetting == ACTION_BAR_SETTING_CHOICE_ON then return true elseif g_showActionBarSetting == ACTION_BAR_SETTING_CHOICE_OFF then return false else local actionBarIsRelevant = g_hasValidTarget or g_isMousedOver or g_actionBarReferences > 0 if g_actionBarHasAnAction and actionBarIsRelevant then return true else return false end endend local fadeInTime = speed == ANIMATED and FADE_IN_TIME or 0 local fadeOutTime = speed == ANIMATED and FADE_OUT_TIME or 0 return fadeInTime, fadeOutTimeend g_holdingForFadeOut = falseendend if g_holdingForFadeOut then g_holdingForFadeOut = false end else --only wait to set the hidden reason if we're animating and the bar is actually showing if not g_holdingForFadeOut then g_holdingForFadeOut = true end else end endend if inCombat then else endend if settingType == SETTING_TYPE_UI then if settingId == UI_SETTING_SHOW_ACTION_BAR then end endend local hadAnAction = g_actionBarHasAnAction return hadAnAction ~= g_actionBarHasAnActionend local hadValidTarget = g_hasValidTarget g_hasValidTarget = false g_hasValidTarget = true else if reaction == UNIT_REACTION_FRIENDLY or reaction == UNIT_REACTION_PLAYER_ALLY or IsUnitFriendlyFollower("reticleover") then if currentHealth < maxHealth then g_hasValidTarget = true end end end end return hadValidTarget ~= g_hasValidTargetend endend endend endend g_isMousedOver = trueend g_isMousedOver = false endend g_actionBarReferences = g_actionBarReferences + 1end g_actionBarReferences = g_actionBarReferences - 1end if(newState == SCENE_FRAGMENT_HIDING and g_holdingForFadeOut) then end end) EVENT_MANAGER:RegisterForEvent("ZO_Contextual", EVENT_ACTION_SLOTS_ACTIVE_HOTBAR_UPDATED, OnSlotsUpdated) EVENT_MANAGER:RegisterForEvent("ZO_Contextual", EVENT_ACTION_SLOTS_ALL_HOTBARS_UPDATED, OnSlotsUpdated) EVENT_MANAGER:AddFilterForEvent("ZO_Contextual", EVENT_POWER_UPDATE, REGISTER_FILTER_POWER_TYPE, COMBAT_MECHANIC_FLAGS_HEALTH, REGISTER_FILTER_UNIT_TAG, "reticleover") EVENT_MANAGER:RegisterForEvent("ZO_Contextual", EVENT_RETICLE_TARGET_CHANGED, OnReticleTargetChanged) EVENT_MANAGER:RegisterForEvent("ZO_Contextual", EVENT_INTERFACE_SETTING_CHANGED, OnInterfaceSettingChanged) endend |