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--Layout
do
local KEYBOARD_STYLE =
{
anchorPoint = TOPLEFT ,
}
local GAMEPAD_STYLE =
{
anchorPoint = TOPRIGHT ,
}
end
end
end
end
end
local previousObjectiveControl
for i = 1 , numTotal do
local objective
--anchor them in reverse order from right to left so they stay in the same sorted order, but gather to the right
end
if previousObjectiveControl then
end
else
end
previousObjectiveControl = objectiveControl
end
end
if objective == searchObjective then
break
end
end
end
--Indicator
end
end
return 1
end
end
end
function ZO_BattlegroundObjectiveStateIndicator : IsThisObjective ( keepId , objectiveId , battlegroundContext )
return self . keepId == keepId and self . objectiveId == objectiveId and self . battlegroundContext == battlegroundContext
end
end
end
end
end
end
if auraPinTexturePath then
else
end
end
--It is possible that the objective is updated and removed in the same frame. In that case, when handling a normal update
--all queries will fail because the object is already gone. So we check here to see that it still exists before adding it.
--This would not protect against it updating, being removed, and being readded as a new objective all in one frame, so we assume
--that won't happen.
end
end
end
--Must be overridden. Returns true if this indicator should currently be shown.
end
--Must be overridden. Returns true if the passed in objective should have an indicator for this game mode.
end
--Fake Indicator
--These are used to show objectives that do not yet exist, and are used on a gameType by gameType basis
local control = CreateControlFromVirtual ( "$(parent)FakeIndicator" , parent , "ZO_BattlegroundObjectiveStatePin" , id )
end
end
end
do
local FAKE_INDICATOR_COLOR = 0.5
local FAKE_INDICATOR_ALPHA = 0.8
self . pinTexture : SetColor ( FAKE_INDICATOR_COLOR , FAKE_INDICATOR_COLOR , FAKE_INDICATOR_COLOR , FAKE_INDICATOR_ALPHA )
end
end
-- fake indicators are always shown on the right
return 1000000000
end
-- we are creating these specifically because we want to show them
return true
end
-- fake indicators are never a real objective
return false
end
--General Capture Area Indicator
self : GetControl ( ) : RegisterForEvent ( EVENT_CAPTURE_AREA_STATE_CHANGED , function ( _ , ... ) self : OnCaptureAreaStateChanged ( ... ) end )
end
function ZO_CaptureAreaObjectiveStateIndicator : OnCaptureAreaStateChanged ( keepId , objectiveId , battlegroundContext )
end
end
end
return true
end
end
--King of the Hill Indicator
local control = CreateControlFromVirtual ( "$(parent)KotH" , parent , "ZO_BattlegroundObjectiveStatePin" , id )
end
--Crazy King Indicator
local control = CreateControlFromVirtual ( "$(parent)CrazyKing" , parent , "ZO_BattlegroundObjectiveStatePin" , id )
end
end
end
--Domination Indicator
end
local control = CreateControlFromVirtual ( "$(parent)Domination" , parent , "ZO_BattlegroundObjectiveStatePin" , id )
end
end
--CTF Indicator
end
local control = CreateControlFromVirtual ( "$(parent)CTF" , parent , "ZO_BattlegroundObjectiveStatePin" , id )
end
self : GetControl ( ) : RegisterForEvent ( EVENT_CAPTURE_FLAG_STATE_CHANGED , function ( _ , ... ) self : OnCaptureFlagStateChanged ( ... ) end )
end
function ZO_CTFObjectiveStateIndicator : OnCaptureFlagStateChanged ( keepId , objectiveId , battlegroundContext )
end
end
end
return true
end
end
--Murderball
local control = CreateControlFromVirtual ( "$(parent)Murderball" , parent , "ZO_BattlegroundObjectiveStatePin" , id )
end
self : GetControl ( ) : RegisterForEvent ( EVENT_MURDERBALL_STATE_CHANGED , function ( _ , ... ) self : OnMurderballStateChanged ( ... ) end )
end
function ZO_MurderballObjectiveStateIndicator : OnMurderballStateChanged ( keepId , objectiveId , battlegroundContext )
end
end
end
return true
end
end
--Manager
end
end
end
end
end
do
local INDICATOR_CLASS_BY_GAME_TYPE =
{
[ BATTLEGROUND_GAME_TYPE_CAPTURE_THE_FLAG ] = ZO_CTFObjectiveStateIndicator ,
[ BATTLEGROUND_GAME_TYPE_KING_OF_THE_HILL ] = ZO_KotHObjectiveStateIndicator ,
[ BATTLEGROUND_GAME_TYPE_DOMINATION ] = ZO_DominationObjectiveStateIndicator ,
[ BATTLEGROUND_GAME_TYPE_CRAZY_KING ] = ZO_CrazyKingObjectiveStateIndicator ,
[ BATTLEGROUND_GAME_TYPE_MURDERBALL ] = ZO_MurderballObjectiveStateIndicator ,
}
return INDICATOR_CLASS_BY_GAME_TYPE [ gameType ]
end
local FAKE_INDICATOR_CLASS_BY_GAME_TYPE =
{
[ BATTLEGROUND_GAME_TYPE_CRAZY_KING ] = ZO_FakeBattlegroundObjectiveIndicator ,
}
return FAKE_INDICATOR_CLASS_BY_GAME_TYPE [ gameType ]
end
local FAKE_INDICATOR_PIN_TYPES_BY_GAME_TYPE =
{
[ BATTLEGROUND_GAME_TYPE_CRAZY_KING ] = MAP_PIN_TYPE_BGPIN_MOBILE_CAPTURE_AREA_NEUTRAL ,
}
return FAKE_INDICATOR_PIN_TYPES_BY_GAME_TYPE [ gameType ]
end
local FAKE_INDICATOR_EVENT_BY_GAME_TYPE =
{
[ BATTLEGROUND_GAME_TYPE_CRAZY_KING ] = EVENT_CAPTURE_AREA_STATE_CHANGED ,
}
return FAKE_INDICATOR_EVENT_BY_GAME_TYPE [ gameType ]
end
end
if not pool then
end
end
return pool
end
if not pool then
if fakeIndicatorClass then
end
end
end
return pool
end
if fakeIndicatorPool then
EVENT_MANAGER : UnregisterForEvent ( "battlegroundObjectiveStateDisplay" , self : GetFakeIndicatorEventForGameType ( self . gameType ) )
end
end
end
if indicatorClass then
end
end
end
end
end
end
if fakeIndicatorPool then
if battlegroundState == BATTLEGROUND_STATE_RUNNING then
local numShown = 0
numShown = numShown + 1
end
end
if maxSequencedObjectives > 0 and numShown < maxSequencedObjectives then
EVENT_MANAGER : RegisterForEvent ( "battlegroundObjectiveStateDisplay" , self : GetFakeIndicatorEventForGameType ( self . gameType ) , function ( eventId , ... ) self : UpdateFakeIndicators ( ... ) end )
local missingObjectives = maxSequencedObjectives - numShown
for i = 1 , missingObjectives do
end
end
end
end
end |