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local FADE_OUT_DELAY = 3000
local FADE_IN_TIME = 250
local FADE_OUT_TIME = 750
local g_hasValidTarget = false
local g_isMousedOver = false
local g_actionBarReferences = 0
local g_actionBarHasAnAction = false
local g_holdingForFadeOut = false
local INSTANT = true
local 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
end
end
local fadeInTime = speed == ANIMATED and FADE_IN_TIME or 0
local fadeOutTime = speed == ANIMATED and FADE_OUT_TIME or 0
return fadeInTime , fadeOutTime
end
g_holdingForFadeOut = false
end
end
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
end
end
if inCombat then
else
end
end
if settingType == SETTING_TYPE_UI then
if settingId == UI_SETTING_SHOW_ACTION_BAR then
end
end
end
local hadAnAction = g_actionBarHasAnAction
return hadAnAction ~= g_actionBarHasAnAction
end
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_hasValidTarget
end
end
end
end
end
end
end
g_isMousedOver = true
end
g_isMousedOver = false
end
end
g_actionBarReferences = g_actionBarReferences + 1
end
g_actionBarReferences = g_actionBarReferences - 1
end
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 )
end
end |