Back to Home

ESO Lua File v101041

ingame/hud/huddaedricenergymeter.lua

[◄ back to folders ]
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
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
-- Asset Dimensions
ZO_HUD_KEYBOARD_DAEDRIC_ENERGY_METER_FRAME_WIDTH = 256
ZO_HUD_KEYBOARD_DAEDRIC_ENERGY_METER_FRAME_HEIGHT = 128
ZO_HUD_GAMEPAD_DAEDRIC_ENERGY_METER_FRAME_WIDTH = 256 
ZO_HUD_GAMEPAD_DAEDRIC_ENERGY_METER_FRAME_HEIGHT = 128
ZO_HUD_KEYBOARD_DAEDRIC_ENERGY_METER_BAR_WIDTH = 124
ZO_HUD_KEYBOARD_DAEDRIC_ENERGY_METER_BAR_HEIGHT = 18
ZO_HUD_KEYBOARD_DAEDRIC_ENERGY_METER_BAR_RIGHT_COORD = ZO_HUD_KEYBOARD_DAEDRIC_ENERGY_METER_BAR_WIDTH / 128
ZO_HUD_KEYBOARD_DAEDRIC_ENERGY_METER_BAR_BOTTOM_COORD = ZO_HUD_KEYBOARD_DAEDRIC_ENERGY_METER_BAR_HEIGHT / 32
ZO_HUD_KEYBOARD_DAEDRIC_ENERGY_METER_BAR_EDGE_WIDTH = 8
ZO_HUD_KEYBOARD_DAEDRIC_ENERGY_METER_BAR_EDGE_RIGHT_COORD = ZO_HUD_KEYBOARD_DAEDRIC_ENERGY_METER_BAR_EDGE_WIDTH / 16
ZO_HUD_KEYBOARD_DAEDRIC_ENERGY_METER_BAR_EDGE_BOTTOM_COORD = ZO_HUD_KEYBOARD_DAEDRIC_ENERGY_METER_BAR_HEIGHT / 32
ZO_HUD_KEYBOARD_DAEDRIC_ENERGY_METER_BAR_FULL_WIDTH = ZO_HUD_KEYBOARD_DAEDRIC_ENERGY_METER_BAR_WIDTH + ZO_HUD_KEYBOARD_DAEDRIC_ENERGY_METER_BAR_EDGE_WIDTH
ZO_HUD_GAMEPAD_DAEDRIC_ENERGY_METER_BAR_WIDTH = 128
ZO_HUD_GAMEPAD_DAEDRIC_ENERGY_METER_BAR_HEIGHT = 20
ZO_HUD_GAMEPAD_DAEDRIC_ENERGY_METER_BAR_RIGHT_COORD = ZO_HUD_GAMEPAD_DAEDRIC_ENERGY_METER_BAR_WIDTH / 128
ZO_HUD_GAMEPAD_DAEDRIC_ENERGY_METER_BAR_BOTTOM_COORD = ZO_HUD_GAMEPAD_DAEDRIC_ENERGY_METER_BAR_HEIGHT / 32
ZO_HUD_GAMEPAD_DAEDRIC_ENERGY_METER_BAR_EDGE_WIDTH = 11
ZO_HUD_GAMEPAD_DAEDRIC_ENERGY_METER_BAR_EDGE_RIGHT_COORD = ZO_HUD_GAMEPAD_DAEDRIC_ENERGY_METER_BAR_EDGE_WIDTH / 16 
ZO_HUD_GAMEPAD_DAEDRIC_ENERGY_METER_BAR_EDGE_BOTTOM_COORD = ZO_HUD_GAMEPAD_DAEDRIC_ENERGY_METER_BAR_HEIGHT / 32
ZO_HUD_GAMEPAD_DAEDRIC_ENERGY_METER_BAR_FULL_WIDTH = ZO_HUD_GAMEPAD_DAEDRIC_ENERGY_METER_BAR_WIDTH + ZO_HUD_GAMEPAD_DAEDRIC_ENERGY_METER_BAR_EDGE_WIDTH
ZO_HUD_DAEDRIC_ENERGY_METER_LAYER_SIZE = 128
ZO_HUD_DAEDRIC_ENERGY_METER_HAMMER_SIZE = 128
ZO_HUD_DAEDRIC_ENERGY_METER_HAMMER_CELLS = 16
ZO_HUD_DAEDRIC_ENERGY_METER_HAMMER_RIGHT_COORD = (ZO_HUD_DAEDRIC_ENERGY_METER_HAMMER_SIZE * ZO_HUD_DAEDRIC_ENERGY_METER_HAMMER_CELLS) / 2048
-- End dimensions
local ENERGY_WARNING_THRESHOLD = .2
---------------------------
-- Base Weapon Animation --
---------------------------
local ZO_HUDDaedricEnergyMeter_BaseAnimation = ZO_Object:Subclass()
function ZO_HUDDaedricEnergyMeter_BaseAnimation:New(...)
    local object = ZO_Object.New(self)
    object:Initialize(...)
    return object
end
function ZO_HUDDaedricEnergyMeter_BaseAnimation:Initialize(weaponControl)
    -- Override me
end
function ZO_HUDDaedricEnergyMeter_BaseAnimation:Show()
    -- Override me
end
function ZO_HUDDaedricEnergyMeter_BaseAnimation:Hide()
    -- Override me
end
function ZO_HUDDaedricEnergyMeter_BaseAnimation:PlayEnergyBurstAnimation()
    -- Override me
end
function ZO_HUDDaedricEnergyMeter_BaseAnimation:PlayUltimateUsedAnimation()
    -- Override me
end
function ZO_HUDDaedricEnergyMeter_BaseAnimation:OnEnergyValueChanged(currentEnergy, maxEnergy)
    -- Override me
end
---------------------------
-- No Weapon Animation --
---------------------------
local ZO_HUDDaedricEnergyMeter_NoAnimation = ZO_HUDDaedricEnergyMeter_BaseAnimation:Subclass()
function ZO_HUDDaedricEnergyMeter_NoAnimation:New(...)
    return ZO_HUDDaedricEnergyMeter_BaseAnimation.New(self, ...)
end
----------------
-- Volendrung --
----------------
local ZO_HUDDaedricEnergyMeter_VolendrungAnimation = ZO_HUDDaedricEnergyMeter_BaseAnimation:Subclass()
function ZO_HUDDaedricEnergyMeter_VolendrungAnimation:New(...)
    return ZO_HUDDaedricEnergyMeter_BaseAnimation.New(self, ...)
end
function ZO_HUDDaedricEnergyMeter_VolendrungAnimation:Initialize(weaponControl)
    self.control = weaponControl
    -- Idle
    self.hammerEmptyTexture = weaponControl:GetNamedChild("Empty")
    self.hammerIdleTexture = weaponControl:GetNamedChild("Idle")
    self.hammerIdleLoop = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_HUDDaedricEnergyMeter_HammerIdle", self.hammerIdleTexture)
    -- Burst
    self.hammerGlowRotateAnim = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_HUDDaedricEnergyMeter_RotateOnce", weaponControl:GetNamedChild("Glow"))
    self.hammerGlowFadeAnim = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_HUDDaedricEnergyMeter_Fade", weaponControl:GetNamedChild("Glow"))
    self.hammerBurstFadeAnim = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_HUDDaedricEnergyMeter_Fade", weaponControl:GetNamedChild("Burst1"))
    -- Ultimate used
    self.hammerUltimateFadeAnim = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_HUDDaedricEnergyMeter_Fade", weaponControl:GetNamedChild("Burst2"))
end
function ZO_HUDDaedricEnergyMeter_VolendrungAnimation:Show()
    self.control:SetHidden(false)
    self.hammerIdleLoop:PlayFromStart()
end
function ZO_HUDDaedricEnergyMeter_VolendrungAnimation:Hide()
    self.control:SetHidden(true)
    self.hammerIdleLoop:Stop()
end
function ZO_HUDDaedricEnergyMeter_VolendrungAnimation:PlayEnergyBurstAnimation()
    if not self.hammerBurstFadeAnim:IsPlaying() then
        self.hammerGlowRotateAnim:PlayFromStart()
        self.hammerGlowFadeAnim:PlayFromStart()
        self.hammerBurstFadeAnim:PlayFromStart()
    end
end
function ZO_HUDDaedricEnergyMeter_VolendrungAnimation:PlayUltimateUsedAnimation()
    if not self.hammerUltimateFadeAnim:IsPlaying() then
        self.hammerGlowRotateAnim:PlayFromStart()
        self.hammerGlowFadeAnim:PlayFromStart()
        self.hammerUltimateFadeAnim:PlayFromStart()
    end
end
function ZO_HUDDaedricEnergyMeter_VolendrungAnimation:OnEnergyValueChanged(currentEnergy, maxEnergy)
    if maxEnergy == 0 then
        return
    end
    local normalizedEnergy = currentEnergy / maxEnergy
    -- after hitting warning threshold, hide idle animation and show the empty texture underneath
    self.hammerEmptyTexture:SetHidden(normalizedEnergy > ENERGY_WARNING_THRESHOLD)
    local alpha = zo_clampedPercentBetween(0, ENERGY_WARNING_THRESHOLD, normalizedEnergy)
    self.hammerIdleTexture:SetAlpha(alpha)
end
--------------------------
-- Daedric Energy Meter --
--------------------------
local ZO_HUDDaedricEnergyMeter = ZO_CallbackObject:Subclass()
function ZO_HUDDaedricEnergyMeter:New(...)
    local object = ZO_CallbackObject.New(self)
    object:Initialize(...)
    return object
end
function ZO_HUDDaedricEnergyMeter:Initialize(control)
    -- Initialize state
    self.hiddenReasons = ZO_HiddenReasons:New()
    
    -- Set up controls
    self.control = control
    self.barControl = control:GetNamedChild("Bar")
    self.barFadeAnim = ZO_AlphaAnimation:New(control)
    self.barFadeAnim:SetMinMaxAlpha(0, 1)
    self.warningLoop = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_HUDDaedricEnergyMeter_Warn", control:GetNamedChild("Overlay"))
    self.isWarningActive = false
    local arrow = self.control:GetNamedChild("ArrowRegeneration")
    arrow.burstAnim = ANIMATION_MANAGER:CreateTimelineFromVirtual("ArrowRegenerationAnimation", arrow)
    self.arrow = arrow
    -- Weapon animations
    internalassert(DAEDRIC_ARTIFACT_VISUAL_TYPE_MAX_VALUE == 1, "Make new weapon animation for visual type")
    self.animationsForArtifactVisualType =
    {
        [DAEDRIC_ARTIFACT_VISUAL_TYPE_NONE] = ZO_HUDDaedricEnergyMeter_NoAnimation:New(),
        [DAEDRIC_ARTIFACT_VISUAL_TYPE_VOLENDRUNG] = ZO_HUDDaedricEnergyMeter_VolendrungAnimation:New(control:GetNamedChild("WeaponVolendrung")),
    }
    self.activeWeapon = self.animationsForArtifactVisualType[DAEDRIC_ARTIFACT_VISUAL_TYPE_NONE] 
    -- Set up platform styles
    local ARROW_OFFSET_Y = 1
    local ARROW_END_X_PADDING = 3
    local ARROW_TEXTURE_WIDTH = 16
    self.keyboardStyle = 
    { 
        template = "ZO_HUDDaedricEnergyMeter_KeyboardTemplate",
        arrowTemplate = "ZO_ArrowRegeneration_Keyboard_Template",
        setupArrowCallback = function(barControl, arrow)
            -- animate from right to left
            local startOffsetX = barControl:GetWidth() - ARROW_TEXTURE_WIDTH
            arrow:ClearAnchors()
            arrow:SetAnchor(LEFT, barControl, LEFT, startOffsetX, ARROW_OFFSET_Y)
            arrow.burstAnim:GetFirstAnimation():SetTranslateDeltas(-startOffsetX - ARROW_END_X_PADDING, 0)
            arrow:SetTextureCoords(0, 1, 0, 1)
        end,
    }
    self.gamepadStyle = 
    { 
        template = "ZO_HUDDaedricEnergyMeter_GamepadTemplate",
        arrowTemplate = "ZO_ArrowRegeneration_Gamepad_Template",
        setupArrowCallback = function(barControl, arrow)
            -- animate from left to right
            local startOffsetX = barControl:GetWidth() - ARROW_TEXTURE_WIDTH
            arrow:ClearAnchors()
            arrow:SetAnchor(RIGHT, barControl, RIGHT, -startOffsetX, ARROW_OFFSET_Y)
            arrow.burstAnim:GetFirstAnimation():SetTranslateDeltas(startOffsetX - ARROW_END_X_PADDING, 0)
            arrow:SetTextureCoords(1, 0, 0, 1)
        end,
    }
    local function ApplyPlatformStyle(styleTable)
        ApplyTemplateToControl(self.control, styleTable.template)
        ApplyTemplateToControl(self.arrow, styleTable.arrowTemplate)
        if self.arrow.burstAnim:IsPlaying() then
            self.arrow.burstAnim:PlayInstantlyToStart()
        end
        styleTable.setupArrowCallback(self.barControl, self.arrow)
    end
    self.platformStyle = ZO_PlatformStyle:New(ApplyPlatformStyle, self.keyboardStyle, self.gamepadStyle)
    -- Events
    local function OnPowerUpdate(_, unitTag, powerPoolIndex, powerType, current, max, effectiveMax)
        self:UpdateEnergyValues(current, max)
    end
    control:RegisterForEvent(EVENT_POWER_UPDATE, OnPowerUpdate)
    control:AddFilterForEvent(EVENT_POWER_UPDATE, REGISTER_FILTER_POWER_TYPE, COMBAT_MECHANIC_FLAGS_DAEDRIC)
    local function OnActiveDaedricArtifactChanged()
        self:UpdateVisibility()
    end
    control:RegisterForEvent(EVENT_ACTIVE_DAEDRIC_ARTIFACT_CHANGED, OnActiveDaedricArtifactChanged)
    local function OnPlayerActivated()
        self:UpdateVisibility()
    end
    control:RegisterForEvent(EVENT_PLAYER_ACTIVATED, OnPlayerActivated)
    local function OnBarValueChanged(_, currentEnergy)
        local _, maxEnergy = self.barControl:GetMinMax()
        self.activeWeapon:OnEnergyValueChanged(currentEnergy, maxEnergy)
    end
    self.barControl:SetHandler("OnValueChanged", OnBarValueChanged)
    -- Do our initial update
end
function ZO_HUDDaedricEnergyMeter:UpdateVisibility()
    local SHOULD_FADE_OUT = true
    self:SetHiddenForReason("daedricArtifactInactive", GetLocalPlayerDaedricArtifactId() == nil, SHOULD_FADE_OUT)
end
do
    -- values match player attribute bars
    local SHOW_FADE_DELAY_MS = 0
    local SHOW_FADE_DURATION_MS = 500
    local HIDE_FADE_DELAY_MS = 1500
    local HIDE_FADE_DURATION_MS = 500
    function ZO_HUDDaedricEnergyMeter:SetHiddenForReason(reason, hidden, shouldFadeOut)
        self.hiddenReasons:SetHiddenForReason(reason, hidden)
        if self.hiddenReasons:IsHidden() then
            if shouldFadeOut then
                self.barFadeAnim:FadeOut(HIDE_FADE_DELAY_MS, HIDE_FADE_DURATION_MS, ZO_ALPHA_ANIMATION_OPTION_USE_CURRENT_ALPHA, function()
                    self.control:SetHidden(true)
                    self:OnHidden()
                end)
            else
                self.control:SetHidden(true)
                self:OnHidden()
            end
        else
            self.barFadeAnim:FadeIn(SHOW_FADE_DELAY_MS, SHOW_FADE_DURATION_MS, ZO_ALPHA_ANIMATION_OPTION_USE_CURRENT_ALPHA)
            self.control:SetHidden(false)
            self:OnShowing()
        end
    end
    function ZO_HUDDaedricEnergyMeter:IsHidden()
        return self.hiddenReasons:IsHidden()
    end
    function ZO_HUDDaedricEnergyMeter:OnHidden()
        self.activeWeapon:Hide()
        self.control:UnregisterForEvent(EVENT_ACTION_SLOT_ABILITY_USED)
        local HIDDEN = true
        self:FireCallbacks("VisibilityChanged", HIDDEN)
    end
    function ZO_HUDDaedricEnergyMeter:OnShowing()
        -- set active weapon
        self.activeWeapon:Hide()
        local daedricArtifactId = internalassert(GetLocalPlayerDaedricArtifactId())
        local visualType = GetDaedricArtifactVisualType(daedricArtifactId)
        self.activeWeapon = self.animationsForArtifactVisualType[visualType] 
        self.activeWeapon:Show()
        -- set initial values
        local currentEnergy, maxEnergy = GetUnitPower("player", COMBAT_MECHANIC_FLAGS_DAEDRIC)
        local INSTANT = true
        self:UpdateEnergyValues(currentEnergy, maxEnergy, INSTANT)
        self.control:RegisterForEvent(EVENT_ACTION_SLOT_ABILITY_USED, function(_, actionSlotIndex)
            if actionSlotIndex == ACTION_BAR_ULTIMATE_SLOT_INDEX + 1 then
                self.activeWeapon:PlayUltimateUsedAnimation()
            end
        end)
        local NOT_HIDDEN = false
        self:FireCallbacks("VisibilityChanged", NOT_HIDDEN)
    end
end
function ZO_HUDDaedricEnergyMeter:UpdateEnergyValues(currentEnergy, maxEnergy, instant)
    if instant then
        ZO_StatusBar_SmoothTransition(self.barControl, currentEnergy, maxEnergy, instant)
        return
    end
    local oldCurrentEnergy = self.barControl:GetValue()
    ZO_StatusBar_SmoothTransition(self.barControl, currentEnergy, maxEnergy)
    if currentEnergy > oldCurrentEnergy then
        PlaySound(SOUNDS.DAEDRIC_ENERGY_BURST)
        self.activeWeapon:PlayEnergyBurstAnimation()
        if not self.arrow.burstAnim:IsPlaying() then
            self.arrow.burstAnim:PlayFromStart()
        end
    end
    -- Warning animation
    local shouldActivateWarning = (maxEnergy == 0 or (currentEnergy / maxEnergy) < ENERGY_WARNING_THRESHOLD)
    if shouldActivateWarning and not self.isWarningActive then
        PlaySound(SOUNDS.DAEDRIC_ENERGY_LOW)
        self.warningLoop:SetPlaybackLoopsRemaining(LOOP_INDEFINITELY)
        self.warningLoop:PlayForward()
        self.isWarningActive = true
    elseif not shouldActivateWarning and self.isWarningActive then
        -- stop gracefully
        self.warningLoop:SetPlaybackLoopsRemaining(0)
        self.isWarningActive = false
    end
end
    HUD_DAEDRIC_ENERGY_METER = ZO_HUDDaedricEnergyMeter:New(control)
end