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INFAMY_METER_WIDTH = 256INFAMY_METER_HEIGHT = 128INFAMY_METER_KEYBOARD_BAR_OFFSET_X = 14INFAMY_METER_KEYBOARD_BAR_OFFSET_Y = 15INFAMY_METER_GAMEPAD_BAR_OFFSET = 10local INFAMY_METER_UPDATE_DELAY_SECONDS = 1 -- Forces the bar to be at least 3% full, in order to make it visible even at one or two bountylocal MIN_BAR_PERCENTAGE = 0.03local UPDATE_TYPE_TICK = 0local UPDATE_TYPE_EVENT = 1local INFAMY_METER_SLOW_FADE_TIME = 1400 -- in millisecondslocal INFAMY_METER_SLOW_FADE_DELAY = 600 -- in millisecondslocal INFAMY_METER_FADE_TIME = 200 -- in millisecondslocal GREY_DAGGER_ICON = "EsoUI/Art/HUD/infamy_dagger-grey.dds" local RED_DAGGER_ICON = "EsoUI/Art/HUD/infamy_dagger-red.dds" local DAGGER_ICON_CUTOUT = "EsoUI/Art/HUD/infamy_dagger-cutout.dds" local RED_EYE_ICON = "EsoUI/Art/HUD/trespassing_eye-red.dds" local EYE_ICON_CUTOUT = "EsoUI/Art/HUD/trespassing_eye-cutout.dds" return objectend if isKOS ~= nil then else end if isTrespassing ~= nil then else endend return self.infamyMeterState.infamy, self.infamyMeterState.bounty, self.infamyMeterState.isKOS, self.infamyMeterState.isTrespassingend -- Initialize state { showTooltips = true, customTooltip = SI_STATS_BOUNTY_LABEL, iconSide = RIGHT, } -- Set up controls ApplyTemplateToControl(control, self.isInGamepadMode and "ZO_HUDInfamyMeter_GamepadTemplate" or "ZO_HUDInfamyMeter_KeyboardTemplate") -- Set up fade in/out animations -- Initialize bar states and animations self.infamyBar.easeAnimation = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_HUDInfamyMeterEasing") self.bountyBar.easeAnimation = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_HUDInfamyMeterEasing") -- Initialize Center Icon and its animations self.centerIconCutoutInAnimation = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_HUDInfamyMeterCenterIconCutoutIn") self.centerIconCutoutInAnimation:GetAnimation(1):SetAnimatedControl(self.centerIconAnimatingTexture) self.centerIconCutoutInAnimation:GetAnimation(2):SetAnimatedControl(self.centerIconAnimatingTexture) self.centerIconCutoutInAnimation:GetAnimation(3):SetAnimatedControl(self.centerIconAnimatingTexture) self.centerIconCutoutInAnimation:GetAnimation(4):SetAnimatedControl(self.centerIconPersistentTexture) self.centerIconScaleOutAnimation = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_HUDInfamyMeterCenterIconScaleOut") self.centerIconScaleOutAnimation:GetAnimation(1):SetAnimatedControl(self.centerIconAnimatingTexture) self.centerIconScaleOutAnimation:GetAnimation(2):SetAnimatedControl(self.centerIconAnimatingTexture) self.centerIconScaleOutAnimation:GetAnimation(3):SetAnimatedControl(self.centerIconPersistentTexture) -- Register for events end end) end end) end else end end)end and ((infamy ~= 0 and infamy ~= self.infamyMeterState.infamy) or isTrespassing ~= self.infamyMeterState.isTrespassing)end endend if oldInfamy ~= self.infamyMeterState.infamy or updateType == UPDATE_TYPE_EVENT or gamepadModeSwitchUpdate then -- Update frame and bars if we're switching between PC and console mode end -- Hide or show meter self.fadeAnim:FadeOut(INFAMY_METER_SLOW_FADE_DELAY, INFAMY_METER_SLOW_FADE_TIME, ZO_ALPHA_ANIMATION_OPTION_FORCE_ALPHA, function() self.control:SetHidden(true) end) else end -- Update bars -- Update trespassing/KOS icon -- Update label ZO_CurrencyControl_SetSimpleCurrency(self.bountyLabel, CURT_MONEY, GetFullBountyPayoffAmount(), self.currencyOptions, CURRENCY_SHOW_ALL, true) -- Fire center-screen announcement if we updated below a threshold local messageParams -- Fire CSA if wasTrespassing then end else end elseif infamyLevel ~= oldInfamyLevel then if oldInfamyLevel == INFAMY_THRESHOLD_FUGITIVE then primaryMessage = zo_strformat(SI_JUSTICE_INFAMY_LEVEL_CHANGED, GetString("SI_INFAMYTHRESHOLDSTYPE", infamyLevel)) elseif infamyLevel == INFAMY_THRESHOLD_FUGITIVE then else if infamyLevel == INFAMY_THRESHOLD_DISREPUTABLE then elseif infamyLevel == INFAMY_THRESHOLD_NOTORIOUS then end primaryMessage = zo_strformat(SI_JUSTICE_INFAMY_LEVEL_CHANGED, GetString("SI_INFAMYTHRESHOLDSTYPE", infamyLevel)) end end if messageParams then end endend if not wasTrespassing then end if wasTrespassing then elseif not wasKOS then end else if wasTrespassing or wasKOS then end endend -- Update Values bar.startPercent = bar.endPercent -- Manually set bar to its start percentage -- (we do this in case the bar has become out-of-date since it was last animated, for example by being hidden or paused) -- Start the animation endend local infamyFillPercentage = zo_min((progress * (self.infamyBar.endPercent - self.infamyBar.startPercent)) + self.infamyBar.startPercent, 1) local bountyFillPercentage = zo_min((progress * (self.bountyBar.endPercent - self.bountyBar.startPercent)) + self.bountyBar.startPercent, 1)end local NO_LEADING_EDGE = false bar:StartFixedCooldown(percentFilled, CD_TYPE_RADIAL, CD_TIME_TYPE_TIME_REMAINING, NO_LEADING_EDGE) -- CD_TIME_TYPE_TIME_REMAINING causes clockwise scrollend if hidden then self.fadeAnim:FadeOut(0, INFAMY_METER_FADE_TIME, ZO_ALPHA_ANIMATION_OPTION_USE_CURRENT_ALPHA, function() self.control:SetHidden(true) end, ZO_ALPHA_ANIMATION_OPTION_USE_CURRENT_SHOWN) end endendendend if HUD_INFAMY_METER then endend |