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ZO_LEVEL_UP_REWARDS_BACKGROUND_TEXTURE_WIDTH = 512ZO_LEVEL_UP_REWARDS_BACKGROUND_TEXTURE_HEIGHT = 256ZO_LEVEL_UP_REWARDS_BACKGROUND_USED_TEXTURE_WIDTH = 448ZO_LEVEL_UP_REWARDS_BACKGROUND_USED_TEXTURE_HEIGHT = 138ZO_LEVEL_UP_REWARDS_ART_RIGHT_TEXTURE_COORD = ZO_LEVEL_UP_REWARDS_BACKGROUND_USED_TEXTURE_WIDTH / ZO_LEVEL_UP_REWARDS_BACKGROUND_TEXTURE_WIDTHZO_LEVEL_UP_REWARDS_ART_BOTTOM_TEXTURE_COORD = ZO_LEVEL_UP_REWARDS_BACKGROUND_USED_TEXTURE_HEIGHT / ZO_LEVEL_UP_REWARDS_BACKGROUND_TEXTURE_HEIGHTZO_LEVEL_UP_REWARDS_ART_REWARDS_SPACING = 10 return particleSystem end end end end end) end end)endend for i = 1, numTextureLayerRevealAnimations do layer:SetTextureCoords(0, ZO_LEVEL_UP_REWARDS_ART_RIGHT_TEXTURE_COORD, 0, ZO_LEVEL_UP_REWARDS_ART_BOTTOM_TEXTURE_COORD) layer:SetWindowMovementDurationMS(GetTextureLayerRevealAnimationWindowMovementDuration(animationId)) for gradientIndex = 1, 2 do local x, y, normalizedDistance = GetTextureLayerRevealAnimationWindowFadeGradientInfo(animationId, gradientIndex) if normalizedDistance > 0 then end end end end end for i = 1, numParticleEffects do local texture, normalizedVelocityMin, normalizedVelocityMax, durationMinS, durationMaxS, particlesPerSecond, startScaleMin, startScaleMax, endScaleMin, endScaleMax, startAlpha, endAlpha, r, g, b, normalizedStartPoint1X, normalizedStartPoint1Y, normalizedStartPoint2X, normalizedStartPoint2Y, angleRadians = GetLevelUpGuiParticleEffectInfo(level, i) local startPoint1X = normalizedStartPoint1X * maskWidth local startPoint1Y = normalizedStartPoint1Y * maskHeight local startPoint2X = normalizedStartPoint2X * maskWidth local startPoint2Y = normalizedStartPoint2Y * maskHeight local velocityMin, velocityMax local percentageOfUnitCircle = angleRadians / ZO_TWO_PI if (percentageOfUnitCircle > 1/8 and percentageOfUnitCircle < 3/8) or (percentageOfUnitCircle > 5/8 and percentageOfUnitCircle < 7/8) then --Points more in the Y direction than the X, normalize the particle velocity against height velocityMin = normalizedVelocityMin * maskHeight velocityMax = normalizedVelocityMax * maskHeight else --Points more in the X direction than the Y, normalize the particle velocity against width velocityMin = normalizedVelocityMin * maskWidth velocityMax = normalizedVelocityMax * maskWidth end particleSystem:SetParticleParameter("BentArcVelocity", ZO_UniformRangeGenerator:New(velocityMin, velocityMax)) particleSystem:SetParticleParameter("StartScale", ZO_UniformRangeGenerator:New(startScaleMin, startScaleMax)) particleSystem:SetParticleParameter("EndScale", ZO_UniformRangeGenerator:New(endScaleMin, endScaleMax)) particleSystem:SetParticleParameter("DurationS", ZO_UniformRangeGenerator:New(durationMinS, durationMaxS)) particleSystem:SetParticleParameter("StartOffsetX", "StartOffsetY", ZO_UniformRangeGenerator:New(startPoint1X, startPoint2X, startPoint1Y, startPoint2Y)) end endend |