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local POSSESSION_HALO_TEMPLATE = "ZO_PossessionHaloTexture"endendend ApplyTemplateToControl(object.possessionHaloTexture, ZO_GetPlatformTemplate(POSSESSION_HALO_TEMPLATE))enddo local g_possessionPool end end else end end if not g_possessionPool then else end end -- create halo anim controls local possessionHaloTexture = CreateControlFromVirtual(possessionHaloTextureName, GuiRoot, POSSESSION_HALO_TEMPLATE) local possessionHaloGlow = CreateControlFromVirtual(possessionHaloGlowName, GuiRoot, self.layoutData.possessionHaloGlowTemplate) local fadeAnimation = ANIMATION_MANAGER:CreateTimelineFromVirtual("PossessionFadeAnimation", possessionHaloTexture) local loopingAnimation = ANIMATION_MANAGER:CreateTimelineFromVirtual("PossessionHaloAnimation", possessionHaloTexture) fadeAnimation.loopingAnimation = loopingAnimation return { possessionHaloTexture = possessionHaloTexture, possessionHaloGlow = possessionHaloGlow, fadeAnimation = fadeAnimation, loopingAnimation = loopingAnimation } end end end return g_possessionPool endend return self:GetInitialValueAndMarkMostRecent(ATTRIBUTE_VISUAL_POSSESSION, stat, attribute, powerType)endfunction ZO_UnitVisualizer_PossessionModule:CreateInfoTable(control, stat, attribute, power, playPossessionAnimation) return { value = value, lastValue = value, playPossessionAnimation = playPossessionAnimation, barSizeState = ATTRIBUTE_BAR_STATE_NORMAL } end return nilendfunction ZO_UnitVisualizer_PossessionModule:OnAdded(healthBarControl, magickaBarControl, staminaBarControl) { [ATTRIBUTE_HEALTH] = healthBarControl, } end EVENT_MANAGER:RegisterForEvent("ZO_UnitVisualizer_PossessionModule" .. self:GetModuleId(), EVENT_PLAYER_ACTIVATED, function() self:InitializeBarValues() end)end { [ATTRIBUTE_HEALTH] = self:CreateInfoTable(healthBarControl, STAT_MITIGATION, ATTRIBUTE_HEALTH, COMBAT_MECHANIC_FLAGS_HEALTH, self.PlayPossessionAnimation), } else self.barInfo[ATTRIBUTE_HEALTH].value = self:GetInitialStatValue(STAT_MITIGATION, ATTRIBUTE_HEALTH, COMBAT_MECHANIC_FLAGS_HEALTH) end endendendfunction ZO_UnitVisualizer_PossessionModule:IsUnitVisualRelevant(visualType, stat, attribute, powerType) if visualType == ATTRIBUTE_VISUAL_POSSESSION then end return falseendfunction ZO_UnitVisualizer_PossessionModule:OnUnitAttributeVisualAdded(visualType, stat, attribute, powerType, value)endfunction ZO_UnitVisualizer_PossessionModule:OnUnitAttributeVisualUpdated(visualType, stat, attribute, powerType, oldValue, newValue)endfunction ZO_UnitVisualizer_PossessionModule:OnUnitAttributeVisualRemoved(visualType, stat, attribute, powerType, value)end -- create bar overlay control if not info.barOverlayControl then info.barOverlayControl = CreateControlFromVirtual(barOverlayControlName, bar, self.layoutData.overlayContainerTemplate) end local possessionHaloTexture = container.possessionHaloTexture local possessionHaloGlow = container.possessionHaloGlow local loopingAnimation = container.loopingAnimation local fadeAnimation = container.fadeAnimation loopingAnimation.key = key loopingAnimation.pool = pool loopingAnimation.bar = bar fadeAnimation.bar = bar fadeAnimation.instant = instant info.barOverlayControl:SetAnchor(TOPLEFT, bar, TOPLEFT, self.layoutData.overlayLeftOffset, self.layoutData.overlayTopOffset) info.barOverlayControl:SetAnchor(BOTTOMRIGHT, bar, BOTTOMRIGHT, self.layoutData.overlayRightOffset, self.layoutData.overlayBottomOffset) return fadeAnimationend local lastValue = info.lastValue if info.currentAnimation then info.currentAnimation.instant = instant if lastValue > 0 then if instant then end else if instant then end return -- already playing the correct animation end end if info.currentAnimation then info.currentAnimation.instant = instant if lastValue < 0 then else if instant then end return -- already playing the correct animation end end else if info.currentAnimation then info.currentAnimation.instant = instant if instant and lastValue > 0 then end info.currentAnimation = nil end endend endend |