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local ACCEPT = true
local REJECT = false
local ANTIQUITY_DIGGING_FANFARE_LONG_DELAY_MS = 2000
local ANTIQUITY_DIGGING_FANFARE_SHORT_DELAY_MS = 500
{
mustChoose = true ,
gamepadInfo =
{
dialogType = GAMEPAD_DIALOGS . BASIC ,
} ,
title =
{
} ,
{
else
end
end
} ,
end ,
end ,
buttons =
{
{
else
end
end
} ,
{
end
} ,
}
} )
----------------------
-- Antiquity Digging --
----------------------
local KEYBOARD_STYLE =
{
keybindLabelFont = "ZoFontWinH2" ,
}
local GAMEPAD_STYLE =
{
keybindLabelFont = "ZoFontGamepad22" ,
}
return object
end
self . keybindContainerTimeline = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_AntiquityDiggingHUDFade" , self . keybindContainer )
self . keybindContainerFastTimeline = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_AntiquityDiggingHUDFastFade" , self . keybindContainer )
-- (ESO-670681) When a remote scene is about to change via ZO_SceneManager_Follower:OnLeaderToFollowerSync, the next scene is established before the current scene is hidden
-- When the next scene is set, the fragments are refreshed and, since there is a next scene, the fragments hide. Because of this order of operations,
-- the fragment can be hiding while the scene is still considered "showing." Therefore, we can rely on the state of the scene or the state of the fragment, but not both in unison.
if newState == SCENE_SHOWING then
control : RegisterForEvent ( EVENT_ANTIQUITY_DIGGING_READY_TO_PLAY , function ( ) self : OnAntiquityDiggingReadyToPlay ( ) end )
elseif newState == SCENE_HIDING then
--clear the current tutorial when hiding so we don't push an extra action layer
elseif newState == SCENE_HIDDEN then
end
end
end )
-- When the end of game summary fragment comes in, we want to get rid of the keybinds
-- and tone down the bars so they don't feel like they're part of the summary but can still be referenced
if newState == SCENE_FRAGMENT_SHOWING then
elseif newState == SCENE_FRAGMENT_HIDDEN then
-- This is only here in cases where we hide the fragment while the game is still going (i.e. debug)
end
end
end )
end )
end )
end )
end
end )
local fanfareDelayMs = PlayerLeftDiggingEarly ( ) and ANTIQUITY_DIGGING_FANFARE_SHORT_DELAY_MS or ANTIQUITY_DIGGING_FANFARE_LONG_DELAY_MS
end , fanfareDelayMs )
end )
end )
end )
if newDurability == 0 then
end
end )
end
self . platformStyle = ZO_PlatformStyle : New ( function ( style ) self : ApplyPlatformStyle ( style ) end , KEYBOARD_STYLE , GAMEPAD_STYLE )
end
end
end
else
end
end
return
end
--When using a movement controller on the slightest input in a direction it will move in that direction and then start accumulating to do the following move. This is important for responsiveness.
--However it means that it's super touchy when using both X and Y. Pressing the stick at 89 degress will cause a movement to the right. So we apply these thresholds to get rid of those weird moves.
if direction == MOVEMENT_CONTROLLER_DIRECTION_VERTICAL then
end
end
self . horizontalMovementController = ZO_MovementController : New ( MOVEMENT_CONTROLLER_DIRECTION_HORIZONTAL , 8 , GetStickMagnitude )
self . verticalMovementController = ZO_MovementController : New ( MOVEMENT_CONTROLLER_DIRECTION_VERTICAL , 8 , GetStickMagnitude )
end
end
else
end
end
if mouseOverSkill then
else
if selectedSkill and selectedRow and selectedColumn then
else
end
end
end
end
end )
end
end
end
end
local label = CreateControlFromVirtual ( "$(parent)" , self . keybindContainer , "ZO_AntiquityDiggingKeybindLabel" , skill )
end
self : CreateKeybindLabel ( DIGGING_ACTIVE_SKILL_BASIC_EXCAVATION , "ANTIQUITY_DIGGING_SELECT_BASIC_EXCAVATION" )
self : CreateKeybindLabel ( DIGGING_ACTIVE_SKILL_CAREFUL_TOUCH , "ANTIQUITY_DIGGING_SELECT_CAREFUL_TOUCH" )
end
for skill = DIGGING_ACTIVE_SKILL_ITERATION_BEGIN , DIGGING_ACTIVE_SKILL_ITERATION_END do
end
end
for skill = DIGGING_ACTIVE_SKILL_ITERATION_BEGIN , DIGGING_ACTIVE_SKILL_ITERATION_END do
if skill == activeSkill then
else
end
end
end
for skill = DIGGING_ACTIVE_SKILL_ITERATION_BEGIN , DIGGING_ACTIVE_SKILL_ITERATION_END do
end
end
local allowPlayerInput = self : IsReadyToPlay ( ) and not ZO_HELP_OVERLAY_SYNC_OBJECT : IsShown ( ) and not ZO_DIALOG_SYNC_OBJECT : IsShown ( )
if allowPlayerInput then
else
end
end
local keyboardEnabled = allowPlayerInput and not isGamepad
local gamepadEnabled = allowPlayerInput and isGamepad
end
do
local TOOL_TUTORIALS =
{
[ DIGGING_ACTIVE_SKILL_CAREFUL_TOUCH ] = TUTORIAL_TRIGGER_ANTIQUITY_DIGGING_CAREFUL_TOUCH_UNLOCKED ,
[ DIGGING_ACTIVE_SKILL_BASIC_EXCAVATION ] = TUTORIAL_TRIGGER_ANTIQUITY_DIGGING_BASIC_EXCAVATION_UNLOCKED ,
[ DIGGING_ACTIVE_SKILL_RADAR_SENSE ] = TUTORIAL_TRIGGER_ANTIQUITY_DIGGING_RADAR_SENSE_UNLOCKED ,
[ DIGGING_ACTIVE_SKILL_HEAVY_SHOVEL ] = TUTORIAL_TRIGGER_ANTIQUITY_DIGGING_HEAVY_SHOVEL_UNLOCKED ,
}
local UPGRADED_TOOL_TUTORIALS =
{
[ DIGGING_ACTIVE_SKILL_CAREFUL_TOUCH ] = TUTORIAL_TRIGGER_ANTIQUITY_DIGGING_CAREFUL_TOUCH_UPGRADED ,
[ DIGGING_ACTIVE_SKILL_BASIC_EXCAVATION ] = TUTORIAL_TRIGGER_ANTIQUITY_DIGGING_BASIC_EXCAVATION_UPGRADED ,
[ DIGGING_ACTIVE_SKILL_RADAR_SENSE ] = TUTORIAL_TRIGGER_ANTIQUITY_DIGGING_RADAR_SENSE_UPGRADED ,
[ DIGGING_ACTIVE_SKILL_HEAVY_SHOVEL ] = TUTORIAL_TRIGGER_ANTIQUITY_DIGGING_HEAVY_SHOVEL_UPGRADED ,
}
for skill = DIGGING_ACTIVE_SKILL_ITERATION_BEGIN , DIGGING_ACTIVE_SKILL_ITERATION_END do
end
end
end
end
end
end
-- Begin Gamepad Actions --
local deltaX = moveX == MOVEMENT_CONTROLLER_MOVE_PREVIOUS and - 1 or moveX == MOVEMENT_CONTROLLER_MOVE_NEXT and 1 or 0
local deltaY = moveY == MOVEMENT_CONTROLLER_MOVE_PREVIOUS and - 1 or moveY == MOVEMENT_CONTROLLER_MOVE_NEXT and 1 or 0
end
else
end
end
end
end
end
end
-- End Gamepad Actions --
-- Global / XML --
end |