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ZO_SUMMERSET_BACKGROUND_FADE_DURATION_MS = 500
local WALL_TEXTURE_WIDTH = 4096
local WALL_TEXTURE_HEIGHT = 2048
local WALL_TEXTURE_USED_WIDTH = 4096
local WALL_TEXTURE_USED_HEIGHT = 1080
local WALL_TEXTURE_MAX_V = WALL_TEXTURE_USED_HEIGHT / WALL_TEXTURE_HEIGHT
--Background
return obj
end
if newState == SCENE_SHOWING then
elseif newState == SCENE_HIDDEN then
end
end )
end
self . showTimeline = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_SummersetBackgroundShowAnimation" , self . containerControl )
end
local LEAF_EMITTERS =
{
{ centerX = - 1400 } ,
{ centerX = 600 } ,
{ centerX = - 750 } ,
{ centerX = - 1000 } ,
{ centerX = 400 } ,
{ centerX = - 800 } ,
{ centerX = - 1200 } ,
{ centerX = 200 } ,
{ centerX = 800 } ,
}
local NUM_LEAF_EMITTERS = # LEAF_EMITTERS
--The X range over which an emitter can spawn leaves
local LEAF_EMITTER_RANGE = 200
local HALF_LEAF_EMITTER_RANGE = LEAF_EMITTER_RANGE * 0.5
local LEAF_EMISSION_RATE = . 15
local LEAF_FLIP_BOOK_PLAYBACK_INFO = { playbackType = ANIMATION_PLAYBACK_LOOP , loopCount = LOOP_INDEFINITELY }
local LEAF_MIN_SHADOW_OFFSET = 20
local LEAF_SHADOW_OFFSET_VARIANCE = 10
local LEAF_SHADOW_SIZE_VARIANCE = 20
--A fake normalized distance in the Z axis
local size = particleSize + LEAF_SHADOW_SIZE_VARIANCE * ( 1 - normalizedHeight )
--The X offset is multiplied by 0.5 to match the angle of the light shafts
end
end
leafParticleSystem : SetParticleParameter ( "Texture" , "EsoUI/Art/PregameAnimatedBackground/leafTwirl.dds" )
leafParticleSystem : SetParticleParameter ( "LeafTextureRotationRadians" , ZO_WeightedChoiceGenerator : New ( math . pi * 0.25 , 0.4 , math . pi * 0.35 , 0.3 , math . pi * 0.15 , 0.3 ) )
leafParticleSystem : SetParticleParameter ( "LeafTumbleRadians" , ZO_UniformRangeGenerator : New ( - math . pi * 2 , math . pi * 2 ) )
leafParticleSystem : SetParticleParameter ( "StartOffsetX" , ZO_UniformRangeGenerator : New ( centerOffsetX - HALF_LEAF_EMITTER_RANGE , centerOffsetX + HALF_LEAF_EMITTER_RANGE ) )
return leafParticleSystem
end
local LIGHT_EMITTERS = { - 1000 , - 900 , - 750 , - 650 , - 400 , - 200 , 0 , 300 , 500 , 800 , 950 , 1100 , 1200 }
local LIGHT_EMITTER_RANGE_X = 250
local LIGHT_DURATION_S = 6
lightParticleSystem : SetParticleParameter ( "Width" , "EndAlpha" , ZO_UniformRangeGenerator : New ( 32 , 64 , 0.07 , 0.1 ) )
lightParticleSystem : SetParticleParameter ( "Texture" , "EsoUI/Art/PregameAnimatedBackground/lightShaft.dds" )
lightParticleSystem : SetParticleParameter ( "StartOffsetX" , ZO_UniformRangeGenerator : New ( offsetX - LIGHT_EMITTER_RANGE_X , offsetX + LIGHT_EMITTER_RANGE_X ) )
--The light shafts get progressively less steep as we go left to right
return lightParticleSystem
end
self . leafShadowTexturePool = ZO_ControlPool : New ( "ZO_SummersetBackground_LeafShadow" , self . containerControl )
local centerOffsetX = emitterInfo . centerX
local fullCycleS = 1 / LEAF_EMISSION_RATE
--Spread the leaf emitters evenly over a full cycle. They fire in the order they are listed in LEAF_EMITTERS.
local primeS = ( 1 - ( ( i - 1 ) / ( NUM_LEAF_EMITTERS - 1 ) ) ) * fullCycleS
end
end
end
local WALL_ASPECT_RATIO = WALL_TEXTURE_USED_WIDTH / WALL_TEXTURE_USED_HEIGHT
local wallWidth = WALL_ASPECT_RATIO * guiHeight
if wallWidth < guiWidth then
wallWidth = guiWidth
end
end
end
end
end
end
end
end
--Events
end
--Global XML Handlers
end
end |