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local AUTO_HIDE_DELAY_SECONDS = 7.0
-- Order matters:
end
self . alphaTimeline = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_EndlessDungeonHUD_AlphaAnimation" , self . control )
self . scoreLabelTransitionManager : SetTransitionAnimationStartedCallback ( function ( rollingMeterLabel , currentStep , numSteps , currentValue , targetValue )
end
end )
end
ENDLESS_DUNGEON_MANAGER : RegisterCallback ( "AttemptsRemainingChanged" , ZO_GetCallbackForwardingFunction ( self , self . OnDungeonLivesRemainingUpdated ) )
ENDLESS_DUNGEON_MANAGER : RegisterCallback ( "ScoreChanged" , ZO_GetCallbackForwardingFunction ( self , self . OnDungeonScoreUpdated ) )
ENDLESS_DUNGEON_MANAGER : RegisterCallback ( "StateChanged" , ZO_GetCallbackForwardingFunction ( self , self . OnDungeonStateChanged ) )
EVENT_MANAGER : RegisterForEvent ( "EndlessDungeonHUD" , EVENT_INTERFACE_SETTING_CHANGED , ZO_GetEventForwardingFunction ( self , self . OnInterfaceSettingChanged ) )
EVENT_MANAGER : RegisterForEvent ( "EndlessDungeonHUD" , EVENT_PLAYER_ACTIVATED , ZO_GetEventForwardingFunction ( self , self . OnPlayerActivated ) )
end
-- User Interface
return
end
end
-- Updates cannot be processed while the player is dead
-- or the animation and fade timer could elapse before
-- the fragment is even permitted to be visible.
end
-- Suppress requests to hide when the Always Visible flag is set.
return
end
end
-- Suppress requests to hide when the Always Visible flag is set.
return
end
end
EVENT_MANAGER : RegisterForEvent ( "EndlessDungeonHUD" , EVENT_PLAYER_ALIVE , ZO_GetEventForwardingFunction ( self , self . OnPlayerAlive ) )
else
-- Clear any queued values.
end
end
-- The HUD elements should only be visible when the corresponding User Interface
-- setting is not disabled.
if visibilitySetting == RAID_LIFE_VISIBILITY_CHOICE_OFF then
else
-- If the "always on" option is selected, ensure that the HUD elements are
-- always visible while in an active Endless Dungeon.
end
-- The HUD elements should only be visible while in an active Endless Dungeon.
if wasDungeonActive ~= isDungeonActive then
if isDungeonActive then
-- The player is now in an active Endless Dungeon.
else
-- The player is no longer in an active Endless Dungeon.
end
end
end
end
end
end
end
-- Event Handlers
end
if isPlayingBackward then
else
end
end
-- Queue this update for when the player is alive again.
return
end
end
-- Queue this update for when the player is alive again.
return
end
return
end
-- Play the calculation audio clip immediately.
end
end , 1200 )
end
-- Order matters:
end
if settingType == SETTING_TYPE_UI and settingId == UI_SETTING_SHOW_RAID_LIVES then
end
end
if useGamepadStyle then
else
end
local headingFont
local iconSize
local labelFont
local modifyTextType
local textAlignment
if useGamepadStyle then
headingFont = "ZoFontGamepad27"
iconSize = 44
labelFont = "ZoFontGamepad42"
modifyTextType = MODIFY_TEXT_TYPE_UPPERCASE
textAlignment = TEXT_ALIGN_LEFT
else
headingFont = "ZoFontGameLargeBold"
iconSize = 40
labelFont = "ZoFontWinH2"
modifyTextType = MODIFY_TEXT_TYPE_NONE
textAlignment = TEXT_ALIGN_RIGHT
end
end
end
-- Process the last queued lives remaining update.
end
-- Process the last queued score update.
end
-- Disabled the update queue also clears any queued values;
-- this must occur after queued updates have been processed.
end
end
end
-- Static Methods
end |