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INFAMY_METER_WIDTH = 256
INFAMY_METER_HEIGHT = 128
INFAMY_METER_KEYBOARD_BAR_OFFSET_X = 14
INFAMY_METER_KEYBOARD_BAR_OFFSET_Y = 15
INFAMY_METER_GAMEPAD_BAR_OFFSET = 10
local INFAMY_METER_UPDATE_DELAY_SECONDS = 1
-- Forces the bar to be at least 3% full, in order to make it visible even at one or two bounty
local MIN_BAR_PERCENTAGE = 0.03
local UPDATE_TYPE_TICK = 0
local UPDATE_TYPE_EVENT = 1
local INFAMY_METER_SLOW_FADE_TIME = 1400 -- in milliseconds
local INFAMY_METER_SLOW_FADE_DELAY = 600 -- in milliseconds
local INFAMY_METER_FADE_TIME = 200 -- in milliseconds
local GREY_DAGGER_ICON = "EsoUI/Art/HUD/infamy_dagger-grey.dds"
local RED_DAGGER_ICON = "EsoUI/Art/HUD/infamy_dagger-red.dds"
local DAGGER_ICON_CUTOUT = "EsoUI/Art/HUD/infamy_dagger-cutout.dds"
local RED_EYE_ICON = "EsoUI/Art/HUD/trespassing_eye-red.dds"
local EYE_ICON_CUTOUT = "EsoUI/Art/HUD/trespassing_eye-cutout.dds"
return object
end
if isKOS ~= nil then
else
end
if isTrespassing ~= nil then
else
end
end
return self . infamyMeterState . infamy , self . infamyMeterState . bounty , self . infamyMeterState . isKOS , self . infamyMeterState . isTrespassing
end
-- Initialize state
{
showTooltips = true ,
customTooltip = SI_STATS_BOUNTY_LABEL ,
iconSide = RIGHT ,
}
-- Set up controls
ApplyTemplateToControl ( control , self . isInGamepadMode and "ZO_HUDInfamyMeter_GamepadTemplate" or "ZO_HUDInfamyMeter_KeyboardTemplate" )
-- Set up fade in/out animations
-- Initialize bar states and animations
self . infamyBar . easeAnimation = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_HUDInfamyMeterEasing" )
self . bountyBar . easeAnimation = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_HUDInfamyMeterEasing" )
-- Initialize Center Icon and its animations
self . centerIconCutoutInAnimation = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_HUDInfamyMeterCenterIconCutoutIn" )
self . centerIconCutoutInAnimation : GetAnimation ( 1 ) : SetAnimatedControl ( self . centerIconAnimatingTexture )
self . centerIconCutoutInAnimation : GetAnimation ( 2 ) : SetAnimatedControl ( self . centerIconAnimatingTexture )
self . centerIconCutoutInAnimation : GetAnimation ( 3 ) : SetAnimatedControl ( self . centerIconAnimatingTexture )
self . centerIconCutoutInAnimation : GetAnimation ( 4 ) : SetAnimatedControl ( self . centerIconPersistentTexture )
self . centerIconScaleOutAnimation = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_HUDInfamyMeterCenterIconScaleOut" )
self . centerIconScaleOutAnimation : GetAnimation ( 1 ) : SetAnimatedControl ( self . centerIconAnimatingTexture )
self . centerIconScaleOutAnimation : GetAnimation ( 2 ) : SetAnimatedControl ( self . centerIconAnimatingTexture )
self . centerIconScaleOutAnimation : GetAnimation ( 3 ) : SetAnimatedControl ( self . centerIconPersistentTexture )
-- Register for events
end
end )
end
end )
end
else
end
end )
end
and ( ( infamy ~= 0 and infamy ~= self . infamyMeterState . infamy ) or isTrespassing ~= self . infamyMeterState . isTrespassing )
end
end
end
if oldInfamy ~= self . infamyMeterState . infamy or updateType == UPDATE_TYPE_EVENT or gamepadModeSwitchUpdate then
-- Update frame and bars if we're switching between PC and console mode
end
-- Hide or show meter
self . fadeAnim : FadeOut ( INFAMY_METER_SLOW_FADE_DELAY , INFAMY_METER_SLOW_FADE_TIME , ZO_ALPHA_ANIMATION_OPTION_FORCE_ALPHA , function ( ) self . control : SetHidden ( true ) end )
else
end
-- Update bars
-- Update trespassing/KOS icon
-- Update label
ZO_CurrencyControl_SetSimpleCurrency ( self . bountyLabel , CURT_MONEY , GetFullBountyPayoffAmount ( ) , self . currencyOptions , CURRENCY_SHOW_ALL , true )
-- Fire center-screen announcement if we updated below a threshold
local messageParams
-- Fire CSA
if wasTrespassing then
end
else
end
elseif infamyLevel ~= oldInfamyLevel then
if oldInfamyLevel == INFAMY_THRESHOLD_FUGITIVE then
primaryMessage = zo_strformat ( SI_JUSTICE_INFAMY_LEVEL_CHANGED , GetString ( "SI_INFAMYTHRESHOLDSTYPE" , infamyLevel ) )
elseif infamyLevel == INFAMY_THRESHOLD_FUGITIVE then
else
if infamyLevel == INFAMY_THRESHOLD_DISREPUTABLE then
elseif infamyLevel == INFAMY_THRESHOLD_NOTORIOUS then
end
primaryMessage = zo_strformat ( SI_JUSTICE_INFAMY_LEVEL_CHANGED , GetString ( "SI_INFAMYTHRESHOLDSTYPE" , infamyLevel ) )
end
end
if messageParams then
end
end
end
if not wasTrespassing then
end
if wasTrespassing then
elseif not wasKOS then
end
else
if wasTrespassing or wasKOS then
end
end
end
-- Update Values
bar . startPercent = bar . endPercent
-- Manually set bar to its start percentage
-- (we do this in case the bar has become out-of-date since it was last animated, for example by being hidden or paused)
-- Start the animation
end
end
local infamyFillPercentage = zo_min ( ( progress * ( self . infamyBar . endPercent - self . infamyBar . startPercent ) ) + self . infamyBar . startPercent , 1 )
local bountyFillPercentage = zo_min ( ( progress * ( self . bountyBar . endPercent - self . bountyBar . startPercent ) ) + self . bountyBar . startPercent , 1 )
end
local NO_LEADING_EDGE = false
bar : StartFixedCooldown ( percentFilled , CD_TYPE_RADIAL , CD_TIME_TYPE_TIME_REMAINING , NO_LEADING_EDGE ) -- CD_TIME_TYPE_TIME_REMAINING causes clockwise scroll
end
if hidden then
self . fadeAnim : FadeOut ( 0 , INFAMY_METER_FADE_TIME , ZO_ALPHA_ANIMATION_OPTION_USE_CURRENT_ALPHA , function ( ) self . control : SetHidden ( true ) end , ZO_ALPHA_ANIMATION_OPTION_USE_CURRENT_SHOWN )
end
end
end
end
end
if HUD_INFAMY_METER then
end
end |