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ZO_LEVEL_UP_REWARDS_BACKGROUND_TEXTURE_WIDTH = 512
ZO_LEVEL_UP_REWARDS_BACKGROUND_TEXTURE_HEIGHT = 256
ZO_LEVEL_UP_REWARDS_BACKGROUND_USED_TEXTURE_WIDTH = 448
ZO_LEVEL_UP_REWARDS_BACKGROUND_USED_TEXTURE_HEIGHT = 138
ZO_LEVEL_UP_REWARDS_ART_RIGHT_TEXTURE_COORD = ZO_LEVEL_UP_REWARDS_BACKGROUND_USED_TEXTURE_WIDTH / ZO_LEVEL_UP_REWARDS_BACKGROUND_TEXTURE_WIDTH
ZO_LEVEL_UP_REWARDS_ART_BOTTOM_TEXTURE_COORD = ZO_LEVEL_UP_REWARDS_BACKGROUND_USED_TEXTURE_HEIGHT / ZO_LEVEL_UP_REWARDS_BACKGROUND_TEXTURE_HEIGHT
ZO_LEVEL_UP_REWARDS_ART_REWARDS_SPACING = 10
return particleSystem
end
end
end
end
end )
end
end )
end
end
for i = 1 , numTextureLayerRevealAnimations do
layer : SetTextureCoords ( 0 , ZO_LEVEL_UP_REWARDS_ART_RIGHT_TEXTURE_COORD , 0 , ZO_LEVEL_UP_REWARDS_ART_BOTTOM_TEXTURE_COORD )
layer : SetWindowMovementDurationMS ( GetTextureLayerRevealAnimationWindowMovementDuration ( animationId ) )
for gradientIndex = 1 , 2 do
local x , y , normalizedDistance = GetTextureLayerRevealAnimationWindowFadeGradientInfo ( animationId , gradientIndex )
if normalizedDistance > 0 then
end
end
end
end
end
for i = 1 , numParticleEffects do
local texture , normalizedVelocityMin , normalizedVelocityMax , durationMinS , durationMaxS , particlesPerSecond , startScaleMin , startScaleMax , endScaleMin , endScaleMax , startAlpha ,
endAlpha , r , g , b , normalizedStartPoint1X , normalizedStartPoint1Y , normalizedStartPoint2X , normalizedStartPoint2Y , angleRadians = GetLevelUpGuiParticleEffectInfo ( level , i )
local startPoint1X = normalizedStartPoint1X * maskWidth
local startPoint1Y = normalizedStartPoint1Y * maskHeight
local startPoint2X = normalizedStartPoint2X * maskWidth
local startPoint2Y = normalizedStartPoint2Y * maskHeight
local velocityMin , velocityMax
local percentageOfUnitCircle = angleRadians / ZO_TWO_PI
if ( percentageOfUnitCircle > 1 / 8 and percentageOfUnitCircle < 3 / 8 ) or ( percentageOfUnitCircle > 5 / 8 and percentageOfUnitCircle < 7 / 8 ) then
--Points more in the Y direction than the X, normalize the particle velocity against height
velocityMin = normalizedVelocityMin * maskHeight
velocityMax = normalizedVelocityMax * maskHeight
else
--Points more in the X direction than the Y, normalize the particle velocity against width
velocityMin = normalizedVelocityMin * maskWidth
velocityMax = normalizedVelocityMax * maskWidth
end
particleSystem : SetParticleParameter ( "BentArcVelocity" , ZO_UniformRangeGenerator : New ( velocityMin , velocityMax ) )
particleSystem : SetParticleParameter ( "StartScale" , ZO_UniformRangeGenerator : New ( startScaleMin , startScaleMax ) )
particleSystem : SetParticleParameter ( "EndScale" , ZO_UniformRangeGenerator : New ( endScaleMin , endScaleMax ) )
particleSystem : SetParticleParameter ( "DurationS" , ZO_UniformRangeGenerator : New ( durationMinS , durationMaxS ) )
particleSystem : SetParticleParameter ( "StartOffsetX" , "StartOffsetY" , ZO_UniformRangeGenerator : New ( startPoint1X , startPoint2X , startPoint1Y , startPoint2Y ) )
end
end
end |