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ZO_ATTRIBUTE_BAR_POWER_SHIELD_NO_HEALING_LEVEL = 1000
ZO_ATTRIBUTE_BAR_POWER_SHIELD_LEVEL = 2000
ZO_ATTRIBUTE_BAR_POWER_SHIELD_TRAUMA_LEVEL = 3000
ZO_ATTRIBUTE_BAR_POWER_SHIELD_TRAUMA_GLOSS_LEVEL = 3001
ZO_ATTRIBUTE_BAR_POWER_SHIELD_FAKE_HEALTH_LEVEL = 4000
ZO_ATTRIBUTE_BAR_POWER_SHIELD_FAKE_HEALTH_GLOSS_LEVEL = 4001
ZO_ATTRIBUTE_BAR_POWER_SHIELD_FAKE_NO_HEALING_OUTER_LEVEL = 5000
ZO_ATTRIBUTE_BAR_POWER_SHIELD_FAKE_NO_HEALING_INNER_LEVEL = 5001
local FULL_ALPHA_VALUE = 1
local FADED_ALPHA_VALUE = 0.3
local RELEVANT_VISUAL_TYPES =
{
ATTRIBUTE_VISUAL_POWER_SHIELDING ,
ATTRIBUTE_VISUAL_TRAUMA ,
ATTRIBUTE_VISUAL_NO_HEALING ,
}
end
end
function ZO_UnitVisualizer_PowerShieldModule : CreateInfoTable ( control , oldInfo , stat , attribute , power )
local info = oldInfo or { visualInfo = { } }
if not info . visualInfo [ visualType ] then
info . visualInfo [ visualType ] = { }
end
local visualInfo = info . visualInfo [ visualType ]
visualInfo . value , visualInfo . maxValue = self : GetInitialValueAndMarkMostRecent ( visualType , stat , attribute , power )
if visualInfo . lastValue == nil then
visualInfo . lastValue = 0
end
end
return info
end
return nil
end
function ZO_UnitVisualizer_PowerShieldModule : OnAdded ( healthBarControl , magickaBarControl , staminaBarControl )
{
[ ATTRIBUTE_HEALTH ] = healthBarControl ,
}
end
if bar == healthBarControl then
if info then
info . isResizing = resizing
end
end
end
local STARTING_RESIZE = true
local STOPPING_RESIZE = false
self : GetOwner ( ) : RegisterCallback ( "AttributeBarSizeChangingStart" , function ( ... ) OnSizeChanged ( STARTING_RESIZE , ... ) end )
self : GetOwner ( ) : RegisterCallback ( "AttributeBarSizeChangingStopped" , function ( ... ) OnSizeChanged ( STOPPING_RESIZE , ... ) end )
EVENT_MANAGER : RegisterForEvent ( "ZO_UnitVisualizer_PowerShieldModule" .. self : GetModuleId ( ) , EVENT_PLAYER_ACTIVATED , function ( ) self : InitializeBarValues ( ) end )
EVENT_MANAGER : RegisterForUpdate ( "ZO_UnitVisualizer_PowerShieldModule" .. self : GetModuleId ( ) , 0 , function ( ) self : OnUpdate ( ) end )
end
{
[ ATTRIBUTE_HEALTH ] = self : CreateInfoTable ( healthBarControl , oldBarInfo and oldBarInfo [ ATTRIBUTE_HEALTH ] , STAT_MITIGATION , ATTRIBUTE_HEALTH , COMBAT_MECHANIC_FLAGS_HEALTH ) ,
}
end
end
end
end
if info . isResizing then
end
end
end
end
function ZO_UnitVisualizer_PowerShieldModule : IsUnitVisualRelevant ( visualType , stat , attribute , powerType )
return false
end
if visualType == currentVisualType then
return true
end
end
return false
end
function ZO_UnitVisualizer_PowerShieldModule : OnUnitAttributeVisualAdded ( visualType , stat , attribute , powerType , value , maxValue )
local info = barInfo . visualInfo [ visualType ]
info . maxValue = info . maxValue + maxValue
end
function ZO_UnitVisualizer_PowerShieldModule : OnUnitAttributeVisualUpdated ( visualType , stat , attribute , powerType , oldValue , newValue , oldMaxValue , newMaxValue )
local info = barInfo . visualInfo [ visualType ]
info . maxValue = info . maxValue + ( newMaxValue - oldMaxValue )
end
function ZO_UnitVisualizer_PowerShieldModule : OnUnitAttributeVisualRemoved ( visualType , stat , attribute , powerType , value , maxValue )
local info = barInfo . visualInfo [ visualType ]
info . maxValue = info . maxValue - maxValue
end
if rightOverlay then
end
end
local LEFT_BAR , RIGHT_BAR = 1 , 2
local NO_HEALING_FILL_GROUP_FRAME_COLOR_GRADIENT = { ZO_ColorDef : New ( "501212" ) , ZO_ColorDef : New ( "501212" ) }
if not info . overlayControls then
local shieldLeftOverlay = CreateControlFromVirtual ( "$(parent)PowerShieldLeftOverlay" , attributeBar , self . layoutData . barLeftOverlayTemplate )
local shieldRightOverlay = ( rightStatusBar and self . layoutData . barRightOverlayTemplate ) and CreateControlFromVirtual ( "$(parent)PowerShieldRightOverlay" , attributeBar , self . layoutData . barRightOverlayTemplate )
info . overlayControls = { shieldLeftOverlay , shieldRightOverlay }
local noHealingFillGradient
elseif rightStatusBar then
noHealingFillGradient = NO_HEALING_FILL_COLOR_GRADIENT
else
noHealingFillGradient = NO_HEALING_FILL_GROUP_FRAME_COLOR_GRADIENT
end
local fakeHealthGradient = self . layoutData . fakeHealthGradientOverride or ZO_POWER_BAR_GRADIENT_COLORS [ COMBAT_MECHANIC_FLAGS_HEALTH ]
if overlay . noHealingOuter and overlay . fakeNoHealingOuter then
end
end
end , "PowerShield" )
end , "PowerShield" )
end
ApplyPlatformStyleToShield ( info . overlayControls [ LEFT_BAR ] , info . overlayControls [ RIGHT_BAR ] , self . layoutData . barLeftOverlayTemplate , self . layoutData . barRightOverlayTemplate )
end
return false
end
end
return true
end
function ZO_UnitVisualizer_PowerShieldModule : ApplyValueToBar ( attributeBar , barInfo , leftControl , rightControl , value )
-- arbitrary hardcoded threshold to avoid "too-small" values
if percentOfBarRequested <= . 01 then
if rightControl then
end
return
else
if rightControl then
end
end
local leftOffsetX = halfWidth * ( 1 - percentOfBarRequested )
if rightControl and rightAttributeBar then
else
-- In the case that we only have a single bar, that bar grows left-to-right.
end
end
local shieldInfo , traumaInfo , noHealingInfo = barInfo . visualInfo [ ATTRIBUTE_VISUAL_POWER_SHIELDING ] , barInfo . visualInfo [ ATTRIBUTE_VISUAL_TRAUMA ] , barInfo . visualInfo [ ATTRIBUTE_VISUAL_NO_HEALING ]
-- This math just establishes the relationships between each bar: the clamping and scaling to turn these into actual control positions happens in ApplyValueToBar().
-- Each bar is drawn on top of the last one in the sequence, so the actual amount of each bar the player will see will always be distance between the last bar and the next.
-- These are the source values: we work a half-scale because we apply one half of the value's magnitude on each side of the total bar.
-- We don't do this for health because the parent attribute bar provides us with half-values.
-- The anti-healing status is binary; if its value is positive, the overlay is on, otherwise it's off.
local health = barInfo . attributeValue
-- In the case where we're a brand new visualizer on a unit with an already extant visualized effect, it's possible for us to not have a max health value. In that case, we'll try to grab it from the bar.
if attributeBar . barControls [ ATTRIBUTE_HEALTH ] . max and barInfo . attributeMax ~= attributeBar . barControls [ ATTRIBUTE_HEALTH ] . max then
end
if rightOverlay then
shield = shield * . 5
trauma = trauma * . 5
end
-- Shields add to your original health bar, so they grow out of that value.
-- When that amount extends beyond your max health we need shrink your fakehealth to compensate, which we carry over as shieldOverflow
local shieldBarSize = health + shield
-- Trauma starts at your current health value, minus any shield overflow.
-- This means that you should perceive the size of this bar as being your "health", it just needs to be overhealed before you can benefit from extra heal.
local traumaBarSize = health - shieldOverflow
self : ApplyValueToBar ( attributeBar , barInfo , leftOverlay . traumaBar , rightOverlay and rightOverlay . traumaBar , traumaBarSize )
-- Then the fakehealth starts at the step 2 interpretation of health minus any trauma experienced.
-- Sometimes trauma and shield overflow will be 0, in which case this value is the same as your actual health, otherwise it shrinks to fit each effect.
local fakeHealthSize = traumaBarSize - trauma
self : ApplyValueToBar ( attributeBar , barInfo , leftOverlay . fakeHealthBar , rightOverlay and rightOverlay . fakeHealthBar , fakeHealthSize )
-- The anti-healing overlay always matches the current health value if it's on.
local noHealingSize = noHealing > 0 and health or 0
self : ApplyValueToBar ( attributeBar , barInfo , leftOverlay . noHealingInner , rightOverlay and rightOverlay . noHealingInner , noHealingSize )
if leftOverlay . noHealingOuter then
self : ApplyValueToBar ( attributeBar , barInfo , leftOverlay . noHealingOuter , rightOverlay and rightOverlay . noHealingOuter , noHealingSize )
end
local fakeNoHealingSize = noHealing > 0 and fakeHealthSize or 0
self : ApplyValueToBar ( attributeBar , barInfo , leftOverlay . fakeNoHealingInner , rightOverlay and rightOverlay . fakeNoHealingInner , fakeNoHealingSize )
if leftOverlay . fakeNoHealingOuter then
self : ApplyValueToBar ( attributeBar , barInfo , leftOverlay . fakeNoHealingOuter , rightOverlay and rightOverlay . fakeNoHealingOuter , fakeNoHealingSize )
end
else
if rightOverlay then
end
end
end
if info . overlayControls then
end
end
local STATE_GAINED_SOUND_FOR_VISUAL_TYPE =
{
[ ATTRIBUTE_VISUAL_POWER_SHIELDING ] = STAT_STATE_SHIELD_GAINED ,
[ ATTRIBUTE_VISUAL_TRAUMA ] = STAT_STATE_TRAUMA_GAINED ,
--TODO AntiHealing: Add sound for anti-healing?
}
local STATE_LOST_SOUND_FOR_VISUAL_TYPE =
{
[ ATTRIBUTE_VISUAL_POWER_SHIELDING ] = STAT_STATE_SHIELD_LOST ,
[ ATTRIBUTE_VISUAL_TRAUMA ] = STAT_STATE_TRAUMA_LOST ,
--TODO AntiHealing: Add sound for anti-healing?
}
local visualInfo = barInfo . visualInfo [ visualType ]
local lastValue = visualInfo . lastValue
end
end
if barInfo and barInfo . overlayControls then
ApplyPlatformStyleToShield ( barInfo . overlayControls [ LEFT_BAR ] , barInfo . overlayControls [ RIGHT_BAR ] , self . layoutData . barLeftOverlayTemplate , self . layoutData . barRightOverlayTemplate )
end
end
end
end
end
if barInfo and barInfo . overlayControls then
local alpha = isNearby and FULL_ALPHA_VALUE or FADED_ALPHA_VALUE
end
end
end
end
end |