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--Team Section
local BATTLEGROUND_TEAM_SECTION_MOVE_SLOTS_PER_SECOND = 4
local BATTLEGROUND_TEAM_SECTION_SPACING = 10
local BG_SCORE_ROUND_START_X = - 10
local BG_SCORE_ROUND_OFFSET_Y = 25
local BG_SCORE_ROUND_WIDTH = 24
local BG_SCORE_ROUND_SIZE = 20
local BG_SCORE_LIVES_SIZE = 32
local LIVES_ICONS =
{
"esoui/art/battlegrounds/battleground_life_full.dds" ,
"esoui/art/battlegrounds/battleground_life_death.dds" ,
}
local ICONS_KEYBOARD =
{
"EsoUI/Art/Battlegrounds/battleground_round_orange.dds" ,
"EsoUI/Art/Battlegrounds/battleground_round_green.dds" ,
"EsoUI/Art/Battlegrounds/battleground_round_purple.dds" ,
}
local ICONS_GAMEPAD =
{
"EsoUI/Art/Battlegrounds/battleground_round_orange_gp.dds" ,
"EsoUI/Art/Battlegrounds/battleground_round_green_gp.dds" ,
"EsoUI/Art/Battlegrounds/battleground_round_purple_gp.dds" ,
}
do
local KEYBOARD_STYLE =
{
scoreFont = "ZoFontWinH1" ,
}
local GAMEPAD_STYLE =
{
scoreFont = "ZoFontGamepad36" ,
}
ZO_StatusBar_SetGradientColor ( self . statusBar , ZO_BATTLEGROUND_ALLIANCE_STATUS_BAR_GRADIENTS [ battlegroundAlliance ] )
end
end
end
end
end
end
else
self . order = zo_min ( self . targetOrder , self . order + deltaMS * BATTLEGROUND_TEAM_SECTION_MOVE_SLOTS_PER_SECOND )
else
self . order = zo_max ( self . targetOrder , self . order - deltaMS * BATTLEGROUND_TEAM_SECTION_MOVE_SLOTS_PER_SECOND )
end
end
end
end
local topLeftY = zeroBasedOrder * ( sectionHeight + BATTLEGROUND_TEAM_SECTION_SPACING )
end
ApplyTemplateToControl ( self . attributeBarControl : GetNamedChild ( "BgLeft" ) , ZO_GetPlatformTemplate ( "ZO_PlayerAttributeBgLeft" ) )
ApplyTemplateToControl ( self . attributeBarControl : GetNamedChild ( "BgRight" ) , ZO_GetPlatformTemplate ( "ZO_PlayerAttributeBgRightArrow" ) )
ApplyTemplateToControl ( self . attributeBarControl : GetNamedChild ( "BgCenter" ) , ZO_GetPlatformTemplate ( "ZO_PlayerAttributeBgCenter" ) )
ApplyTemplateToControl ( self . statusBar : GetNamedChild ( "Gloss" ) , ZO_GetPlatformTemplate ( "ZO_PlayerAttributeStatusBarGloss" ) )
ApplyTemplateToControl ( self . attributeBarControl : GetNamedChild ( "FrameLeft" ) , ZO_GetPlatformTemplate ( "ZO_PlayerAttributeFrameLeft" ) )
ApplyTemplateToControl ( self . attributeBarControl : GetNamedChild ( "FrameRight" ) , ZO_GetPlatformTemplate ( "ZO_PlayerAttributeFrameRightArrow" ) )
ApplyTemplateToControl ( self . attributeBarControl : GetNamedChild ( "FrameCenter" ) , ZO_GetPlatformTemplate ( "ZO_PlayerAttributeFrameCenter" ) )
ApplyTemplateToControl ( self . scoreLabel , ZO_GetPlatformTemplate ( "ZO_BattlegroundScoreHudScoreLabel" ) )
end
end
local score = GetCurrentBattlegroundScore ( GetCurrentBattlegroundRoundIndex ( ) , self . battlegroundAlliance )
if lastScore ~= nil and score > lastScore then
if scoreToWin > 0 then
local lastScorePercent = lastScore / scoreToWin
local currentScorePercent = score / scoreToWin
--Since we use a float for percent it can be slightly off value. We use float equality for the equals part of these checks.
if ( lastScorePercent < nearingVictoryPercent and not zo_floatsAreEqual ( lastScorePercent , nearingVictoryPercent ) ) and
( currentScorePercent > nearingVictoryPercent or zo_floatsAreEqual ( currentScorePercent , nearingVictoryPercent ) ) then
local messageParams = CENTER_SCREEN_ANNOUNCE : CreateMessageParams ( CSA_CATEGORY_MAJOR_TEXT , SOUNDS . BATTLEGROUND_NEARING_VICTORY )
text = zo_strformat ( SI_BATTLEGROUND_NEARING_VICTORY_OWN_TEAM , GetColoredBattlegroundYourTeamText ( self . battlegroundAlliance ) )
else
text = zo_strformat ( SI_BATTLEGROUND_NEARING_VICTORY_OTHER_TEAM , GetColoredBattlegroundTeamName ( self . battlegroundAlliance ) )
end
end
end
end
end
local ICONS = isGamepad and ICONS_GAMEPAD or ICONS_KEYBOARD
local DEFAULT_ROUND_ICON = isGamepad and "EsoUI/Art/Battlegrounds/battleground_round_empty_gp.dds" or "EsoUI/Art/Battlegrounds/battleground_round_empty.dds"
end
if maxRounds > 1 then
for pipCount = 1 , maxRounds do
if pipCount <= roundsWonByTeam then
else
end
control : SetDimensions ( BG_SCORE_ROUND_SIZE , BG_SCORE_ROUND_SIZE ) -- Lives are bigger than scores, but they use the same pool.
control : SetAnchor ( BOTTOMRIGHT , self . roundsControl , BOTTOMRIGHT , BG_SCORE_ROUND_START_X - ( maxRounds - pipCount ) * BG_SCORE_ROUND_WIDTH , BG_SCORE_ROUND_OFFSET_Y )
end
end
end
end
--Score Hud
return object
end
self . objectiveStateLayout = ZO_BattlegroundObjectiveStateLayout : New ( self . objectiveStateDisplayControl )
-- Force an initial update.
local KEYBOARD_STYLE =
{
}
local GAMEPAD_STYLE =
{
}
end
end
end
end
if aScore ~= bScore then
return aScore > bScore
end
end
for bgTeam = BATTLEGROUND_TEAM_ITERATION_BEGIN , BATTLEGROUND_TEAM_ITERATION_END do --TODO Unavailable pre battleground -- GetBattlegroundNumTeams(GetCurrentBattlegroundId()) do
local control = CreateControlFromVirtual ( "$(parent)Section" , self . teamsControl , "ZO_BattlegroundTeamSection" , bgTeam )
end
local DONT_ANIMATE = false
end
if animate then
else
end
end
end
local sectionControl = section . iconTexture
break
end
end
end
self . control : RegisterForEvent ( EVENT_ZONE_SCORING_CHANGED , function ( ) self : OnZoneScoringChanged ( ) end )
self . control : RegisterForEvent ( EVENT_BATTLEGROUND_RULESET_CHANGED , function ( ) self : OnBattlegroundRulesetChanged ( ) end )
end
end
end
end
local isLiving = ( lifeIconNumber <= numPlayerLives )
local lifeIconIndex = isLiving and 1 or 2
control : SetDimensions ( BG_SCORE_LIVES_SIZE , BG_SCORE_LIVES_SIZE ) -- Lives are bigger than scores, but they use the same pool.
control : SetAnchor ( TOPLEFT , self . livesControl , TOPLEFT , 0 + ( lifeIconNumber - 1 ) * BG_SCORE_LIVES_SIZE , 0 )
end
end
end
-- Figure out which teams are active.
for bgTeam = BATTLEGROUND_TEAM_ITERATION_BEGIN , BATTLEGROUND_TEAM_ITERATION_END do
local isHidden = bgTeam > numTeams
end
local ANIMATE = true
end
end
if currentBattlegroundId ~= 0 then
local DONT_ANIMATE = false
else
end
end
end
section [ functionName ] ( section , ... )
end
end
end
end
end |