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ESO Lua File v100018

ingame/crowncrates/crowncrates.lua

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do
    local function BuyCratesCallback()
        ShowMarketAndSearch(GetString(SI_CROWN_STORE_SEARCH_CROWN_CRATES), MARKET_OPEN_OPERATION_CROWN_CRATES)
    end
    ZO_CROWN_CRATES_BUY_CRATES_KEYBIND_KEYBOARD =
    {
        keybind = "UI_SHORTCUT_QUATERNARY",
        name = GetString(SI_CROWN_CRATE_BUY_CRATES_KEYBIND),
        callback = BuyCratesCallback,
    }
    ZO_CROWN_CRATES_BUY_CRATES_KEYBIND_GAMEPAD =
    {
        keybind = "UI_SHORTCUT_RIGHT_STICK",
        name = GetString(SI_GAMEPAD_CROWN_CRATE_BUY_CRATES_KEYBIND),
        callback = BuyCratesCallback,
    }
end
function ZO_GetNextOwnedCrownCrateIdIter(state, lastCrateId)
    return GetNextOwnedCrownCrateId(lastCrateId)
end
--Crown Crates
-------------------
local g_crownCratesManager
local IDLE_CHATTER_ANIMATION_NOTE = "UI_Chatter"
local REFRESH_DECK_FX_ANIM_NOTE = "UI_RefreshDeckFx"
ZO_CrownCrates = ZO_Object:Subclass()
function ZO_CrownCrates:New(...)
    local obj = ZO_Object.New(self)
    obj:Initialize(...)
    return obj
end
function ZO_CrownCrates:Initialize(control)
    self.control = control
     self.packChoosing = ZO_CrownCratesPackChoosing:New(self)
    self.packOpening = ZO_CrownCratesPackOpening:New(self)
    self.gemificationSlot = ZO_CrownGemificationSlot:New(self)
    if ZO_CrownGemification_Keyboard then
        self.gemificationKeyboard = ZO_CrownGemification_Keyboard:New(self, self.gemificationSlot)
    end
    if ZO_CrownGemification_Gamepad then
         self.gemificationGamepad = ZO_CrownGemification_Gamepad:New(self, self.gemificationSlot)
    end
     self.stateMachine = ZO_CrownCratesStateMachine:New(self, self.packChoosing, self.packOpening, self.gemificationKeyboard, self.gemificationGamepad, self.gemificationSlot)    
     self.packChoosing:SetStateMachine(self.stateMachine)
     self.packOpening:SetStateMachine(self.stateMachine)
    CROWN_CRATE_KEYBOARD_SCENE = ZO_RemoteScene:New("crownCrateKeyboard", SCENE_MANAGER)
    SYSTEMS:RegisterKeyboardRootScene("crownCrate", CROWN_CRATE_KEYBOARD_SCENE)
    CROWN_CRATE_GAMEPAD_SCENE = ZO_RemoteScene:New("crownCrateGamepad", SCENE_MANAGER)
    SYSTEMS:RegisterGamepadRootScene("crownCrate", CROWN_CRATE_GAMEPAD_SCENE)
    self.mainMenuDirty = false
    local function UpdateMainMenu()
        self.mainMenuDirty = false
        if MAIN_MENU_KEYBOARD then
            local DONT_FORCE_RESELECTION = false
            MAIN_MENU_KEYBOARD:RefreshCategoryBar(DONT_FORCE_RESELECTION)
        end
        if MAIN_MENU_GAMEPAD then
            MAIN_MENU_GAMEPAD:RefreshLists()
        end
    end
    local function OnStateChangeCallback() 
    end
    local function SharedStateChangeCallback(oldState, newState)
        if newState == SCENE_SHOWING then
            self:PerformDeferredInitializationShared()
            self:UpdateCrownGemsQuantity()
            self.stateMachine:FireCallbacks(ZO_CROWN_CRATE_TRIGGER_COMMANDS.SCENE_SHOWN)
            self.stateMachine:RegisterCallback("OnStateChange", OnStateChangeCallback)
            TriggerTutorial(TUTORIAL_TRIGGER_CROWN_CRATE_UI_OPENED)
            PlaySound(SOUNDS.CROWN_CRATES_SCENE_OPEN)
               SetCrownCrateUIMenuActive(true)
        elseif newState == SCENE_HIDING then
            PlaySound(SOUNDS.CROWN_CRATES_SCENE_CLOSED)
        elseif newState == SCENE_HIDDEN then
            self.selectedCard = nil
            self.stateMachine:UnregisterCallback("OnStateChange", OnStateChangeCallback)
            self:RemoveInputTypeKeybinds()
            self.stateMachine:Reset()
            --Actually delete the particle effects from memory so they don't consume part of the particle effect budget when the scene is hidden.
            self:DeleteAllParticles()
            if self.mainMenuDirty then
                UpdateMainMenu()
            end
               SetCrownCrateUIMenuActive(false)
        end
    end
    CROWN_CRATE_KEYBOARD_SCENE:RegisterCallback("StateChange", function(oldState, newState)
        self.sceneName = "crownCrateKeyboard"
        SharedStateChangeCallback(oldState, newState)
        
        if newState == SCENE_SHOWING then
            self:PerformDeferredInitializationKeyboard()
            self:AddApplicableInputTypeKeybinds()
        end
    end)
    CROWN_CRATE_GAMEPAD_SCENE:RegisterCallback("StateChange", function(oldState, newState)
        self.sceneName = "crownCrateGamepad"
        SharedStateChangeCallback(oldState, newState)
        if newState == SCENE_SHOWING then
            self:PerformDeferredInitializationGamepad()
            self:AddApplicableInputTypeKeybinds()
        end
    end)
    local function UpdateMainMenuWhenClosed()
        if SYSTEMS:IsShowing("crownCrate") then
            self.mainMenuDirty = true
        else
            UpdateMainMenu()
        end
    end
    local function OnAnimationNote(eventCode, eventNote)
        if SYSTEMS:IsShowing("crownCrate") then
            if eventNote == IDLE_CHATTER_ANIMATION_NOTE then
                TriggerCrownCrateNPCAnimation(CROWN_CRATE_NPC_ANIMATION_TYPE_IDLE_CHATTER)
            elseif eventNote == REFRESH_DECK_FX_ANIM_NOTE then
                RefreshCardsInCrownCrateNPCsHand()
            end
        end
    end
    local function OnPlayerCombatState(eventCode, isInCombat)
        if isInCombat and SYSTEMS:IsShowing("crownCrate") then
            TriggerCrownCrateNPCAnimation(CROWN_CRATE_NPC_ANIMATION_TYPE_UNDER_ATTACK)
        end
    end
    control:RegisterForEvent(EVENT_CROWN_CRATE_INVENTORY_UPDATED, UpdateMainMenuWhenClosed)
    control:RegisterForEvent(EVENT_CROWN_CRATE_QUANTITY_UPDATE, UpdateMainMenuWhenClosed)
    control:RegisterForEvent(EVENT_CROWN_CRATES_SYSTEM_STATE_CHANGED, UpdateMainMenuWhenClosed)
    control:RegisterForEvent(EVENT_ANIMATION_NOTE, OnAnimationNote)
    control:RegisterForEvent(EVENT_PLAYER_COMBAT_STATE, OnPlayerCombatState)
end
function ZO_CrownCrates:InitializeCrownGemsQuantity()
    self.crownGemsAvailableQuantity = ZO_CrownCratesGemsCounter
    CROWN_CRATE_GEMS_AVAILABLE_QUANTITY_FRAGMENT = ZO_SimpleSceneFragment:New(self.crownGemsAvailableQuantity)
    self.gemsUpdateCountAnimationTimeline = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_CrownCrateGainGemsUpdateCount")
    self.gemsUpdateCountAnimationTimeline:GetAnimation(1):SetUpdateFunction(function(animation, progress)
          self:UpdateGemsAnimation(self, progress)
     end)
     self.gemsUpdateCountAnimationTimeline:SetHandler("OnStop", function(timeline, completedPlaying)
        if completedPlaying then
            self.crownGemsAvailableQuantity.gemsIcon:SetScale(1)
        end
    end)
    ZO_PlatformStyle:New(function() self:RefreshCrownGemsQuantityTemplate() end)
    self.currentGemAnimationValue = 0
end
function ZO_CrownCrates:RefreshCrownGemsQuantityTemplate()
    ApplyTemplateToControl(self.crownGemsAvailableQuantity, ZO_GetPlatformTemplate("ZO_CrownCrates_GemsCounter"))
end
function ZO_CrownCrates:PerformDeferredInitializationShared()
    if not self.initialized then
        self.initialized = true
        self.control:Create3DRenderSpace()
        self:InitializeAnimationPools()
    end
end
function ZO_CrownCrates:PerformDeferredInitializationKeyboard()
    if not self.initializedKeyboard then
        self.initializedKeyboard = true
    end
end
function ZO_CrownCrates:PerformDeferredInitializationGamepad()
    if not self.initializedGamepad then
        self.initializedGamepad = true
        self.directionalMovementController = ZO_MovementController:New(MOVEMENT_CONTROLLER_DIRECTION_HORIZONTAL)
    end
end
function ZO_CrownCrates:InitializeGamepadKeybindStripDescriptors()
    local function BackCallback()
        if self.stateMachine:IsCurrentStateByName("ALL_REVEALED") then
            self.stateMachine:FireCallbacks(ZO_CROWN_CRATE_TRIGGER_COMMANDS.BACK_TO_MANIFEST)
        else
            self:AttemptExit()
        end
    end
    self.gamepadSharedKeybindStripDescriptor =
    {
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
        {
            name = GetString(SI_GAMEPAD_BACK_OPTION),
            keybind = "UI_SHORTCUT_NEGATIVE",
            enabled = function()
                    return self.stateMachine:CanUseBackKeybind_Gamepad()
               end,
            callback = BackCallback,
        }
    }
end
function ZO_CrownCrates:InitializeKeyboardKeybindStripDescriptors()
    local function BackCallback()
        self.stateMachine:FireCallbacks(ZO_CROWN_CRATE_TRIGGER_COMMANDS.BACK_TO_MANIFEST)
    end
    self.keyboardSharedKeybindStripDescriptor =
    {
        alignment = KEYBIND_STRIP_ALIGN_CENTER,
        {
            name = GetString(SI_CROWN_CRATE_CHANGE_CRATE_KEYBIND),
            keybind = "UI_SHORTCUT_NEGATIVE",
            visible = function()
                    return self.stateMachine:IsCurrentStateByName("ALL_REVEALED")
               end,
            callback = BackCallback,
        }
    }
end
function ZO_CrownCrates:RefreshApplicableInputTypeKeybinds()
    if self.initializedGamepad and SCENE_MANAGER:IsCurrentSceneGamepad() then
        KEYBIND_STRIP:UpdateKeybindButtonGroup(self.gamepadSharedKeybindStripDescriptor)
    elseif self.initializedKeyboard then
        KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keyboardSharedKeybindStripDescriptor)
    end
end
function ZO_CrownCrates:AddApplicableInputTypeKeybinds()
    if self.initializedGamepad and SCENE_MANAGER:IsCurrentSceneGamepad() then
        KEYBIND_STRIP:AddKeybindButtonGroup(self.gamepadSharedKeybindStripDescriptor)
        DIRECTIONAL_INPUT:Activate(self, self:GetControl())
    elseif self.initializedKeyboard then
        KEYBIND_STRIP:AddKeybindButtonGroup(self.keyboardSharedKeybindStripDescriptor)
    end
end
function ZO_CrownCrates:RemoveInputTypeKeybinds()
    if self.initializedGamepad and SCENE_MANAGER:IsCurrentSceneGamepad() then
        KEYBIND_STRIP:RemoveKeybindButtonGroup(self.gamepadSharedKeybindStripDescriptor)
        DIRECTIONAL_INPUT:Deactivate(self)
    elseif self.initializedKeyboard then
        KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keyboardSharedKeybindStripDescriptor)
    end
end
function ZO_CrownCrates:UpdateDirectionalInput()
    local result = self.directionalMovementController:CheckMovement()
    local selectedDirection
    if result == MOVEMENT_CONTROLLER_MOVE_NEXT then
        selectedDirection = 1
    elseif result == MOVEMENT_CONTROLLER_MOVE_PREVIOUS then
        selectedDirection = -1
    end
    self.packOpening:HandleDirectionalInput(selectedDirection)
    self.packChoosing:HandleDirectionalInput(selectedDirection)
end
function ZO_CrownCrates:AttemptExit()
    SCENE_MANAGER:Hide(self.sceneName)
end
function ZO_CrownCrates:InitializeAnimationPools()
    self.animationPools =
    {
        [ZO_CROWN_CRATES_ANIMATION_PRIMARY_DEAL] = ZO_AnimationPool:New("ZO_CrownCrateCardPrimaryDealAnimation"),
        [ZO_CROWN_CRATES_ANIMATION_BONUS_DEAL] = ZO_AnimationPool:New("ZO_CrownCrateCardBonusDealAnimation"),
        [ZO_CROWN_CRATES_ANIMATION_BONUS_DEAL_GLOW] = ZO_AnimationPool:New("ZO_CrownCrateCardBonusDealGlowAnimation"),
        [ZO_CROWN_CRATES_ANIMATION_BONUS_SLIDE] = ZO_AnimationPool:New("ZO_CrownCrateCardBonusSlideAnimation"),
        [ZO_CROWN_CRATES_ANIMATION_MYSTERY_SELECTED_GLOW] = ZO_AnimationPool:New("ZO_CrownCrateCardMysterySelectedGlowAnimation"),
        [ZO_CROWN_CRATES_ANIMATION_REVEAL] = ZO_AnimationPool:New("ZO_CrownCrateCardRevealAnimation"),
        [ZO_CROWN_CRATES_ANIMATION_MYSTERY_SELECT] = ZO_AnimationPool:New("ZO_CrownCrateCardMysterySelectAnimation"),
        [ZO_CROWN_CRATES_ANIMATION_MYSTERY_DESELECT] = ZO_AnimationPool:New("ZO_CrownCrateCardMysteryDeselectAnimation"),
        [ZO_CROWN_CRATES_ANIMATION_LEAVE] = ZO_AnimationPool:New("ZO_CrownCrateCardLeaveAnimation"),
        [ZO_CROWN_CRATES_ANIMATION_REVEALED_SELECTED_GLOW] = ZO_AnimationPool:New("ZO_CrownCrateCardRevealedSelectedGlowAnimation"),
        [ZO_CROWN_CRATES_ANIMATION_GEMIFY_CARD] = ZO_AnimationPool:New("ZO_CrownCrateCardGemifyCardAnimation"),
        [ZO_CROWN_CRATES_ANIMATION_GEMIFY_OVERLAY] = ZO_AnimationPool:New("ZO_CrownCrateCardGemifyOverlayAnimation"),
        [ZO_CROWN_CRATES_ANIMATION_CARD_SHOW_INFO] = ZO_AnimationPool:New("ZO_CrownCrateCardShowInfo"),
        [ZO_CROWN_CRATES_ANIMATION_CARD_HIDE_INFO] = ZO_AnimationPool:New("ZO_CrownCrateCardHideInfo"),
        [ZO_CROWN_CRATES_ANIMATION_PACK_SHOW_INFO] = ZO_AnimationPool:New("ZO_CrownCratePackShowInfo"),
        [ZO_CROWN_CRATES_ANIMATION_PACK_HIDE_INFO] = ZO_AnimationPool:New("ZO_CrownCratePackHideInfo"),
        [ZO_CROWN_CRATES_ANIMATION_PACK_SHOW] = ZO_AnimationPool:New("ZO_CrownCratePackShow"),
        [ZO_CROWN_CRATES_ANIMATION_PACK_SELECT] = ZO_AnimationPool:New("ZO_CrownCratePackSelect"),
        [ZO_CROWN_CRATES_ANIMATION_PACK_DESELECT] = ZO_AnimationPool:New("ZO_CrownCratePackDeselect"),
        [ZO_CROWN_CRATES_ANIMATION_PACK_GLOW] = ZO_AnimationPool:New("ZO_CrownCratePackGlow"),
        [ZO_CROWN_CRATES_ANIMATION_PACK_HIDE] = ZO_AnimationPool:New("ZO_CrownCratePackHide"),
        [ZO_CROWN_CRATES_ANIMATION_PACK_CHOOSE] = ZO_AnimationPool:New("ZO_CrownCratePackChoose"),
        [ZO_CROWN_CRATES_ANIMATION_PACK_OPEN] = ZO_AnimationPool:New("ZO_CrownCratePackOpen"),
        [ZO_CROWN_CRATES_ANIMATION_GEMIFY_SINGLE_GEM_GAIN] = ZO_AnimationPool:New("ZO_CrownCrateCardGemifySingleGemAnimation"),
        [ZO_CROWN_CRATES_ANIMATION_GEMIFY_COLOR_TINT] = ZO_AnimationPool:New("ZO_CrownCrateCardGemifyColorTintAnimation"),
        [ZO_CROWN_CRATES_ANIMATION_GEMIFY_FINAL_GEM] = ZO_AnimationPool:New("ZO_CrownCrateCardGemifyFinalGemAnimation"),
        [ZO_CROWN_CRATES_ANIMATION_GEMIFY_CROWN_GEM_TEXT] = ZO_AnimationPool:New("ZO_CrownCrateCardGemifyCrownGemsTextAnimation"),
        [ZO_CROWN_CRATES_ANIMATION_MANUAL_GEMIFY_SET] = ZO_AnimationPool:New("ZO_CrownCrateGemificationSlotSet"),
    }
    
    self:CreateWobbleAnimationPool(ZO_CROWN_CRATES_ANIMATION_MYSTERY_SELECTED,
        ZO_CROWN_CRATES_PRIMARY_DEAL_END_PITCH_RADIANS,
        ZO_CROWN_CRATES_PRIMARY_DEAL_END_YAW_RADIANS,
        ZO_CROWN_CRATES_PRIMARY_DEAL_END_ROLL_RADIANS,
        ZO_CROWN_CRATES_MYSTERY_SELECTED_WOBBLE_MAGNITUDE_RADIANS,
        ZO_CROWN_CRATES_MYSTERY_SELECTED_WOBBLE_DURATION_MS,
        ZO_CROWN_CRATES_MYSTERY_SELECTED_WOBBLE_SPACING_MS)
end
do
     local function FloatWobbleReset(animation, pool)
          animation:Stop()
     end
        
     local CardFloatEase = ZO_GenerateCubicBezierEase(.25, -0.1, .75, 1.1)
    local ZO_CROWN_CRATES_MYSTERY_SELECTED_WOBBLE_NUM_SETS = 8
    local ZO_CROWN_CRATES_MYSTERY_SELECTED_WOBBLE_NUM_PER_SET = 3
     
     function ZO_CrownCrates:CreateWobbleAnimationPool(animationType, rootPitchRadians, rootYawRadians, rootRollRadians, wobbleMagnitudeRadians, wobbleDurationMS, wobbleSpacingMS)
          local function InsertRotateAnimations(animationTimeline, startFunctionName, endFunctionName, startRadians, magnitudeRadians, direction, offsetMS, durationMS)
               local halfWobbleDuration = durationMS * 0.5
               local rotateAnimation = animationTimeline:InsertAnimation(ANIMATION_ROTATE3D, nil, offsetMS)
               rotateAnimation:SetDuration(halfWobbleDuration)
               rotateAnimation:SetEasingFunction(CardFloatEase)
               local unrotateAnimation = animationTimeline:InsertAnimation(ANIMATION_ROTATE3D, nil, offsetMS + halfWobbleDuration)
               unrotateAnimation:SetDuration(halfWobbleDuration)
               unrotateAnimation:SetEasingFunction(CardFloatEase)
               local endRadians = startRadians + magnitudeRadians * direction
               rotateAnimation[startFunctionName](rotateAnimation, startRadians)
               rotateAnimation[endFunctionName](rotateAnimation, endRadians)
               unrotateAnimation[startFunctionName](unrotateAnimation, endRadians)
               unrotateAnimation[endFunctionName](unrotateAnimation, startRadians)
          end
    
          local function FloatWobbleFactory(pool)
               local animationTimeline = ANIMATION_MANAGER:CreateTimeline()
               animationTimeline:SetPlaybackType(ANIMATION_PLAYBACK_LOOP, LOOP_INDEFINITELY)
               local currentOffsetMS = 0
               for setIndex = 1, ZO_CROWN_CRATES_MYSTERY_SELECTED_WOBBLE_NUM_SETS do
                    for wobbleIndex = 1, ZO_CROWN_CRATES_MYSTERY_SELECTED_WOBBLE_NUM_PER_SET do
                         local axisIndex = wobbleIndex
                         local direction
                         if (wobbleIndex + setIndex) % 2 == 0 then
                              direction = -1
                         else
                              direction = 1
                         end
                         if axisIndex == 1 then
                              InsertRotateAnimations(animationTimeline, "SetStartPitch", "SetEndPitch", rootPitchRadians, wobbleMagnitudeRadians, direction, currentOffsetMS, wobbleDurationMS)
                         elseif axisIndex == 2 then
                              InsertRotateAnimations(animationTimeline, "SetStartYaw", "SetEndYaw", rootYawRadians, wobbleMagnitudeRadians, direction, currentOffsetMS, wobbleDurationMS)
                         else
                              InsertRotateAnimations(animationTimeline, "SetStartRoll", "SetEndRoll", rootRollRadians, wobbleMagnitudeRadians, direction, currentOffsetMS, wobbleDurationMS)
                         end
                         currentOffsetMS = currentOffsetMS + wobbleSpacingMS
                    end
               end
               return animationTimeline
          end
          self.animationPools[animationType] = ZO_ObjectPool:New(FloatWobbleFactory, FloatWobbleReset)
     end
end
function ZO_CrownCrates:GetAnimationPool(animationType)
    return self.animationPools[animationType]
end
function ZO_CrownCrates:InitializeCardParticlePools()
    self.crateSpecificCardParticlePools = {}
    self.tierSpecificCardParticlePools = {}
end
function ZO_CrownCrates:GetCrateSpecificCardParticlePool(crownCrateId, crownCrateParticleEffects)
    if not self.crateSpecificCardParticlePools[crownCrateId] then
        self.crateSpecificCardParticlePools[crownCrateId] = {}
    end
    local crateTable = self.crateSpecificCardParticlePools[crownCrateId]
    if not crateTable[crownCrateParticleEffects] then
        local function Factory(pool)
            local positionX, positionY, positionZ = 0, 0, 0
            local particleId = CreateCrownCrateSpecificParticleEffect(crownCrateId, crownCrateParticleEffects, positionX, positionY, positionZ)
            return ZO_Particle:New(particleId)
        end
        local function Reset(particle, pool)
            particle:Reset()
        end
        crateTable[crownCrateParticleEffects] = ZO_ObjectPool:New(Factory, Reset)
    end
    
    return crateTable[crownCrateParticleEffects]
end
function ZO_CrownCrates:GetTierSpecificCardParticlePool(crownCrateTierId, crownCrateTierParticleEffects)
    if not self.tierSpecificCardParticlePools[crownCrateTierId] then
        self.tierSpecificCardParticlePools[crownCrateTierId] = {}
    end
    local crateTierTable = self.tierSpecificCardParticlePools[crownCrateTierId]
    if not crateTierTable[crownCrateTierParticleEffects] then
        local function Factory(pool)
            local positionX, positionY, positionZ = 0, 0, 0
            local particleId = CreateCrownCrateTierSpecificParticleEffect(crownCrateTierId, crownCrateTierParticleEffects, positionX, positionY, positionZ)
            return ZO_Particle:New(particleId)
        end
        local function Reset(particle, pool)
            particle:Reset()
        end
        crateTierTable[crownCrateTierParticleEffects] = ZO_ObjectPool:New(Factory, Reset)
    end
    
    return crateTierTable[crownCrateTierParticleEffects]
end
function ZO_CrownCrates.DeleteParticle(particle)
    particle:Delete()
end
function ZO_CrownCrates:DeleteAllParticles()
    for _, crateTable in pairs(self.crateSpecificCardParticlePools) do
        for _, particlePool in pairs(crateTable) do
            particlePool:DestroyAllFreeObjects(ZO_CrownCrates.DeleteParticle)
        end
    end
    self.crateSpecificCardParticlePools = {}
    for _, crateTierTable in pairs(self.tierSpecificCardParticlePools) do
        for _, particlePool in pairs(crateTierTable) do
            particlePool:DestroyAllFreeObjects(ZO_CrownCrates.DeleteParticle)
        end
    end
    self.tierSpecificCardParticlePools = {}
end
function ZO_CrownCrates:ComputeCameraPlaneMetrics(worldWidth, UIWidth)
    local metrics =
    {
        depthFromCamera = ComputeDepthAtWhichWorldWidthRendersAsUIWidth(worldWidth, UIWidth),
        UIUnitsPerWorldUnit = UIWidth / worldWidth,
        worldUnitsPerUIUnit = worldWidth / UIWidth,
    }
    metrics.frustumWidthWorld, metrics.frustumHeightWorld = GetWorldDimensionsOfViewFrustumAtDepth(metrics.depthFromCamera)
    return metrics
end
function ZO_CrownCrates.ConvertUIUnitsToWorldUnits(planeMetrics, UIUnits)
    return UIUnits * planeMetrics.worldUnitsPerUIUnit
end
function ZO_CrownCrates.GetBottomOffsetUI()
    if IsInGamepadPreferredMode() then
        return ZO_KEYBIND_STRIP_GAMEPAD_VISUAL_HEIGHT
    else
        return ZO_KEYBIND_STRIP_KEYBOARD_VISUAL_HEIGHT
    end
end
do
    local MOVE_DISTANCE = 5
    local function DidMouseMoveFarEnough(oldPointX, oldPointY)
        local mouseX, mouseY = GetUIMousePosition()
        return (zo_abs(oldPointX - mouseX) + zo_abs(oldPointY - mouseY)) > MOVE_DISTANCE
    end
        control:SetHandler("OnMouseEnter", function()
            --the mouse must move a little bit from where it was when it exited the control to enter again
            if control.mouseExitX then                
                if DidMouseMoveFarEnough(control.mouseExitX, control.mouseExitY) then
                    onMouseEnter()
                else
                    control:SetHandler("OnUpdate", function()
                        if DidMouseMoveFarEnough(control.mouseExitX, control.mouseExitY) then
                            onMouseEnter()
                            control:SetHandler("OnUpdate", nil)
                        end
                    end)
                end
            else
                onMouseEnter()
            end
        end)
        control:SetHandler("OnMouseExit", function()
            onMouseExit()
            control:SetHandler("OnUpdate", nil)
            control.mouseExitX, control.mouseExitY = GetUIMousePosition()
        end)
    end
end
function ZO_CrownCrates.ComputeSlotBottomUIPosition(slotWidthUI, spacingUI, slotIndex, totalSlots)
    local slotBottomX = ZO_CrownCrates.ComputeSlotCenterUIPositionX(slotWidthUI, spacingUI, slotIndex, totalSlots)
    local slotBottomY = GuiRoot:GetHeight() - ZO_CrownCrates.GetBottomOffsetUI()
    return slotBottomX, slotBottomY
end
function ZO_CrownCrates.ComputeSlotCenterUIPosition(slotWidthUI, slotHeightUI, slotHeightOffset, spacingUI, slotIndex, totalSlots)
    local slotCenterX = ZO_CrownCrates.ComputeSlotCenterUIPositionX(slotWidthUI, spacingUI, slotIndex, totalSlots)
    local slotCenterY = ZO_CrownCrates.ComputeSlotCenterUIPositionY(slotHeightUI, slotHeightOffset)
    return slotCenterX, slotCenterY
end
function ZO_CrownCrates.ComputeSlotCenterUIPositionX(slotWidthUI, spacingUI, slotIndex, totalSlots)
    local totalUIWidth = totalSlots * slotWidthUI + (totalSlots - 1) * spacingUI
    --Determine the middle of the screen
    local slotBottomX = GuiRoot:GetWidth() * 0.5
    --Offset by half the width of the pack area (determine the left most pack's left side)
    slotBottomX = slotBottomX - totalUIWidth * 0.5
    --Offset by half a pack, then by this packs visual position (determine the middle of this pack)
    return slotBottomX + slotWidthUI * 0.5 + (slotIndex - 1) * (slotWidthUI + spacingUI)
end
function ZO_CrownCrates.ComputeSlotCenterUIPositionY(slotHeightUI, slotHeightOffset)
    return GuiRoot:GetHeight() - slotHeightOffset - (slotHeightUI * 0.5)
end
function ZO_CrownCrates:UpdateGemsLabel(amount)
    self.crownGemsAvailableQuantity.gemsLabel:SetText(ZO_CommaDelimitNumber(amount))
end
function ZO_CrownCrates:UpdateCrownGemsQuantity()
    local currentCrownGems = GetPlayerCrownGems()
    self:UpdateGemsLabel(currentCrownGems)
    self.currentCrownGems = currentCrownGems
end
function ZO_CrownCrates:AddCrownGems(amount)
    self.currentCrownGems = self.currentCrownGems + amount
    self:UpdateGemsLabel(self.currentCrownGems)
end
function ZO_CrownCrates:GetControl()
    return self.control
end
function ZO_CrownCrates:GetCameraLocalPositionFromWorldPosition(worldX, worldY, worldZ)
    return self.control:Convert3DWorldPositionToLocalPosition(worldX, worldY, worldZ)
end
function ZO_CrownCrates:FireStateMachineTrigger(trigger)
    self.stateMachine:FireCallbacks(trigger)
end
--Lifecycle
function ZO_CrownCrates:LockLocalSpaceToCurrentCamera()
    self.packOpening:OnLockLocalSpaceToCurrentCamera()
    self.packChoosing:OnLockLocalSpaceToCurrentCamera()
end
--Global XML
    g_crownCratesManager:FireStateMachineTrigger(trigger)
end
    g_crownCratesManager = ZO_CrownCrates:New(self)
end