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local g_actionBarButtons = { }
local g_showHiddenButtonsRefCount = 1
local g_actionBarActiveWeaponPair
local g_activeWeaponSwapInProgress = false
local ACTION_BUTTON_TEMPLATE = "ZO_ActionButton"
local ULTIMATE_ABILITY_BUTTON_TEMPLATE = "ZO_UltimateActionButton"
if slotNum > ACTION_BAR_FIRST_UTILITY_BAR_SLOT and slotNum <= ACTION_BAR_FIRST_UTILITY_BAR_SLOT + ACTION_BAR_UTILITY_BAR_SIZE
then
return ACTION_BAR_FIRST_UTILITY_BAR_SLOT + 1
else
return slotNum
end
end
return true
end
end
return false
end
return g_actionBarButtons [ remappedSlotNum ]
end
return ( ( not IsGameCameraActive ( ) and not IsInteractionCameraActive ( ) ) or SCENE_MANAGER : IsShowing ( "hud" ) ) and not IsUnitDead ( "player" )
end
if button then
end
end
end
if button then
end
end
end
if button then
else
button : ResetVisualState ( ) --in case CanUseActionSlots() returns false after ActionButtonDown already fired.
end
end
end
end
return ( g_showHiddenButtonsRefCount > 0 )
end
end
then
return
end
end
local g_currentUltimateMax = 0
local g_ultimateBarFull = nil
local g_ultimateReadyBurstTimeline = nil
local g_ultimateReadyLoopTimeline = nil
local g_ultimateFillTimeline = nil
local g_ultimateBarFillLeftTimeline = nil
local g_ultimateBarFillRightTimeline = nil
local ZO_ULTIMATE_BAR_GRADIENT_COLORS = { ZO_ColorDef : New ( GetInterfaceColor ( INTERFACE_COLOR_TYPE_ULTIMATE_BAR , ULTIMATE_BAR_COLOR_BAR_START ) ) , ZO_ColorDef : New ( GetInterfaceColor ( INTERFACE_COLOR_TYPE_ULTIMATE_BAR , ULTIMATE_BAR_COLOR_BAR_END ) ) }
local ZO_ULTIMATE_BAR_FULL_GRADIENT_COLORS = { ZO_ColorDef : New ( GetInterfaceColor ( INTERFACE_COLOR_TYPE_ULTIMATE_BAR , ULTIMATE_BAR_COLOR_FULL_BAR_START ) ) , ZO_ColorDef : New ( GetInterfaceColor ( INTERFACE_COLOR_TYPE_ULTIMATE_BAR , ULTIMATE_BAR_COLOR_FULL_BAR_END ) ) }
if ( mechanic == POWERTYPE_ULTIMATE )
then
g_currentUltimateMax = cost
else
g_currentUltimateMax = 0
end
end
if ( g_ultimateReadyBurstTimeline ) then
if ZO_RZCHROMA_EFFECTS then
end
end
end
if ( not g_ultimateReadyBurstTimeline ) then
g_ultimateReadyBurstTimeline = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "UltimateReadyBurst" , ultimateReadyBurstTexture )
g_ultimateReadyLoopTimeline = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "UltimateReadyLoop" , ultimateReadyLoopTexture )
g_ultimateReadyBurstTimeline : SetHandler ( "OnPlay" , function ( ) PlaySound ( SOUNDS . ABILITY_ULTIMATE_READY ) end )
end
end
end
local addChromaEffect = false
if not g_activeWeaponSwapInProgress then
if not g_ultimateReadyBurstTimeline : IsPlaying ( ) and not g_ultimateReadyLoopTimeline : IsPlaying ( ) then
addChromaEffect = true
end
addChromaEffect = true
end
if ZO_RZCHROMA_EFFECTS and addChromaEffect then
end
end
if g_ultimateBarFillLeftTimeline then
g_ultimateBarFillLeftTimeline . currentOffset = 0
g_ultimateBarFillRightTimeline . currentOffset = 0
end
end
end
if newOffset == 0 then
else
end
animation . currentOffset = newOffset
end
local function PlayUltimateFillAnimation ( button , leftTexture , rightTexture , newPercentComplete , setProgressNoAnim )
if not g_ultimateBarFillLeftTimeline then
g_ultimateBarFillLeftTimeline = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "UltimateBarFillLoopAnimation" , leftTexture )
g_ultimateBarFillRightTimeline = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "UltimateBarFillLoopAnimation" , rightTexture )
end
if g_ultimateBarFillLeftTimeline . currentOffset ~= offset then
if offset == duration then
if setProgressNoAnim then
else
end
elseif offset == 0 then
end
end
end
end
local ultimateButton = g_actionBarButtons [ ACTION_BAR_ULTIMATE_SLOT_INDEX + 1 ]
local ultimateSlot = ultimateButton . slot
if ( isSlotUsed ) then
if ( ultimateCount >= g_currentUltimateMax ) then
--hide progress bar
-- Show fill bar if platform appropriate
-- Set fill bar to full
PlayUltimateFillAnimation ( ultimateButton , ultimateFillLeftTexture , ultimateFillRightTexture , 1 , setProgressNoAnim )
else
--stop animation
-- show platform appropriate progress bar
-- update both platforms progress bars
local percentComplete = ultimateCount / g_currentUltimateMax
PlayUltimateFillAnimation ( ultimateButton , ultimateFillLeftTexture , ultimateFillRightTexture , percentComplete , setProgressNoAnim )
end
else
--stop animation
--hide progress bar for all platforms
end
end
local SET_ULTIMATE_METER_NO_ANIM = true
end
end
end
if ( newAbilitySlotted == true )
then
else
end
end
if ( btn and not btn . noUpdates )
then
if ( slotNum == ACTION_BAR_ULTIMATE_SLOT_INDEX + 1 ) then
end
end
end
if ( btn and not btn . noUpdates )
then
end
end
end
end
do
end
end
do
end
end
buttonObject = buttonObject or ActionButton
local button = buttonObject : New ( physicalSlot , buttonStyle . type , buttonStyle . parentBar , buttonStyle . template )
g_actionBarButtons [ physicalSlot ] = button
return button
end
do
if ( physicalSlot )
then
if ( slotType == ACTION_TYPE_ITEM ) then
elseif ( slotType == ACTION_TYPE_ABILITY ) then
end
end
end
end
g_showHiddenButtonsRefCount = g_showHiddenButtonsRefCount + 1
if ( g_showHiddenButtonsRefCount == 1 ) then
end
end
end
end
g_showHiddenButtonsRefCount = g_showHiddenButtonsRefCount - 1
if ( g_showHiddenButtonsRefCount == 0 ) then
end
end
end
end
end
for i = ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 1 , ACTION_BAR_ULTIMATE_SLOT_INDEX + 1 do
end
end
for i = ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 1 , ACTION_BAR_ULTIMATE_SLOT_INDEX + 1 do
if ( not isValid ) then
else
end
end
end
if ( cursorType == MOUSE_CONTENT_ACTION or cursorType == MOUSE_CONTENT_INVENTORY_ITEM or cursorType == MOUSE_CONTENT_QUEST_ITEM or cursorType == MOUSE_CONTENT_QUEST_TOOL ) then
end
if ( cursorType == MOUSE_CONTENT_ACTION and param1 == ACTION_TYPE_ABILITY ) then
if ( param3 ~= 0 )
then
end
end
end
if ( cursorType == MOUSE_CONTENT_ACTION or cursorType == MOUSE_CONTENT_INVENTORY_ITEM or cursorType == MOUSE_CONTENT_QUEST_ITEM or cursorType == MOUSE_CONTENT_QUEST_TOOL ) then
end
if ( cursorType == MOUSE_CONTENT_ACTION ) then
end
end
end
local quickslot = ACTION_BAR_FIRST_UTILITY_BAR_SLOT + 1
if button then
end
end
end
if ( activeWeaponPair ~= g_actionBarActiveWeaponPair ) then
g_activeWeaponSwapInProgress = true
g_actionBarActiveWeaponPair = activeWeaponPair
end
end
local GAMEPAD_CONSTANTS =
{
abilitySlotOffsetX = 10 ,
ultimateSlotOffsetX = 65 ,
width = 606 ,
showNormalBindingTextOnUltimate = false ,
showKeybindBG = false ,
showWeaponSwapButton = false ,
}
local KEYBOARD_CONSTANTS =
{
abilitySlotOffsetX = 2 ,
ultimateSlotOffsetX = 62 ,
width = 483 ,
showNormalBindingTextOnUltimate = true ,
showKeybindBG = true ,
showWeaponSwapButton = true ,
}
end
return constants . anchor
end
local lastButton
if button then
if physicalSlot > ACTION_BAR_FIRST_NORMAL_SLOT_INDEX and physicalSlot < ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + ACTION_BAR_SLOTS_PER_PAGE then
local anchorTarget = lastButton and lastButton . slot
if not lastButton then
anchorTarget = ZO_ActionBar1WeaponSwap
anchorOffsetX = 5
end
lastButton = button
elseif physicalSlot == ACTION_BAR_ULTIMATE_SLOT_INDEX + 1 then
button : ApplyAnchor ( g_actionBarButtons [ ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + ACTION_BAR_SLOTS_PER_PAGE - 1 ] . slot , style . ultimateSlotOffsetX )
end
end
end
ZO_WeaponSwap_SetPermanentlyHidden ( ZO_ActionBar1 : GetNamedChild ( "WeaponSwap" ) , not style . showWeaponSwapButton )
end
local MAIN_BAR_STYLE =
{
template = ACTION_BUTTON_TEMPLATE ,
showBinds = true ,
parentBar = ZO_ActionBar1 ,
}
--Quick Bar Slot
local quickBarButton = MakeActionButton ( ACTION_BAR_FIRST_UTILITY_BAR_SLOT + 1 , MAIN_BAR_STYLE , QuickslotActionButton )
then
end
end
button . noUpdates = false
g_activeWeaponSwapInProgress = false
end
end
end
--Main Bar
for i = ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 1 , ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + ACTION_BAR_SLOTS_PER_PAGE - 1 do
end
--Ultimate Button
local ULTIMATE_BUTTON_STYLE =
{
template = "ZO_UltimateActionButton" ,
showBinds = true ,
parentBar = ZO_ActionBar1 ,
}
if isHotbarSwap then
if physicalSlot . hotbarSwapAnimation then
physicalSlot . noUpdates = true
end
end
else
g_activeWeaponSwapInProgress = false
end
end
EVENT_MANAGER : RegisterForEvent ( "ZO_ActionBar" , EVENT_ACTION_SLOT_UPDATED , function ( _ , slotnum ) HandleSlotChanged ( slotnum ) end )
EVENT_MANAGER : RegisterForEvent ( "ZO_ActionBar" , EVENT_ACTION_SLOTS_FULL_UPDATE , OnActionSlotsFullUpdate )
EVENT_MANAGER : RegisterForEvent ( "ZO_ActionBar" , EVENT_ACTION_SLOT_STATE_UPDATED , function ( _ , slotnum ) HandleStateChanged ( slotnum ) end )
EVENT_MANAGER : RegisterForEvent ( "ZO_ActionBar" , EVENT_ACTION_SLOT_ABILITY_USED , function ( _ , slotnum ) HandleAbilityUsed ( slotnum ) end )
EVENT_MANAGER : RegisterForEvent ( "ZO_ActionBar" , EVENT_INVENTORY_SINGLE_SLOT_UPDATE , HandleInventoryChanged )
EVENT_MANAGER : AddFilterForEvent ( "ZO_ActionBar" , EVENT_POWER_UPDATE , REGISTER_FILTER_POWER_TYPE , POWERTYPE_ULTIMATE , REGISTER_FILTER_UNIT_TAG , "player" )
EVENT_MANAGER : RegisterForEvent ( "ZO_ActionBar" , EVENT_ACTIVE_QUICKSLOT_CHANGED , OnActiveQuickslotChanged )
EVENT_MANAGER : RegisterForEvent ( "ZO_ActionBar" , EVENT_ACTIVE_WEAPON_PAIR_CHANGED , OnActiveWeaponPairChanged )
end
end |