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local POSSESSION_HALO_TEMPLATE = "ZO_PossessionHaloTexture"
end
self . layoutData = layoutData
end
end
ApplyTemplateToControl ( object . possessionHaloTexture , ZO_GetPlatformTemplate ( POSSESSION_HALO_TEMPLATE ) )
end
do
local g_possessionPool
end
end
else
end
end
if not g_possessionPool then
else
end
end
-- create halo anim controls
local possessionHaloGlowName = self . layoutData . possessionHaloGlowTemplate .. id
local possessionHaloTexture = CreateControlFromVirtual ( possessionHaloTextureName , GuiRoot , POSSESSION_HALO_TEMPLATE )
local possessionHaloGlow = CreateControlFromVirtual ( possessionHaloGlowName , GuiRoot , self . layoutData . possessionHaloGlowTemplate )
local fadeAnimation = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "PossessionFadeAnimation" , possessionHaloTexture )
local loopingAnimation = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "PossessionHaloAnimation" , possessionHaloTexture )
fadeAnimation . loopingAnimation = loopingAnimation
return { possessionHaloTexture = possessionHaloTexture , possessionHaloGlow = possessionHaloGlow , fadeAnimation = fadeAnimation , loopingAnimation = loopingAnimation }
end
end
end
return g_possessionPool
end
end
return ( GetUnitAttributeVisualizerEffectInfo ( unitTag , ATTRIBUTE_VISUAL_POSSESSION , stat , attribute , powerType ) or 0 )
end
function ZO_UnitVisualizer_PossessionModule : CreateInfoTable ( control , stat , attribute , power , playPossessionAnimation )
return { value = value , lastValue = value , playPossessionAnimation = playPossessionAnimation , barSizeState = ATTRIBUTE_BAR_STATE_NORMAL }
end
return nil
end
function ZO_UnitVisualizer_PossessionModule : OnAdded ( healthBarControl , magickaBarControl , staminaBarControl )
self . barControls =
{
[ ATTRIBUTE_HEALTH ] = healthBarControl ,
}
end
EVENT_MANAGER : RegisterForEvent ( "ZO_UnitVisualizer_PossessionModule" .. self : GetModuleId ( ) , EVENT_PLAYER_ACTIVATED , function ( ) self : InitializeBarValues ( ) end )
end
local healthBarControl = self . barControls [ ATTRIBUTE_HEALTH ]
if self . barInfo == nil then
self . barInfo =
{
[ ATTRIBUTE_HEALTH ] = self : CreateInfoTable ( healthBarControl , STAT_MITIGATION , ATTRIBUTE_HEALTH , POWERTYPE_HEALTH , self . PlayPossessionAnimation ) ,
}
else
self . barInfo [ ATTRIBUTE_HEALTH ] . value = GetInitialStatValue ( self : GetUnitTag ( ) , STAT_MITIGATION , ATTRIBUTE_HEALTH , POWERTYPE_HEALTH )
end
end
end
end
function ZO_UnitVisualizer_PossessionModule : IsUnitVisualRelevant ( visualType , stat , attribute , powerType )
if visualType == ATTRIBUTE_VISUAL_POSSESSION then
return self . barInfo and self . barInfo [ attribute ] ~= nil
end
return false
end
function ZO_UnitVisualizer_PossessionModule : OnUnitAttributeVisualAdded ( visualType , stat , attribute , powerType , value )
end
function ZO_UnitVisualizer_PossessionModule : OnUnitAttributeVisualUpdated ( visualType , stat , attribute , powerType , oldValue , newValue )
end
function ZO_UnitVisualizer_PossessionModule : OnUnitAttributeVisualRemoved ( visualType , stat , attribute , powerType , value )
end
-- create bar overlay control
if not info . barOverlayControl then
info . barOverlayControl = CreateControlFromVirtual ( barOverlayControlName , bar , self . layoutData . overlayContainerTemplate )
end
local possessionHaloTexture = container . possessionHaloTexture
local possessionHaloGlow = container . possessionHaloGlow
local loopingAnimation = container . loopingAnimation
local fadeAnimation = container . fadeAnimation
loopingAnimation . key = key
loopingAnimation . pool = pool
loopingAnimation . bar = bar
fadeAnimation . bar = bar
fadeAnimation . instant = instant
info . barOverlayControl : SetAnchor ( TOPLEFT , bar , TOPLEFT , self . layoutData . overlayLeftOffset , self . layoutData . overlayTopOffset )
info . barOverlayControl : SetAnchor ( BOTTOMRIGHT , bar , BOTTOMRIGHT , self . layoutData . overlayRightOffset , self . layoutData . overlayBottomOffset )
return fadeAnimation
end
local lastValue = info . lastValue
if info . currentAnimation then
info . currentAnimation . instant = instant
if lastValue > 0 then
if instant then
end
else
if instant then
end
return -- already playing the correct animation
end
end
if info . currentAnimation then
info . currentAnimation . instant = instant
if lastValue < 0 then
else
if instant then
end
return -- already playing the correct animation
end
end
else
if info . currentAnimation then
info . currentAnimation . instant = instant
if instant and lastValue > 0 then
end
info . currentAnimation = nil
end
end
end
end
end |