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local SHOW_LOGO_DELAY_TIME_MS = 1000
local LOGO_FADE_IN = "logo_fade_in"
local LOGO_WAIT_FOR_BUTTON = "logo_wait_for_button"
local LOGO_FADING_OUT = "logo_fading_out"
local STARTUP_BUTTONS =
{
"UI_SHORTCUT_PRIMARY" ,
"UI_SHORTCUT_SECONDARY" ,
"UI_SHORTCUT_TERTIARY" ,
"UI_SHORTCUT_NEGATIVE" ,
"UI_SHORTCUT_RIGHT_SHOULDER" ,
"UI_SHORTCUT_LEFT_SHOULDER" ,
"UI_SHORTCUT_RIGHT_TRIGGER" ,
"UI_SHORTCUT_LEFT_TRIGGER" ,
"UI_SHORTCUT_RIGHT_STICK" ,
"UI_SHORTCUT_LEFT_STICK" ,
"UI_SHORTCUT_START" ,
"UI_SHORTCUT_BACK" ,
}
local VERIFICATION_STATE =
{
NONE = 1 ,
OFFER = 2 ,
}
return object
end
self . playIntroAnimation = true
self . verificationState = VERIFICATION_STATE . NONE
if newState == SCENE_SHOWING then
self . currentKeybindStripDescriptor = self : IsShowingVerificationError ( ) and self . verifyEmailKeybindsDescriptor or self . pressAnyKeybindsDescriptor
elseif newState == SCENE_SHOWN then
self . fadeMode = LOGO_FADE_IN
if self . playIntroAnimation then
self . playIntroAnimation = false
else
end
end
elseif newState == SCENE_HIDDEN then
end
end )
end
if self . initialized then return end
self . initialized = true
-- Note: the line of text says "Press <<primary button icon>> To Start" but we're still going to handle other input buttons
self . esoLogoAnimation = GetAnimationManager ( ) : CreateTimelineFromVirtual ( "ZO_PregameInitialScreen_FadeAnimation" , esoLogoControl )
self . pressTextAnimation = GetAnimationManager ( ) : CreateTimelineFromVirtual ( "ZO_PregameInitialScreen_FadeAnimation" , pressTextLabel )
if self . fadeMode == LOGO_FADE_IN then
self . fadeMode = LOGO_WAIT_FOR_BUTTON
elseif self . fadeMode == LOGO_FADING_OUT then
end
end )
if self . pressAnyPromptFadingIn then
self . continueAllowed = true
if self . continueDesired then
end
self . pressAnyPromptFadingIn = false
self . continueDesired = false
end
end )
--Fast fadeout the logo and get us into game if we're quick launching.
self . fadeMode = LOGO_FADING_OUT ;
else
if isSuccess == true then
else
end
end
end
end
if isSuccess then
self : SetupError ( GetString ( SI_CONSOLE_RESEND_VERIFY_EMAIL_SUCCEEDED_TITLE ) , GetString ( SI_CONSOLE_RESEND_VERIFY_EMAIL_SUCCEEDED_TEXT ) )
else
self : SetupError ( GetString ( SI_CONSOLE_RESEND_VERIFY_EMAIL_FAILED_TITLE ) , GetString ( SI_CONSOLE_RESEND_VERIFY_EMAIL_FAILED_TEXT ) )
end
end
EVENT_MANAGER : RegisterForEvent ( "PregameInitialScreen" , EVENT_PROFILE_LOGIN_RESULT , ProfileLoginResult )
EVENT_MANAGER : RegisterForEvent ( "PregameInitialScreen" , EVENT_RESEND_VERIFICATION_EMAIL_RESULT , ShowVerificationAlertDialog )
end
end
return self . fadeMode == LOGO_WAIT_FOR_BUTTON
end
self . pressAnyPromptFadingIn = true
-- This will remove all gamepads and assign the gamepad that sends the next input as the primary gamepad.
-- It must occur before the player can be registered as pressing a key to continue.
end
end
local KEYBINDS_REMOVED = false
local KEYBINDS_ADDED = true
self . currentKeybindStripDescriptor = self . pressAnyKeybindsDescriptor
end
self . pressAnyKeybindsDescriptor = { }
local descriptor =
{
keybind = button ,
ethereal = true ,
}
end
self . verifyEmailKeybindsDescriptor =
{
alignment = KEYBIND_STRIP_ALIGN_LEFT ,
--Resend
{
keybind = "UI_SHORTCUT_SECONDARY" ,
end ,
} ,
}
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( self . verifyEmailKeybindsDescriptor , GAME_NAVIGATION_TYPE_BUTTON , function ( ) self : ResetScreenState ( ) end )
end
end
if self . continueAllowed then
--clear out existing errors
end
--remove keybindings and message to prevent spamming
else
end
self . continueAllowed = false
else
if self . pressAnyPromptFadingIn then
self . continueDesired = true
end
end
end
if self . fadeMode == LOGO_WAIT_FOR_BUTTON then
self . fadeMode = LOGO_FADING_OUT
end
end
if self . fadeMode == LOGO_WAIT_FOR_BUTTON then
elseif self . fadeMode == LOGO_FADING_OUT then
self . fadeMode = LOGO_FADE_IN
end
end
end
self . verificationState = VERIFICATION_STATE . NONE
end
end
self . errorBoxContainer : SetHeight ( self . errorTitle : GetTextHeight ( ) + self . errorMessage : GetTextHeight ( ) + messageOffsetY )
end
self . verificationState = VERIFICATION_STATE . OFFER
end
return self . verificationState ~= VERIFICATION_STATE . NONE
end
end |