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ZO_GAMEPAD_ACTION_BUTTON_SIZE = 61
ZO_GAMEPAD_ULTIMATE_BUTTON_SIZE = 67
local FORCE_SUPPRESS_COOLDOWN_SOUND = true
local g_showGlobalCooldown = false
g_showGlobalCooldown = not g_showGlobalCooldown
end
ACTION_BUTTON_TYPE_VISIBLE = 1
ACTION_BUTTON_TYPE_HIDDEN = 2
ACTION_BUTTON_TYPE_LOCKED = 3
local ACTION_BUTTON_BGS = { ability = "EsoUI/Art/ActionBar/abilityInset.dds" , item = "EsoUI/Art/ActionBar/quickslotBG.dds" }
local ACTION_BUTTON_BORDERS = { normal = "EsoUI/Art/ActionBar/abilityFrame64_up.dds" , mouseDown = "EsoUI/Art/ActionBar/abilityFrame64_down.dds" }
return slotType == ACTION_TYPE_ABILITY
end
if newB then
local ctrlName = "ActionButton" .. slotNum
newB . buttonType = buttonType
newB . hasAction = false
newB . slot = slotCtrl
newB . slot . slotNum = slotNum
newB . inCooldown = false
newB . showingCooldown = false
local HIDE_UNBOUND = false
end
end
ZO_Keybindings_RegisterLabelForBindingUpdate ( newB . buttonText , "ACTION_BUTTON_" .. slotNum , HIDE_UNBOUND , "GAMEPAD_ACTION_BUTTON_" .. slotNum , onChanged )
if slotNum == ACTION_BAR_ULTIMATE_SLOT_INDEX + 1 then
if settingType == SETTING_TYPE_UI and settingId == UI_SETTING_ULTIMATE_NUMBER then
end
end )
end
end
return newB
end
return self . slot . slotNum > ACTION_BAR_FIRST_CLASS_BAR_SLOT and self . slot . slotNum <= ACTION_BAR_FIRST_CLASS_BAR_SLOT + ACTION_BAR_CLASS_BAR_SIZE
end
return self . slot . slotNum > ACTION_BAR_FIRST_SIEGE_BAR_SLOT and self . slot . slotNum <= ACTION_BAR_FIRST_SIEGE_BAR_SLOT + ACTION_BAR_SIEGE_BAR_SIZE
end
end
end
end
end
end
end
end
end
end
slotObject . hasAction = true
ZO_ActionSlot_SetupSlot ( slotObject . icon , slotObject . button , slotIcon , isGamepad and "" or ACTION_BUTTON_BORDERS . normal , isGamepad and "" or ACTION_BUTTON_BORDERS . mouseDown , slotObject . cooldownIcon )
end
end
if slotId == ACTION_BAR_ULTIMATE_SLOT_INDEX + 1 then
else
end
end
end
end
end
SetupSlotHandlers =
{
}
local stackCount
if slotType == ACTION_TYPE_ITEM then
end
if stackCount and stackCount >= 0 then
else
end
end
end
else
end
end
end
end
else
ZO_ActionSlot_ClearSlot ( self . icon , self . button , isGamepad and "" or ACTION_BUTTON_BORDERS . normal , isGamepad and "" or ACTION_BUTTON_BORDERS . mouseDown , self . cooldownIcon )
end
end
else
end
end
end
local slotIsEmpty = ( slotType == ACTION_TYPE_NOTHING )
local showHighlight = not slotIsEmpty and HasActivationHighlight ( slotnum ) and not self . useFailure and not self . showingCooldown
if showHighlight ~= isShowingHighlight then
if showHighlight then
self . activationHighlight . animation = self . activationHighlight . animation or CreateSimpleAnimation ( ANIMATION_TEXTURE , self . activationHighlight )
else
if anim then
end
end
end
end
local slotIsEmpty = ( slotType == ACTION_TYPE_NOTHING )
end
local soulGemFailure = false
if slotType == ACTION_TYPE_ITEM then
elseif slotType == ACTION_TYPE_ABILITY then
soulGemFailure = true
end
end
local nonCostFailure = slotType ~= ACTION_TYPE_NOTHING and
soulGemFailure or
end
local isKeyboardUltimateSlot = not isGamepad and self . slot . slotNum == ACTION_BAR_ULTIMATE_SLOT_INDEX + 1
local usable = false
usable = true
usable = true
end
end
end
if isGamepad then
if inCooldown then
else
end
else
end
end
local percent = percentComplete or 1 -- Can get here from several places before percentComplete has been set (]forcereload)
local textureCoord = 1 - height / ZO_GAMEPAD_ACTION_BUTTON_SIZE
end
local percentComplete = ( 1 - remain / duration )
end
end
local NO_LEADING_EDGE = false
local isInCooldown = duration > 0
local showGlobalCooldownForCollectible = global and slotType == ACTION_TYPE_COLLECTIBLE and globalSlotType == ACTION_TYPE_COLLECTIBLE
local showCooldown = isInCooldown and ( g_showGlobalCooldown or not global or showGlobalCooldownForCollectible )
local updateChromaQuickslot = slotType ~= ACTION_TYPE_ABILITY and ZO_RZCHROMA_EFFECTS
if showCooldown then
end
end
end
else
end
if updateChromaQuickslot then
end
else
-- This ability was in a non-global cooldown, and now the cooldown is over...play animation and sound
if options ~= FORCE_SUPPRESS_COOLDOWN_SOUND then
end
self . cooldownCompleteAnim . animation = self . cooldownCompleteAnim . animation or CreateSimpleAnimation ( ANIMATION_TEXTURE , self . cooldownCompleteAnim )
if updateChromaQuickslot then
end
end
end
else
end
end
end
local textColor = showCooldown and INTERFACE_TEXT_COLOR_FAILED or INTERFACE_TEXT_COLOR_SELECTED
end
if timeline then
end
end
local BOUNCE_DURATION_MS = 500
return useFailure
else
return not usable
end
end
if decoration then
end
local cooldownHeight = 1
if isGamepad then
end
else
end
end
end
end
end
end
end
end
timeline : GetFirstAnimation ( ) : SetHandler ( "OnStop" , function ( animation ) OnStopHandlerFirst ( animation , self ) end )
timeline : GetLastAnimation ( ) : SetHandler ( "OnStop" , function ( animation ) OnStopHandlerLast ( animation , self ) end )
end
do
local SHRINK_SCALE = 0.9
local ICON_SHRINK_SCALE = 0.8
local GROW_SCALE = 1.1
local ICON_COOLDOWN_SCALE = 0.9
local FRAME_RESET_TIME_MS = 167
local ICON_RESET_TIME_MS = 100
local size = isUltimateSlot and ZO_GAMEPAD_ULTIMATE_BUTTON_SIZE or ZO_GAMEPAD_ACTION_BUTTON_SIZE
end
SetAnimationParameters ( self . bounceAnimation , self . flipCard , SHRINK_SCALE , FRAME_RESET_TIME_MS , isUltimateSlot )
SetAnimationParameters ( self . iconBounceAnimation , self . icon , ICON_SHRINK_SCALE , ICON_RESET_TIME_MS , isUltimateSlot )
end
end
local mainTimeline = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ActionSlotBounceAnimation" , self . flipCard )
local iconTimeline = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ActionSlotBounceAnimation" , self . icon )
end
end
if not offset then
end
end
end
end
end
if leftKey and rightKey then
self . leftKeyTimeline = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "UltimateAbilityButtonSlideLeft" , leftKey )
self . rightKeyTimeline = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "UltimateAbilityButtonSlideRight" , rightKey )
end
end
end
end
do
end
end
end
end
end
end
end
end
end |