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local SKY_CLOUD_DEPTH = - 0.3
local CLOSE_CLOUDS_DEPTH = 0
local STAR_SPIRAL_START_DEPTH = 1
local STAR_SPIRAL_END_DEPTH = 1.3
local MEDIUM_STAR_CLUSTER_DEPTH = 1.3
local LARGE_STAR_CLUSTER_DEPTH = 1.5
local SMALL_STAR_CLUSTER_DEPTH = 1.6
local CENTER_INFO_BG_DEPTH = 1.65
local CONSTELLATIONS_DEPTH = 1.69
local SMOKE_DEPTH = 1.7
local CLOUDS_DEPTH = 1.71
local CONSTELLATIONS_DARKNESS_DEPTH = 1.72
local COLOR_CLOUDS_DEPTH = 2.32
local SKY_DEPTH = 5
local ZOOMED_IN_CAMERA_Z = 0.9
local ZOOMED_IN_CAMERA_Y = 1035
local ZOOMED_OUT_CAMERA_Z = - 1.2
--Champion computes all of its sizes off of a reference camera depth of -1 since it uses two camera levels. What the reference depth is doesn't really matter,
--it's just important that it stays constant so we can use one measurement system at both zoom levels.
ZO_CHAMPION_REFERENCE_CAMERA_Z = - 1
do
local ATTRIBUTE_TO_CONSTELLATION_GROUP_NAME =
{
[ ATTRIBUTE_HEALTH ] = zo_strformat ( SI_CHAMPION_CONSTELLATION_GROUP_NAME_FORMAT , GetString ( SI_CHAMPION_CONSTELLATION_GROUP_HEALTH_NAME ) ) ,
[ ATTRIBUTE_MAGICKA ] = zo_strformat ( SI_CHAMPION_CONSTELLATION_GROUP_NAME_FORMAT , GetString ( SI_CHAMPION_CONSTELLATION_GROUP_MAGICKA_NAME ) ) ,
[ ATTRIBUTE_STAMINA ] = zo_strformat ( SI_CHAMPION_CONSTELLATION_GROUP_NAME_FORMAT , GetString ( SI_CHAMPION_CONSTELLATION_GROUP_STAMINA_NAME ) ) ,
}
return ATTRIBUTE_TO_CONSTELLATION_GROUP_NAME [ attribute ]
end
end
do
local ATTRIBUTE_TO_CONSTELLATION_GROUP_NAME =
{
}
return ATTRIBUTE_TO_CONSTELLATION_GROUP_NAME [ attribute ]
end
end
local CHAMPION_ATTRIBUTES = { ATTRIBUTE_HEALTH , ATTRIBUTE_STAMINA , ATTRIBUTE_MAGICKA }
--Champion Perks
----------------------
local STATE_ZOOMED_OUT = "zoomedOut"
local STATE_ZOOMED_IN = "zoomedIn"
local STATE_ZOOMING_IN = "zoomingIn"
local STATE_ZOOMING_OUT = "zoomingOut"
local STATE_ENTERING = "entering"
local VISUAL_STYLE_KEYBOARD = 1
local VISUAL_STYLE_GAMEPAD = 2
return object
end
--for menu indicators / conditional button showing
end )
else
end
end )
--Pre-fill the pool because it take a long time to make these things
--Three times the max numbers of stars in a constellation
for i = 1 , 3 * 8 do
end
CHAMPION_PERKS_CHOSEN_ATTRIBUTE_TYPE_POINT_COUNTER_FRAGMENT = ZO_SimpleSceneFragment : New ( self . chosenAttributeTypePointCounter )
end )
CHAMPION_PERKS_CHOSEN_ATTRIBUTE_TYPE_EARNED_POINT_COUNTER_FRAGMENT = ZO_SimpleSceneFragment : New ( self . chosenAttributeTypeEarnedPointCounter )
end )
local ALWAYS_ANIMATE = true
self . gamepadChosenConstellationFragment = ZO_FadeSceneFragment : New ( self . gamepadChosenConstellationControl , ALWAYS_ANIMATE )
if newState == SCENE_SHOWING then
elseif newState == SCENE_SHOWN then
elseif newState == SCENE_HIDING then
elseif newState == SCENE_HIDDEN then
ZO_Alert ( UI_ALERT_CATEGORY_ALERT , SOUNDS . NEGATIVE_CLICK , GetString ( SI_CHAMPION_UNSAVED_CHANGES_EXIT_ALERT ) )
end
end
end
if newState == SCENE_SHOWING then
elseif newState == SCENE_HIDDEN then
end
end )
if newState == SCENE_SHOWING then
elseif newState == SCENE_HIDDEN then
end
end )
end
end
end
end
local gamepadData = {
data1 =
{
} ,
data2 =
{
}
}
{
gamepadInfo =
{
dialogType = GAMEPAD_DIALOGS . BASIC ,
} ,
title =
{
} ,
{
} ,
gamepadData . data1 . value = zo_strformat ( SI_CHAMPION_RESPEC_CURRENCY_FORMAT , ZO_CommaDelimitNumber ( GetCurrencyAmount ( CURT_MONEY , CURRENCY_LOCATION_CHARACTER ) ) , gamepadGoldIconMarkup )
gamepadData . data2 . value = zo_strformat ( SI_CHAMPION_RESPEC_CURRENCY_FORMAT , ZO_CommaDelimitNumber ( GetChampionRespecCost ( ) ) , gamepadGoldIconMarkup )
else
ZO_CurrencyControl_SetSimpleCurrency ( customControl : GetNamedChild ( "BalanceAmount" ) , CURT_MONEY , GetCurrencyAmount ( CURT_MONEY , CURRENCY_LOCATION_CHARACTER ) )
ZO_CurrencyControl_SetSimpleCurrency ( customControl : GetNamedChild ( "RespecCost" ) , CURT_MONEY , GetChampionRespecCost ( ) )
end
end ,
buttons =
{
{
end ,
} ,
{
}
}
} )
end
end
else
if selectedStar then
end
end
end
end
self . chosenConstellationSpentPointsLabel = self . chosenConstellationContainer : GetNamedChild ( "TopRowSpentPoints" )
self . chosenConstellationDescriptionLabel = self . chosenConstellationContainer : GetNamedChild ( "Description" )
self . selectedStarIndicatorTimeline = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_SelectedStarIndicatorAnimation" , self . selectedStarIndicatorTexture )
self . selectedStarIndicatorAppearTimeline = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_SelectedStarIndicatorAppearAnimation" , self . selectedStarIndicatorTexture )
self . oneShotAnimationTexturePool = ZO_ControlPool : New ( "ZO_ChampionOneShotAnimationTexture" , self . canvasControl )
end
end
end
local CLOUD_LAYER_MAX_ALPHA = 0.22
local CLOUD_LAYER_DEPTH_DELTA = 0.6
local RAMP_RANGE = 0.4
local ROTATION_DELTA = 0.3
if progress < RAMP_RANGE then
elseif progress < ( 1 - RAMP_RANGE ) then
else
textureControl : SetAlpha ( ( 1 - ( progress - 1 + RAMP_RANGE ) * ( 1 / RAMP_RANGE ) ) * CLOUD_LAYER_MAX_ALPHA )
end
end
local PROGRESS_OFFSET = 0.25
self . closeCloudsTimeline = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_ChampionCloseCloudsAnimation" )
UpdateCloseClouds ( self . closeClouds1Node , self . closeClouds1Texture , ( progress + PROGRESS_OFFSET ) % 1 )
UpdateCloseClouds ( self . closeClouds2Node , self . closeClouds2Texture , ( progress + PROGRESS_OFFSET + 0.5 ) % 1 )
end )
end
end
end
self . gamepadChosenConstellationLeftTooltip = self . gamepadChosenConstellationControl : GetNamedChild ( "LeftTooltipContainerTip" )
self . gamepadChosenConstellationRightTooltip = self . gamepadChosenConstellationControl : GetNamedChild ( "RightTooltipContainerTip" )
end
end
{
alignment = KEYBIND_STRIP_ALIGN_CENTER ,
{
end ,
end ,
} ,
}
{
alignment = KEYBIND_STRIP_ALIGN_RIGHT ,
{
} ,
}
{
alignment = KEYBIND_STRIP_ALIGN_RIGHT ,
{
end ,
} ,
}
end
{
alignment = KEYBIND_STRIP_ALIGN_CENTER ,
{
end
return zo_strformat ( SI_CHAMPION_CONFIRM_SPEND_RESPEC_ACTION , cost , ZO_Currency_GetPlatformFormattedCurrencyIcon ( CURT_MONEY ) )
else
end
end ,
end ,
if not active then
return false , GetString ( "SI_CHAMPIONPOINTACTIVEREASON" , activeReason ) , KEYBIND_STRIP_DISABLED_DIALOG
end
else
return true
end
end ,
} ,
{
return self : IsInRespecMode ( ) and GetString ( SI_CHAMPION_CANCEL_RESPEC_POINTS ) or GetString ( SI_CHAMPION_RESPEC_POINTS )
end ,
else
return true
end
end ,
if not active then
return false , GetString ( "SI_CHAMPIONPOINTACTIVEREASON" , activeReason ) , KEYBIND_STRIP_DISABLED_DIALOG
end
end ,
} ,
}
{
}
{
}
end
{
alignment = KEYBIND_STRIP_ALIGN_CENTER ,
{
end ,
end ,
} ,
}
{
alignment = KEYBIND_STRIP_ALIGN_LEFT ,
--Zoomed Out Binds
{
end ,
} ,
{
order = - 1000 ,
} ,
}
{
alignment = KEYBIND_STRIP_ALIGN_LEFT ,
--Zoomed In Binds
{
order = - 1000 ,
} ,
{
--Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized.
ethereal = true ,
handlesKeyUp = true ,
if selectedStar then
end
end
return false
end ,
--the up can be called when there is no chosen star if the constellations rotate while the trigger is held
if selectedStar then
if up then
else
end
return true
end
end
return false
end ,
} ,
{
--Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized.
ethereal = true ,
handlesKeyUp = true ,
if selectedStar then
end
end
return false
end ,
--the up can be called when there is no chosen star if the constellations rotate while the trigger is held
if selectedStar then
if up then
else
end
return true
end
end
return false
end ,
} ,
{
--Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized.
ethereal = true ,
end
end ,
} ,
{
--Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized.
ethereal = true ,
end
end ,
} ,
}
end
else
end
end
end
end
end
else
end
end
else
end
end
end
end
end
for i = 1 , 2 do
local texture = CreateControlFromVirtual ( self . canvasControl : GetName ( ) .. "StarSpiral" , self . canvasControl , "ZO_ConstellationStarSpiral" , i )
texture : SetDimensions ( spiralNode : ComputeSizeForDepth ( 4000 , 4000 , STAR_SPIRAL_START_DEPTH , ZO_CHAMPION_REFERENCE_CAMERA_Z ) )
end
end
local NUM_CLOUDS = 4
for i = 1 , NUM_CLOUDS do
local skyCloudTemplate
if i <= 2 then
skyCloudTemplate = "ZO_ConstellationSkyCloud1"
else
skyCloudTemplate = "ZO_ConstellationSkyCloud2"
end
local skyCloudTexture = CreateControlFromVirtual ( self . canvasControl : GetName ( ) .. "SkyCloud" , self . canvasControl , skyCloudTemplate , i )
skyCloudTexture : SetDimensions ( skyCloudNode : ComputeSizeForDepth ( 512 , 256 , SKY_CLOUD_DEPTH , ZO_CHAMPION_REFERENCE_CAMERA_Z ) )
end
end
self . closeClouds1Texture : SetDimensions ( self . closeClouds1Node : ComputeSizeForDepth ( 4500 , 4500 , CLOSE_CLOUDS_DEPTH , ZO_CHAMPION_REFERENCE_CAMERA_Z ) )
self . closeClouds2Texture : SetDimensions ( self . closeClouds2Node : ComputeSizeForDepth ( 4500 , 4500 , CLOSE_CLOUDS_DEPTH , ZO_CHAMPION_REFERENCE_CAMERA_Z ) )
self . colorCloudsTexture : SetDimensions ( self . colorCloudsNode : ComputeSizeForDepth ( 1300 , 1300 , COLOR_CLOUDS_DEPTH , ZO_CHAMPION_REFERENCE_CAMERA_Z ) )
self . cloudsTexture : SetDimensions ( self . cloudsNode : ComputeSizeForDepth ( 1300 , 1300 , CLOUDS_DEPTH , ZO_CHAMPION_REFERENCE_CAMERA_Z ) )
self . smokeTexture : SetDimensions ( self . smokeNode : ComputeSizeForDepth ( 1300 , 1300 , SMOKE_DEPTH , ZO_CHAMPION_REFERENCE_CAMERA_Z ) )
skyTexture : SetDimensions ( self . skyNode : ComputeSizeForDepth ( 9000 , 9000 , SKY_DEPTH , ZO_CHAMPION_REFERENCE_CAMERA_Z ) )
self . darknessRingTexture : SetDimensions ( self . darknessRingNode : ComputeSizeForDepth ( 1400 , 1400 , CONSTELLATIONS_DARKNESS_DEPTH , ZO_CHAMPION_REFERENCE_CAMERA_Z ) )
self . radialSelectorTexture : SetDimensions ( self . radialSelectorNode : ComputeSizeForDepth ( 512 , 128 , CONSTELLATIONS_DEPTH , ZO_CHAMPION_REFERENCE_CAMERA_Z ) )
self . centerInfoBGTexture : SetDimensions ( self . centerInfoBGNode : ComputeSizeForDepth ( 512 , 512 , CENTER_INFO_BG_DEPTH , ZO_CHAMPION_REFERENCE_CAMERA_Z ) )
self . ring : SetRadius ( self . rootNode : ComputeSizeForDepth ( self . constellationInnerRadius , self . constellationInnerRadius , CONSTELLATIONS_DEPTH , ZO_CHAMPION_REFERENCE_CAMERA_Z ) )
node . constellation = constellation
end
end
CENTER_INFO_POINT_COUNTER_PADDING = 40
local counterWidth
local pointCounter = CreateControlFromVirtual ( self . centerInfoPointCountersControl : GetName ( ) .. "CenterInfoPointCounter" , self . centerInfoPointCountersControl , "ZO_ChampionCenterInfoPointCounter" , i )
--Preload the textures
pointCounter : SetAnchor ( TOP , nil , TOPLEFT , pointCounter : GetWidth ( ) * 0.5 + ( i - 1 ) * ( counterWidth + CENTER_INFO_POINT_COUNTER_PADDING ) )
end
self . centerInfoPointCountersControl : SetWidth ( # self . centerInfoPointCounters * counterWidth + ( # self . centerInfoPointCounters - 1 ) * CENTER_INFO_POINT_COUNTER_PADDING )
end
self . control : RegisterForEvent ( EVENT_CHAMPION_POINT_GAINED , function ( ) self : OnChampionPointGained ( ) end )
self . control : RegisterForEvent ( EVENT_CHAMPION_SYSTEM_UNLOCKED , function ( ) self : OnChampionSystemUnlocked ( ) end )
self . control : RegisterForEvent ( EVENT_UNSPENT_CHAMPION_POINTS_CHANGED , function ( ) self : OnUnspentChampionPointsChanged ( ) end )
self . control : RegisterForEvent ( EVENT_CHAMPION_PURCHASE_RESULT , function ( _ , result ) self : OnChampionPurchaseResult ( result ) end )
end
local KEYBOARD_CONSTANTS , GAMEPAD_CONSTANTS
KEYBOARD_CONSTANTS =
{
CONSTELLATION_NAME_LABEL_OFFSET_Y = 0 ,
CONSTELLATION_DESCRIPTION_WIDTH = 360 ,
AVAILABLE_POINTS_COUNTERS_OFFSET_Y = 265 ,
RADIAL_SELECTOR_Y = - 580 ,
NAME_FONT = "ZoFontWinH1" ,
POINTS_FONT = "ZoFontCallout3" ,
DESCRIPTION_FONT = "ZoFontWinH3" ,
EARNED_POINTS_HEADER_FONT = "ZoFontKeybindStripDescription" ,
EARNED_POINTS_POINTS_FONT = "ZoFontKeybindStripDescription" ,
EARNED_POINTS_MODIFY_TEXT_TYPE = MODIFY_TEXT_TYPE_NONE ,
INACTIVE_ALERT_MODIFY_TEXT_TYPE = MODIFY_TEXT_TYPE_NONE ,
INACTIVE_ALERT_FONT = "ZoFontWinH1" ,
INACTIVE_ALERT_OFFSETX = 10 ,
INACTIVE_ALERT_OFFSETY = 20 ,
}
GAMEPAD_CONSTANTS =
{
CONSTELLATION_NAME_LABEL_OFFSET_Y = - 30 ,
CONSTELLATION_DESCRIPTION_WIDTH = 434 ,
AVAILABLE_POINTS_COUNTERS_OFFSET_Y = 275 ,
RADIAL_SELECTOR_Y = - 612 ,
NAME_FONT = "ZoFontGamepad42" ,
POINTS_FONT = "ZoFontGamepad61" ,
DESCRIPTION_FONT = "ZoFontGamepad42" ,
EARNED_POINTS_ANCHOR = ZO_Anchor : New ( BOTTOMRIGHT , nil , BOTTOMRIGHT , - ZO_GAMEPAD_SAFE_ZONE_INSET_X , - ZO_GAMEPAD_SAFE_ZONE_INSET_Y - 2 ) ,
EARNED_POINTS_HEADER_FONT = "ZoFontGamepad34" ,
EARNED_POINTS_POINTS_FONT = "ZoFontGamepad34" ,
EARNED_POINTS_MODIFY_TEXT_TYPE = MODIFY_TEXT_TYPE_UPPERCASE ,
INACTIVE_ALERT_MODIFY_TEXT_TYPE = MODIFY_TEXT_TYPE_UPPERCASE ,
INACTIVE_ALERT_FONT = "ZoFontGamepad42" ,
INACTIVE_ALERT_OFFSETX = 100 ,
INACTIVE_ALERT_OFFSETY = 50 ,
}
end
function ChampionPerks : SetupDescriptionLabels ( constants , nameLabel , spentPointsLabel , descriptionLabel )
if descriptionLabel then
end
end
end
end
self . radialSelectorNode : SetControlPosition ( self . radialSelectorTexture , 0 , constants . RADIAL_SELECTOR_Y , CONSTELLATIONS_DEPTH )
end
if not active then
end
end
control : SetAnchor ( TOPLEFT , nil , TOPLEFT , constants . INACTIVE_ALERT_OFFSETX , constants . INACTIVE_ALERT_OFFSETY )
end
--Center Info
self : SetupDescriptionLabels ( KEYBOARD_CONSTANTS , self . centerInfoNameLabel , self . centerInfoSpentPointsLabel )
end
--Champion Points Inactive Notification
--Chosen Info
self : SetupDescriptionLabels ( KEYBOARD_CONSTANTS , self . chosenConstellationNameLabel , self . chosenConstellationSpentPointsLabel , self . chosenConstellationDescriptionLabel )
--Earned Points Counter
end
end
--Center Info
self : SetupDescriptionLabels ( GAMEPAD_CONSTANTS , self . centerInfoNameLabel , self . centerInfoSpentPointsLabel )
end
--Champion Points Inactive Notification
--Chosen Info
self : SetupDescriptionLabels ( GAMEPAD_CONSTANTS , self . chosenConstellationNameLabel , self . chosenConstellationSpentPointsLabel , self . chosenConstellationDescriptionLabel )
--Earned Points Counter
end
end
--Constellations
end
end
end
local cx , cy = ( canvasRight - canvasLeft ) / 2 , ( canvasBottom - canvasTop ) / 2
local dx = mx - cx
local dy = my - cy
local distanceFromCenterSq = dx * dx + dy * dy
return distanceFromCenterSq >= self . constellationInnerRadius * self . constellationInnerRadius and distanceFromCenterSq <= self . constellationOuterRadius * self . constellationOuterRadius
end
local ZOOMED_IN_MOUSEOVER_STATE_NONE = 1
local ZOOMED_IN_MOUSEOVER_STATE_LEFT = 2
local ZOOMED_IN_MOUSEOVER_STATE_RIGHT = 3
end
end
-- Uses the darkness ring because it's at the center of the world coordinate system
local UPPER_BOUND = 2.75
local LOWER_BOUND = math . pi / 2
elseif mouseAngle > - UPPER_BOUND and mouseAngle < - LOWER_BOUND then
elseif mouseAngle < UPPER_BOUND and mouseAngle > LOWER_BOUND then
else
end
else
end
end
end
local MOUSEOVER_SOUNDS = {
[ ATTRIBUTE_HEALTH ] = SOUNDS . CHAMPION_WARRIOR_MOUSEOVER ,
[ ATTRIBUTE_MAGICKA ] = SOUNDS . CHAMPION_MAGE_MOUSEOVER ,
[ ATTRIBUTE_STAMINA ] = SOUNDS . CHAMPION_THIEF_MOUSEOVER ,
}
local newCursor = MOUSE_CURSOR_DO_NOT_CARE
local attributeType = ATTRIBUTE_NONE
newCursor = MOUSE_CURSOR_NEXT_LEFT
end
newCursor = MOUSE_CURSOR_NEXT_RIGHT
end
end
end
local spentPoints = 0
else
end
end
function ChampionPerks : RefreshConstellationInfo ( constellation , nameLabel , spentPointsLabel , descriptionLabel )
end
local constellationName , numSpentPoints , description = self : GetConstellationInfo ( self . chosenConstellation )
self . gamepadChosenConstellationLeftTooltip . tooltip : LayoutChampionConstellation ( attributeName , attributeIcon , constellationName , description , self : GetNumAvailablePointsThatCanBeSpent ( chosenAttributeType ) , numSpentPoints )
else
self : RefreshConstellationInfo ( self . chosenConstellation , self . chosenConstellationNameLabel , self . chosenConstellationSpentPointsLabel , self . chosenConstellationDescriptionLabel )
end
end
end
end
end
self . rightOfChosenConstellation = self . ring : GetPreviousNode ( self . chosenConstellation . node ) . constellation
else
end
end
end
self : RefreshConstellationInfo ( self . selectedConstellation , self . centerInfoNameLabel , self . centerInfoSpentPointsLabel , self . centerInfoDescriptionLabel )
if constellationAttribute ~= ATTRIBUTE_NONE then
if constellationAttribute == attribute then
end
end
end
else
end
end
end
if constellationAttribute ~= ATTRIBUTE_NONE then
end
end
end
end
--Tooltips
function ChampionPerks : LayoutRightTooltipChampionSkillAbility ( disciplineIndex , skillIndex , pendingPoints )
self . gamepadChosenConstellationRightTooltip . tooltip : LayoutChampionSkillAbility ( disciplineIndex , skillIndex , pendingPoints )
end
--Points
local numPendingPoints = 0
end
end
end
return numPendingPoints
end
return true
end
end
end
return false
end
if attributeType then
else
return true
end
end
end
return false
end
end
--In respec mode, spent points are available
return numUnspent - numPending + numSpent
else
return numUnspent - numPending
end
end
local total = 0
--In respec mode, spent points are available
total = total + numPending
else
total = total + numPending + numSpent
end
end
--We may be at the spending cap, meaning we can't spend the points even if we have them
local numAvailablePointsUntilMaxSpendableCap = self : GetNumAvailablePointsUntilMaxSpendableCap ( attributeType )
end
for i = 1 , # CHAMPION_ATTRIBUTES do
end
end
if attributeType then
else
if numUnspentPoints > 0 then
return true
end
end
end
return false
end
if attributeType then
else
return true
end
end
end
end
return false
end
self . chosenAttributeTypePointCounter . pointsLabel : SetText ( self : GetNumAvailablePointsThatCanBeSpent ( chosenAttributeType ) )
self . chosenAttributeTypePointCounter . iconTexture : SetTexture ( GetChampionPointAttributeIcon ( chosenAttributeType ) )
end
end
local earnedPoints = GetNumUnspentChampionPoints ( chosenAttributeType ) + GetNumSpentChampionPoints ( chosenAttributeType )
self . chosenAttributeTypeEarnedPointCounter . pointsLabel : SetText ( zo_strformat ( SI_CHAMPION_EARNED_POINTS_FORMAT , earnedPoints , maxSpendable ) )
local pointsColor
if earnedPoints > maxSpendable then
pointsColor = ZO_ERROR_COLOR
else
pointsColor = ZO_DEFAULT_ENABLED_COLOR
end
self . chosenAttributeTypeEarnedPointCounter . iconTexture : SetTexture ( GetChampionPointAttributeIcon ( chosenAttributeType ) )
end
end
end
end
end
end
end
end
end
local confirmationSound
if respecNeeded then
confirmationSound = SOUNDS . CHAMPION_RESPEC_ACCEPT
else
confirmationSound = SOUNDS . CHAMPION_POINTS_COMMITTED
end
end
end
local dialogName
if respecNeeded then
dialogName = "CHAMPION_CONFIRM_COST"
else
dialogName = "CHAMPION_CONFIRM_CHANGES"
end
end
end
end
end
end
end
end
return true
end
end
return false
end
elseif not isInRespecMode then
self : ShowDialog ( "CHAMPION_CONFIRM_ENTER_RESPEC" , nil , { mainTextParams = { GetChampionRespecCost ( ) , ZO_Currency_GetPlatformFormattedCurrencyIcon ( CURT_MONEY ) } } )
else
end
end
end
end
end
--One Shot Animations
ZO_CHAMPION_ONE_SHOT_ANIMATION_CONFIRM =
{
template = "ZO_ChampionStarConfirmAnimation" ,
end ,
end
}
ZO_CHAMPION_ONE_SHOT_ANIMATION_UNLOCKED_CONFIRM =
{
template = "ZO_ChampionStarUnlockedConfirmAnimation" ,
end ,
end
}
ZO_CHAMPION_ONE_SHOT_ANIMATION_UNLOCKED_PENDING =
{
template = "ZO_ChampionStarUnlockedPendingAnimation" ,
end ,
}
ZO_CHAMPION_ONE_SHOT_ANIMATION_LOCKED_PENDING =
{
template = "ZO_ChampionStarLockedPendingAnimation" ,
end ,
}
if not animationInfo . pool then
end
timeline . key = timelineKey
timeline . pool = animationInfo . pool
end
end
ZO_CHAMPION_STAR_CONFIRMATION_DELAY_MS = 50
end
local aScore = 0
local bScore = 0
--Show animations for the shown constellation first
aScore = aScore + aShownScore
bScore = bScore + bShownScore
end
--Show animation on stars you can spend points in before ones you unlock automatically.
aScore = aScore + aCanSpendPointsScore
bScore = bScore + bCanSpendPointsScore
return aScore > bScore
end
end
self . nextConfirmAnimationTime = ( GetGameTimeMilliseconds ( ) + ZO_CHAMPION_STAR_CONFIRMATION_DELAY_MS ) / 1000
local animateStar = false
else
end
if animateStar then
end
end
end
self . confirmCameraTimeline = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_ChampionConfirmCameraAnimation" )
self . confirmCameraPrepTimeline = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_ChampionConfirmCameraPrepAnimation" )
end
end
local CAMERA_SHAKE_MAGNITUDE_X = 1.5
local CAMERA_SHAKE_MAGNITUDE_Y = 0.75
end
local CAMERA_PREP_MAGNITUDE_Z = 0.005
end
end
end
--Animation
local ZOOM_OUT_ANIMATION =
{
targetCameraX = 0 ,
targetCameraY = 0 ,
targetCameraZ = ZOOMED_OUT_CAMERA_Z ,
startState = STATE_ZOOMING_OUT ,
endState = STATE_ZOOMED_OUT ,
duration = 0.75 ,
nodePadding = { } ,
unchooseInstantly = true ,
}
ZOOM_OUT_ANIMATION . nodePadding [ constellation . node ] = 0
end
end
end
local ZOOM_IN_ANIMATION =
{
targetCameraX = 0 ,
targetCameraY = ZOOMED_IN_CAMERA_Y ,
targetCameraZ = ZOOMED_IN_CAMERA_Z ,
targetNodeDurationBase = 0.75 ,
targetNodeDurationMultiplier = 0.5 / math . pi ,
startState = STATE_ZOOMING_IN ,
endState = STATE_ZOOMED_IN ,
nodePadding = { } ,
selectTargetNode = true ,
targetNodeSelectionPercentage = 1 ,
}
ZOOM_IN_ANIMATION . targetNode = node
ZOOM_IN_ANIMATION . nodePadding [ node ] = 0
end
end
local ZOOMED_IN_ROTATE_ANIMATION =
{
duration = 0.5 ,
nodePadding = { } ,
selectTargetNode = true ,
targetNodeSelectionPercentage = 0.5 ,
}
local CYCLE_SOUNDS = {
[ ATTRIBUTE_HEALTH ] = SOUNDS . CHAMPION_CYCLED_TO_WARRIOR ,
[ ATTRIBUTE_MAGICKA ] = SOUNDS . CHAMPION_CYCLED_TO_MAGE ,
[ ATTRIBUTE_STAMINA ] = SOUNDS . CHAMPION_CYCLED_TO_THIEF ,
}
ZOOMED_IN_ROTATE_ANIMATION . targetNode = node
end
local ZOOMED_OUT_ROTATE_ANIMATION =
{
duration = 0.5 ,
}
ZOOMED_OUT_ROTATE_ANIMATION . targetNode = node
end
end
local ENTER_ANIMATION =
{
duration = 0.85 ,
targetCameraX = 0 ,
targetCameraY = 0 ,
targetCameraZ = ZOOMED_OUT_CAMERA_Z ,
startState = STATE_ENTERING ,
endState = STATE_ZOOMED_OUT ,
}
end
end
end
end
end
end
end
end
local UNCHOOSE_INSTANTLY = true
end
end
end
end
end
end
if state == STATE_ZOOMED_OUT then
end
elseif state == STATE_ZOOMING_IN then
end
if lastState == STATE_ENTERING then
end
if state == STATE_ZOOMED_IN then
else
end
else
if state == STATE_ZOOMED_IN then
else
end
end
if state == STATE_ZOOMED_OUT then
if not active then
else
end
else
end
end
end
end
if anim . startState then
end
local UNCHOOSE_SMOOTHLY = false
if anim . targetNode then
--setup the final state to determine our target angle
if anim . nodePadding then
end
end
if anim . nodePadding then
node . ringPreviousPadding = nil
end
end
if positiveFullDistance < negativeFullDistance then
anim . targetAngleDistance = positiveFullDistance
anim . targetAngleDirection = 1
else
anim . targetAngleDistance = negativeFullDistance
anim . targetAngleDirection = - 1
end
--compute duration based on distance travelled
if anim . targetNodeDurationBase and anim . targetNodeDurationMultiplier then
anim . duration = anim . targetNodeDurationBase + anim . targetNodeDurationMultiplier * anim . targetAngleDistance
end
end
end
end
end
if anim . targetCameraX then
end
if anim . targetCameraY then
end
if anim . targetCameraZ then
end
if anim . nodePadding then
if animProgress == 0 then
else
end
end
end
if anim . targetAngle then
local currentAngle = self . startAngle + anim . targetAngleDirection * anim . targetAngleDistance * animProgress
end
if anim . targetNode then
local UNCHOOSE_SMOOTHLY = false
end
end
if anim . endState then
end
else
end
end
end
end
--Gamepad Input
local magSq = dx * dx + dy * dy
if magSq > 0.04 and ( self . radialSelectorLastMagSq == nil or magSq + 0.01 >= self . radialSelectorLastMagSq ) then
end
end
end
--Setup
else
end
end
--Events
local VISUALS =
{
ZOOMED_OUT =
{
glowAlpha =
{
base = 0.25 ,
fluxMagnitude = 0.25 ,
fluxRate = 2 ,
} ,
starAlpha =
{
base = 0.3 ,
} ,
} ,
ZOOMED_OUT_SELECTED =
{
mouseoverScale =
{
base = 2 ,
} ,
mouseoverAlpha =
{
base = 0.85 ,
fluxMagnitude = 0.15 ,
fluxRate = 1 ,
} ,
starAlpha =
{
base = 1 ,
} ,
} ,
ZOOMED_OUT_SELECTED_ZOOMING_IN =
{
starAlpha =
{
base = 1 ,
} ,
glowAlpha =
{
base = 0.8 ,
} ,
} ,
ZOOMED_IN_CHOSEN =
{
glowAlpha =
{
base = 0.8 ,
fluxMagnitude = 0.2 ,
fluxRate = 2 ,
} ,
} ,
ZOOMED_IN_NEXT_OVER =
{
starAlpha =
{
base = 0.7 ,
} ,
} ,
ZOOMED_IN_NEXT =
{
glowAlpha =
{
base = 0 ,
} ,
constellationAlpha =
{
base = 1 ,
} ,
starAlpha =
{
base = 0.3 ,
} ,
} ,
ZOOMED_IN_NOT_SHOWN =
{
glowAlpha =
{
base = 0 ,
} ,
constellationAlpha =
{
base = 1 ,
} ,
starAlpha =
{
base = 0 ,
} ,
} ,
}
local CENTER_INFO_POINT_COUNTER_ALPHA_UP = 0.5
local CENTER_INFO_POINT_COUNTER_SCALE_UP = 0.2
local CONFIRM_ANIMATION_SPACING = 0.3
end
--Maintain the selection while zooming in
local dx = mx - cx
local dy = my - cy
if closestNodeToMouse then
else
end
else
end
end
--Visual State
local visualInfo
visualInfo = VISUALS . ZOOMED_IN_CHOSEN
visualInfo = VISUALS . ZOOMED_IN_NEXT_OVER
else
visualInfo = VISUALS . ZOOMED_IN_NEXT
end
visualInfo = VISUALS . ZOOMED_IN_NEXT_OVER
else
visualInfo = VISUALS . ZOOMED_IN_NEXT
end
else
visualInfo = VISUALS . ZOOMED_IN_NOT_SHOWN
end
else
visualInfo = VISUALS . ZOOMED_OUT_SELECTED_ZOOMING_IN
else
visualInfo = VISUALS . ZOOMED_OUT_SELECTED
end
else
visualInfo = VISUALS . ZOOMED_OUT
end
end
end
--Cloud Rotation
end
else
end
self . chosenConstellationContainer : SetAlpha ( self . chosenConstellationInfoAlphaInterpolator : Update ( timeSecs , frameDeltaSecs ) )
--Center Point Counter Scaling
local attribute = CHAMPION_ATTRIBUTES [ i ]
centerInfoPointCounter : SetAlpha ( selectedness * CENTER_INFO_POINT_COUNTER_ALPHA_UP + ( 1 - CENTER_INFO_POINT_COUNTER_ALPHA_UP ) )
if selectedness > 0.2 then
else
end
end
--Close Cloud Breathing
end
else
end
local zoomedness = 1 - ( self . sceneGraph : GetCameraZ ( ) - ZOOMED_OUT_CAMERA_Z ) / ( ZOOMED_IN_CAMERA_Z - ZOOMED_OUT_CAMERA_Z )
local minAlpha = 0.2
--Star Confirm Animations
else
end
end
end
end
local SPIRAL_STAR_MAX_ALPHA = 0.5
local SPIRAL_STAR_ANGLE_DISTANCE = math . pi * 0.25
local adjustedProgress = ( progress + ( i - 1 ) * progressDelta ) % 1
node : SetZ ( STAR_SPIRAL_START_DEPTH + adjustedProgress * ( STAR_SPIRAL_END_DEPTH - STAR_SPIRAL_START_DEPTH ) )
if adjustedProgress < 0.1 then
elseif adjustedProgress < 0.9 then
else
end
end
end
end
end
end
end
else
--update menus even before the system is initialized
end
end
end
end
end
if result == CHAMPION_PURCHASE_SUCCESS then
--depends on the pending points and respec mode not being reset yet
end
--depends on pending and spent points being updated
end
end
end
end
--Refresh confirm and redistribute keybinds (which can be disabled by being in an AvA campaign) on loading into a new zone
end
--If we jumped somewhere just reset everything to zero since the backend was destroyed which means C++ thinks we have no pending points.
--If the system isn't initialized this means that the UI was reloaded so we don't clear in that case.
ZO_Alert ( UI_ALERT_CATEGORY_ALERT , SOUNDS . NEGATIVE_CLICK , GetString ( SI_CHAMPION_UNSAVED_CHANGES_RESET_ALERT ) )
end
end
function ChampionPerks : OnPowerUpdate ( eventCode , unitTag , powerIndex , powerType , value , max , effectiveMax )
if unitTag == "player" and powerType == POWERTYPE_HEALTH then
end
end
end
--Menu Bar
end
end
end
end
--Local XML Handlers
end
end
else
end
end
end
end
end
--Global XML Handlers
end
end
end |