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local PARTIAL_PIN_ALPHA = . 2
local FULL_PIN_ALPHA = 1
local NORMAL_TEXTURE = "EsoUI/Art/Lockpicking/pins.dds"
local SET_TEXTURE = "EsoUI/Art/Lockpicking/pins_set.dds"
return lockPick
end
-- Keyboard specific controls
-- Gamepad specific controls
self . springs = { }
for i = 1 , NUM_LOCKPICK_CHAMBERS do
spring . pin . highlightAnimation = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "PinHighlightAnimation" , spring . pin . highlight )
spring . pin . chamberIndex = i
self . springs [ i ] = spring
end
local LOCKPICK_WINDOW_INTERACTION =
{
interactTypes = { INTERACTION_LOCKPICK }
}
if newState == SCENE_SHOWING then
self . virtualMouseX = nil
self . virtualNormalizedMouseX = nil
local timerStartS = now / 1000
self . lockLevelLabel : SetText ( zo_strformat ( SI_LOCKPICK_LEVEL , GetString ( "SI_LOCKQUALITY" , GetLockQuality ( ) ) ) )
end
self . inactivityStart = nil
elseif newState == SCENE_HIDDEN then
end
self . settingChamberIndex = nil
end
end
LOCK_PICK_SCENE = ZO_InteractScene : New ( "lockpickKeyboard" , SCENE_MANAGER , LOCKPICK_WINDOW_INTERACTION )
LOCK_PICK_GAMEPAD_SCENE = ZO_InteractScene : New ( "lockpickGamepad" , SCENE_MANAGER , LOCKPICK_WINDOW_INTERACTION )
end
self . control : RegisterForEvent ( EVENT_STEALTH_STATE_CHANGED , function ( event , unitTag , ... ) self . stealthIcon : OnStealthStateChanged ( ... ) end )
end
end
end
end
end
end
do
local RANGE = 24
local HALF_RANGE = RANGE / 2
local ROTATION_FACTOR = math . pi / 140
return function ( x )
end
end
local LoosenessFunctions =
{
end ) ,
end ) ,
return x / HALF_RANGE
end ) ,
end ) ,
}
for i = 1 , NUM_LOCKPICK_CHAMBERS do
local spring = self . springs [ i ]
spring . totalProgress = 0
spring . interpolatedChamberProgress = 0
end
end
end
do
local LOCKPICK_SLOP = 5
self . lockpickUpperBound = self . springs [ NUM_LOCKPICK_CHAMBERS ] : GetRight ( ) - windowLeft + LOCKPICK_SLOP
end
end
do
local PIN_MOVEMENT_PERCENT = . 95
local PIN_CONSTANT_PERCENT = 1 - PIN_MOVEMENT_PERCENT
local STRESS_RESISTANCE_FACTOR = . 5
local APPROACH_AMOUNT_PER_NORMALIZED_FRAME = . 4
local spring = self . springs [ chamberIndex ]
spring . totalProgress = ( chamberState + chamberProgress ) / ( NUM_LOCKPICK_CHAMBER_STATES + 1 )
spring . interpolatedChamberProgress = zo_deltaNormalizedLerp ( spring . interpolatedChamberProgress , spring . totalProgress , APPROACH_AMOUNT_PER_NORMALIZED_FRAME )
local springResistance = 0
local baseSpringResistance = 0
if stress then
baseSpringResistance = stress * STRESS_RESISTANCE_FACTOR
springResistance = baseSpringResistance * PIN_MOVEMENT_PERCENT * spring . height / ( NUM_LOCKPICK_CHAMBER_STATES + 1 )
end
spring : SetHeight ( ( 1 - spring . interpolatedChamberProgress ) * PIN_MOVEMENT_PERCENT * spring . height + spring . height * PIN_CONSTANT_PERCENT + springResistance )
if stress then
if chamberProgress < 1 and stress == 0 then
else
end
end
end
end
do
local STRESS_SOUND_THRESHOLD = . 2
local spring = self . springs [ self . settingChamberIndex ]
local previousChamberProgress = spring . totalProgress
if previousChamberProgress > spring . totalProgress then
--The chamber was stressed too much and reset
self . playedStressSound = false
if ( not ending or not IsChamberSolved ( self . settingChamberIndex ) ) and not self : IsPickBroken ( ) and not self . hidden then
end
if not ending then
end
end
self . playedStressSound = true
end
end
end
do
end
local spring = self . springs [ chamberIndex ]
local pin = spring . pin
local normalizedY = spring . interpolatedChamberProgress - baseSpringResistance
if chamberIndex == self . settingChamberIndex then
end
end
end
end
end
if chamberIndex then
local pin = self . springs [ chamberIndex ] . pin
local clampedX = zo_clamp ( self . virtualMouseX , pin : GetLeft ( ) - windowLeft + inset , pin : GetRight ( ) - windowLeft - inset )
local normalizedX = ( clampedX - self . lockpickLowerBound ) / ( self . lockpickUpperBound - self . lockpickLowerBound )
return clampedX , normalizedX
end
return self . virtualMouseX , self . virtualNormalizedMouseX
end
do
local LOCKPICK_X_ROTATION_FACTOR = math . pi / 45
local LOCKPICK_Y_ROTATION_FACTOR = math . pi / 15
local LOCKPICK_X_ROTATION_OFFSET_FACTOR = . 15
local AnchorParams =
{
{
OffsetY = 229 ,
NormalizedYFactor = 89 ,
NormalizedXFactor = 17 ,
} ,
{
OffsetY = 240 ,
NormalizedYFactor = 85 ,
NormalizedXFactor = 15 ,
} ,
{
OffsetY = 251 ,
NormalizedYFactor = 81 ,
NormalizedXFactor = 12 ,
} ,
{
OffsetY = 258 ,
NormalizedYFactor = 77 ,
NormalizedXFactor = 10 ,
} ,
{
OffsetY = 267 ,
NormalizedYFactor = 72 ,
NormalizedXFactor = 8 ,
} ,
}
local X_OFFSET = 5
if self . settingChamberIndex then
local spring = self . springs [ self . settingChamberIndex ]
local params = AnchorParams [ self . settingChamberIndex ]
local normalizedY = spring . interpolatedChamberProgress
self . lockpick : SetAnchor ( TOPRIGHT , self . body , TOPLEFT , clampedXOffset + X_OFFSET + normalizedY * params . NormalizedXFactor , params . OffsetY - normalizedY * params . NormalizedYFactor - spring : GetHeight ( ) )
self . lockpick : SetTextureRotation ( normalizedX * LOCKPICK_X_ROTATION_FACTOR - normalizedY * LOCKPICK_Y_ROTATION_FACTOR , normalizedX * LOCKPICK_X_ROTATION_OFFSET_FACTOR , . 5 )
else
self . lockpick : SetAnchor ( TOPRIGHT , self . body , TOPLEFT , clampedXOffset + X_OFFSET , 112 + normalizedX * 40 )
self . lockpick : SetTextureRotation ( normalizedX * LOCKPICK_X_ROTATION_FACTOR , normalizedX * LOCKPICK_X_ROTATION_OFFSET_FACTOR , . 5 )
end
end
local LEFT_ROTATION_FACTOR = math . pi * 1.04
local LEFT_ROTATION_FACTOR_AFTER_HIT = math . pi * 2
local RIGHT_ROTATION_FACTOR = math . pi / 3
local spring = self . springs [ self . breakingChamberIndex ]
local params = AnchorParams [ self . breakingChamberIndex ]
local sharedXOffset = clampedXOffset + X_OFFSET
local hitLoc = . 05 + normalizedX * . 04
local progressThroughHit = self . breakingChamberIndex ~= 1 and progressThroughDuration > hitLoc and ( progressThroughDuration - hitLoc ) / ( 1 - hitLoc ) or 0
local progressThroughDurationSquared = progressThroughDuration * progressThroughDuration
local leftXOffset = sharedXOffset - progressThroughDuration * 100 * normalizedX - progressThroughDuration * 100 - progressThroughHit * 200
local leftYOffset = sharedYOffset + progressThroughDurationSquared * 800
local rightXOffset = sharedXOffset + progressThroughDuration * 150
local rightYOffset = sharedYOffset + progressThroughDurationSquared * 450
local sharedRotation = normalizedX * LOCKPICK_X_ROTATION_FACTOR
local normalizedRotationX = normalizedX * LOCKPICK_X_ROTATION_OFFSET_FACTOR
local leftRotation = sharedRotation - progressThroughDuration * LEFT_ROTATION_FACTOR + progressThroughHit * LEFT_ROTATION_FACTOR_AFTER_HIT
local rightRotation = sharedRotation + progressThroughDuration * RIGHT_ROTATION_FACTOR
local sharedScale = 1 - normalizedX * . 1
local alpha = 1 - progressThroughDuration ^ 5
end
end
local MIN_PERCENT_BEFORE_FINISHING = . 005
if self . settingChamberIndex then
else
if not self . inactivityStart then
end
self . playedStressSound = false
end
for i = 1 , NUM_LOCKPICK_CHAMBERS do
if self . settingChamberIndex ~= i then
local spring = self . springs [ i ]
if zo_abs ( spring . totalProgress - spring . interpolatedChamberProgress ) > MIN_PERCENT_BEFORE_FINISHING then
end
end
end
local progress = ( now - self . inactivityStart ) / self . inactivityDuration
if progress < 1.0 then
self . hasPlayedBreakVibration = true
end
else
end
else
end
end
self . inactivityStart = nil
self . hasPlayedBreakVibration = false
if self . settingChamberIndex then
end
end
return self . inactivityStart ~= nil
end
local STARTING_NORMALIZED_LOCKPICK_X = . 53
local GAMEPAD_SPEED_FACTOR = 3.5
if not self . virtualMouseX then
self . virtualMouseX = zo_lerp ( self . lockpickLowerBound , self . lockpickUpperBound , STARTING_NORMALIZED_LOCKPICK_X )
self . virtualNormalizedMouseX = STARTING_NORMALIZED_LOCKPICK_X
else
local deltaX
else
end
if deltaX ~= 0 then
local newX = self . virtualMouseX + deltaX
if clampedX ~= self . virtualMouseX then
self . virtualMouseX = clampedX
self . virtualNormalizedMouseX = ( clampedX - self . lockpickLowerBound ) / ( self . lockpickUpperBound - self . lockpickLowerBound )
end
end
end
end
local oldClosestChamberIndex = self . closestChamberIndexToLockpick
if oldClosestChamberIndex ~= self . closestChamberIndexToLockpick then
if oldClosestChamberIndex then
end
end
end
local closestDistance = math . huge
local closestIndex
for i = 1 , NUM_LOCKPICK_CHAMBERS do
local spring = self . springs [ i ]
if distanceToLockpick < closestDistance then
closestDistance = distanceToLockpick
closestIndex = i
end
end
return closestIndex
end
if self . settingChamberIndex then
--A broken pick clears out the setting chamber on the client so stop depressing it here too. Store off settingChamberIndex since that's the champer we broke the pick on and it's cleared by EndDepressingPin.
local activeChamberIndex = self . settingChamberIndex
--If there is a time we have to wait before we can try to pick the lock again then run the break animation
if inactivityDuration > 0 then
self . breakingChamberIndex = activeChamberIndex
self . inactivityDuration = inactivityDuration
end
end
end
for i = 1 , NUM_LOCKPICK_CHAMBERS do
local spring = self . springs [ i ]
if i ~= ingoreIndex then
end
local hasHighlight = self . closestChamberIndexToLockpick == i and not IsChamberSolved ( i ) and ( allowHighlights == nil or allowHighlights )
if hasHighlight then
else
end
end
end
local chamberIndex = self . closestChamberIndexToLockpick
self . settingChamberIndex = chamberIndex
end
end
local ENDING_SETTING_CHAMBER = true
if self . settingChamberIndex then
local wasSettingSpring = self . springs [ self . settingChamberIndex ]
end
self . settingChamberIndex = nil
if not self . inactivityStart then
end
end
end
end
end
end
self . keybindStripDescriptor = {
{
handlesKeyUp = true ,
if up then
else
end
end
end ,
} ,
{
end ,
} ,
KEYBIND_STRIP : GenerateGamepadLeftSlideButtonDescriptor ( GetString ( SI_GAMEPAD_LOCKPICK_MOVE ) , IsInGamepadPreferredMode ) ,
}
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( self . keybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON )
end
self . hidden = hidden
if hidden then
else
else
end
end
end
end
end
end
end |