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local ACCEPT = true
local REJECT = false
-- Style Constants
local FRAME_BORDER_PADDING_KEYBOARD = 4
local FRAME_BORDER_PADDING_GAMEPAD = 8
ZO_FRAMED_ANTIQUITY_FRAME_DIMENSIONS_KEYBOARD = 64
ZO_FRAMED_ANTIQUITY_ICON_DIMENSIONS_KEYBOARD = ZO_FRAMED_ANTIQUITY_FRAME_DIMENSIONS_KEYBOARD - FRAME_BORDER_PADDING_KEYBOARD
ZO_FRAMED_ANTIQUITY_FRAME_DIMENSIONS_GAMEPAD = 64
ZO_FRAMED_ANTIQUITY_ICON_DIMENSIONS_GAMEPAD = ZO_FRAMED_ANTIQUITY_FRAME_DIMENSIONS_GAMEPAD - FRAME_BORDER_PADDING_GAMEPAD
ZO_SET_COMPLETE_FRAMED_ANTIQUITY_FRAME_DIMENSIONS_KEYBOARD = 100
ZO_SET_COMPLETE_FRAMED_ANTIQUITY_ICON_DIMENSIONS_KEYBOARD = ZO_SET_COMPLETE_FRAMED_ANTIQUITY_FRAME_DIMENSIONS_KEYBOARD - FRAME_BORDER_PADDING_KEYBOARD
ZO_SET_COMPLETE_FRAMED_ANTIQUITY_FRAME_DIMENSIONS_GAMEPAD = 100
ZO_SET_COMPLETE_FRAMED_ANTIQUITY_ICON_DIMENSIONS_GAMEPAD = ZO_SET_COMPLETE_FRAMED_ANTIQUITY_FRAME_DIMENSIONS_GAMEPAD - FRAME_BORDER_PADDING_GAMEPAD
-- Timeline Constants
ZO_ANTIQUITY_DIGGING_FANFARE_OUT_DELAY = 30
ZO_ANTIQUITY_DIGGING_FANFARE_OUT_DURATION = 40
local SET_PROGRESSION_FRAMED_ICON_DELAY_MODIFIER_MS = 35
ZO_PROGRESSION_FRAMED_ICON_FADE_DURATION_MS = 300
ZO_PROGRESSION_FRAMED_ICON_SCALE_DURATION_MS = 100
local END_OF_GAME_FANFARE_TRIGGER_COMMANDS =
{
BEGIN = "Begin" ,
NEXT = "Next" ,
ANIMATION_COMPLETE = "AnimationComplete" ,
PARTIAL_ANIMATION_COMPLETE = "PartialAnimationComplete" , -- For use in the animation event count trigger where we expect more than one call before we count all animations as complete and move on
}
return object
end
if newState == SCENE_FRAGMENT_HIDDEN then
end
end )
-- make sure we start at the beginning of the state machine on start
end )
end
end )
end
self . modalUnderlayTimeline = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_AntiquityDiggingModalUnderlayFade" , self . modalUnderlay )
-- Control style tamplating
end
end
end
end
end
--Keybind
self . keybindTimeline = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_AntiquityDiggingSummaryKeybindFade" , self . keybindButtonsControl )
local primaryDescriptor =
{
end ,
}
local secondaryDescriptor =
{
end ,
}
-- Failure
self . failureTimeline = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_AntiquityDiggingFailureFade" , self . failureControl )
-- Rewards
self . rewardsOutTimeline = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_AntiquityDiggingRewardsOutTimeline" , self . rewardsControl )
-- SetSkipAnimationsBehindPlayheadOnInitialPlay is needed because the animations have delays.
-- Without this, when playing the animation directly to start, it won't set the various states because the position is technically beyond the playhead
-- Antiquity Reward
self . antiquityRewardTimeline = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_AntiquityDiggingAntiquityRewardInTimeline" , self . antiquityRewardControl )
self . rewardAntiquitySubHeaderLabelRevealer : SetAnimation ( self . antiquityRewardTimeline : GetAnimation ( 8 ) )
-- New Lead
self . newLeadTimeline = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_AntiquityDiggingRewardNewLeadFade" , self . newLeadControl )
-- Bonus Loot
self . bonusesRowControlPool = ZO_ControlPool : New ( "ZO_AntiquityBonusLootRowContainer_Control" , bonusItemsContainer )
end )
end )
self . bonusRewardsTimeline = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_AntiquityDiggingRewardBonusesFade" , self . bonusRewardsControl )
-- Set Progression
self . setProgressionTimeline = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_AntiquityDiggingSetProgressionFade" , self . setProgressionControl )
local desaturation = desaturateControl and 1 or 0
local rgbSampleProcessingWeight = showSilhouette and 0.7 or 1.0
local alphaAsRGBSampleProcessingWeight = showSilhouette and 0.3 or 0.0
control . iconTexture : SetTextureSampleProcessingWeight ( TEX_SAMPLE_PROCESSING_RGB , rgbSampleProcessingWeight )
control . iconTexture : SetTextureSampleProcessingWeight ( TEX_SAMPLE_PROCESSING_ALPHA_AS_RGB , alphaAsRGBSampleProcessingWeight )
end
if completedPlaying then
ANTIQUITY_DIGGING_SUMMARY : HandleCommand ( END_OF_GAME_FANFARE_TRIGGER_COMMANDS . PARTIAL_ANIMATION_COMPLETE )
end
end
self . setProgressionAntiquityIconPool = ZO_ControlPool : New ( "ZO_AntiquityDigging_FramedAntiquityIcon" , self . setProgressionEntriesContainer , "AntiquityIcon" )
control . fadeTimeline = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_AntiquityDiggingFramedAntiquityIconFade" , control )
end )
local IGNORE_ANIMATION_CALLBACKS = true
end )
-- Control will be set when we know which one is the relevant one
self . setProgressionAntiquityIconScaleTimeline = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_AntiquityDiggingFramedAntiquityIconScale" )
self . setProgressionAntiquityIconScaleTimeline : SetHandler ( "OnStop" , function ( timeline , completedPlaying )
if completedPlaying then
-- 1. The control started out regular size and unfulfilled, then it started growing
-- 4. Done shrinking, ready to move on
else
-- 2. After fully growing, mark fulfilled
local DONT_DESATURATE , DONT_SHOW_SILHOUETTE = false , false
self . setProgressionControlForCurrentAntiquity : SetDisplayBehavior ( DONT_DESATURATE , DONT_SHOW_SILHOUETTE )
else
end
-- 3. Then start shrinking back to normal
end
end
end )
-- Set Complete
self . setCompleteFramedAntiquityIconTexture = self . setCompleteFramedAntiquityControl : GetNamedChild ( "Icon" )
self . setCompleteTimeline = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_AntiquityDiggingSetCompleteFade" , self . setCompleteControl )
-- Transfer
self . transferTimeline = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_AntiquityDiggingTransferFade" , self . transferControl )
-- Lore
self . loreTimeline = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_AntiquityDiggingLoreFade" , self . loreControl )
end
local setProgressionSparksParticleSystem = ZO_ControlParticleSystem : New ( ZO_AnalyticalPhysicsParticle_Control )
setProgressionSparksParticleSystem : SetParticleParameter ( "Texture" , "EsoUI/Art/PregameAnimatedBackground/ember.dds" )
setProgressionSparksParticleSystem : SetParticleParameter ( "DurationS" , ZO_UniformRangeGenerator : New ( 1 , 1.5 ) )
setProgressionSparksParticleSystem : SetParticleParameter ( "PhysicsInitialVelocityElevationRadians" , ZO_UniformRangeGenerator : New ( 0 , FULL_CIRCLE_RADIANS ) )
setProgressionSparksParticleSystem : SetParticleParameter ( "PhysicsInitialVelocityMagnitude" , ZO_UniformRangeGenerator : New ( 15 , 60 ) )
setProgressionSparksParticleSystem : SetParticleParameter ( "Size" , ZO_UniformRangeGenerator : New ( 5 , 10 ) )
local setCompleteBlastParticleSystem = ZO_ControlParticleSystem : New ( ZO_NumericalPhysicsParticle_Control )
setCompleteBlastParticleSystem : SetParticleParameter ( "Texture" , "EsoUI/Art/PregameAnimatedBackground/ember.dds" )
setCompleteBlastParticleSystem : SetParticleParameter ( "DurationS" , ZO_UniformRangeGenerator : New ( 1.5 , 2.5 ) )
setCompleteBlastParticleSystem : SetParticleParameter ( "PhysicsInitialVelocityElevationRadians" , ZO_UniformRangeGenerator : New ( 0 , FULL_CIRCLE_RADIANS ) )
setCompleteBlastParticleSystem : SetParticleParameter ( "PhysicsAccelerationElevationRadians1" , math . rad ( 270 ) ) --Down; Right is 0
setCompleteBlastParticleSystem : SetParticleParameter ( "PhysicsInitialVelocityMagnitude" , ZO_UniformRangeGenerator : New ( 500 , 900 ) )
local setCompleteSparksParticleSystem = ZO_ControlParticleSystem : New ( ZO_AnalyticalPhysicsParticle_Control )
setCompleteSparksParticleSystem : SetParticleParameter ( "Texture" , "EsoUI/Art/PregameAnimatedBackground/ember.dds" )
setCompleteSparksParticleSystem : SetParticleParameter ( "DurationS" , ZO_UniformRangeGenerator : New ( 1.5 , 2.0 ) )
setCompleteSparksParticleSystem : SetParticleParameter ( "PhysicsInitialVelocityElevationRadians" , ZO_UniformRangeGenerator : New ( 0 , FULL_CIRCLE_RADIANS ) )
setCompleteSparksParticleSystem : SetParticleParameter ( "PhysicsInitialVelocityMagnitude" , ZO_UniformRangeGenerator : New ( 15 , 60 ) )
local setCompleteStarbustParticleSystem = ZO_ControlParticleSystem : New ( ZO_StationaryParticle_Control )
setCompleteStarbustParticleSystem : SetParticleParameter ( "Texture" , "EsoUI/Art/Miscellaneous/lensflare_star_256.dds" )
setCompleteStarbustParticleSystem : SetParticleParameter ( "StartScale" , ZO_UniformRangeGenerator : New ( 1.5 , 1.8 ) )
setCompleteStarbustParticleSystem : SetParticleParameter ( "EndScale" , ZO_UniformRangeGenerator : New ( 1.05 , 1.5 ) )
setCompleteStarbustParticleSystem : SetParticleParameter ( "DurationS" , ZO_UniformRangeGenerator : New ( 1 , 2 ) )
setCompleteStarbustParticleSystem : SetParticleParameter ( "StartRotationRadians" , ZO_UniformRangeGenerator : New ( 0 , FULL_CIRCLE_RADIANS ) )
MIN_ROTATION_SPEED , 0.25 ,
MAX_ROTATION_SPEED , 0.25 ,
- MIN_ROTATION_SPEED , 0.25 ,
- MAX_ROTATION_SPEED , 0.25 )
setCompleteStarbustParticleSystem : SetParticleParameter ( "RotationSpeedRadians" , headerStarbustRotationSpeedGenerator )
end
else
end
end
local IGNORE_ANIMATION_CALLBACKS = true
do
end )
end
do
-- This state primarily exists to allow the two possible paths (REWARD_IN/FAILURE_IN) to run their conditionals
-- And to animate shared controls
end )
end
do
self : ConfigureKeybindButton ( self . primaryKeybindButton , true , GetString ( SI_ANTIQUITY_DIGGING_FANFARE_NEXT ) )
end )
end
end )
end
do
end )
end
do
end )
end
do
-- We may have gotten here via a skip, which means we may never have even made it into the interstitial states
-- So just ensure these animations are where we want them to be by this point in the flow
end
-- The bonus rewards section always shows even if there aren't any rewards
end )
end
do
end )
end
end )
end
do
end )
if primaryAnimationIsPlaying then
end
end
end
local DONT_DESATURATE , DONT_SHOW_SILHOUETTE = false , false
self . setProgressionControlForCurrentAntiquity : SetDisplayBehavior ( DONT_DESATURATE , DONT_SHOW_SILHOUETTE )
end
end )
end
do
end )
end
end )
end
do
end )
end
end )
end
do
end )
end
end )
end
do
end )
end )
end
do
end )
end
do
end
end )
end
do
end )
end
do
end )
end
-- Edges --
do
end )
local antiquityRewardToNewLeadInEdge = fanfareStateMachine : AddEdgeAutoName ( "ANTIQUITY_REWARD_IN" , "NEW_LEAD_IN" )
end )
local antiquityRewardToBonusRewardsInEdge = fanfareStateMachine : AddEdgeAutoName ( "ANTIQUITY_REWARD_IN" , "BONUS_REWARDS_IN" )
end )
fanfareStateMachine : AddEdge ( "ANTIQUITY_REWARD_IN_TO_REWARDS_SKIP" , "ANTIQUITY_REWARD_IN" , "REWARDS" )
end )
local rewardsOutToSetProgressionInEdge = fanfareStateMachine : AddEdgeAutoName ( "REWARDS_OUT" , "SET_PROGRESSION_IN" )
end )
end )
local setProgressionOutEdge = fanfareStateMachine : AddEdgeAutoName ( "SET_PROGRESSION" , "SET_PROGRESSION_OUT" )
end )
local setProgressionOutToTransferEdge = fanfareStateMachine : AddEdgeAutoName ( "SET_PROGRESSION_OUT" , "TRANSFER" )
end )
local setProgressionOutToSetCompleteInEdge = fanfareStateMachine : AddEdgeAutoName ( "SET_PROGRESSION_OUT" , "SET_COMPLETE_IN" )
end )
end )
end )
end )
end )
end )
end )
self : ConfigureKeybindButton ( self . secondaryKeybindButton , true , GetString ( SI_ANTIQUITY_DIGGING_FANFARE_CODEX ) )
end )
end )
end )
-- If the player skips the failure at any point, just let them quit
end
-- Triggers --
fanfareStateMachine : AddTrigger ( "BEGIN" , ZO_StateMachine_TriggerStateCallback , END_OF_GAME_FANFARE_TRIGGER_COMMANDS . BEGIN )
fanfareStateMachine : AddTrigger ( "NEXT" , ZO_StateMachine_TriggerStateCallback , END_OF_GAME_FANFARE_TRIGGER_COMMANDS . NEXT )
fanfareStateMachine : AddTrigger ( "ANIMATION_COMPLETE" , ZO_StateMachine_TriggerStateCallback , END_OF_GAME_FANFARE_TRIGGER_COMMANDS . ANIMATION_COMPLETE )
do
local trigger = fanfareStateMachine : AddTrigger ( "SET_PROGRESSION_ANIMATIONS_COMPLETE" , ZO_StateMachine_TriggerStateCallback , END_OF_GAME_FANFARE_TRIGGER_COMMANDS . PARTIAL_ANIMATION_COMPLETE )
local NUM_SCALE_ANIMATIONS = 1
return numFadeAnimations + NUM_SCALE_ANIMATIONS
end )
end
fanfareStateMachine : AddTrigger ( "TIME_HAS_PASSED" , ZO_StateMachine_TriggerStateCallback , END_OF_GAME_FANFARE_TRIGGER_COMMANDS . TIME_HAS_PASSED )
-- Add triggers to edges --
fanfareStateMachine : AddTriggerToEdge ( "ANIMATION_COMPLETE" , "ANTIQUITY_REWARD_IN_TO_BONUS_REWARDS_IN" )
fanfareStateMachine : AddTriggerToEdge ( "SET_PROGRESSION_ANIMATIONS_COMPLETE" , "SET_PROGRESSION_IN_TO_SET_PROGRESSION" )
fanfareStateMachine : AddTriggerToEdge ( "ANIMATION_COMPLETE" , "SET_PROGRESSION_OUT_TO_SET_COMPLETE_IN" )
-- Animation callbacks --
if completedPlaying then
end
end
else
end
end
end )
local transferToNextDayCompleteTrigger = fanfareStateMachine : AddTrigger ( "TRANSFER_TO_LORE_IN" , ZO_StateMachine_TriggerEventManager , EVENT_ANTIQUITY_DIGGING_TRANSITION_TO_NEXT_DAY_COMPLETE )
fanfareStateMachine : GetEdgeByName ( "TRANSFER_TO_LORE_IN" ) : AddTrigger ( transferToNextDayCompleteTrigger )
-- Reset state machine
end
ApplyTemplateToControl ( self . failureControl , ZO_GetPlatformTemplate ( "ZO_AntiquityDiggingSummary_Failure" ) )
ApplyTemplateToControl ( self . antiquityRewardControl , ZO_GetPlatformTemplate ( "ZO_AntiquityDiggingSummary_AntiquityReward" ) )
ApplyTemplateToControl ( self . newLeadControl , ZO_GetPlatformTemplate ( "ZO_AntiquityDiggingSummary_NewLead" ) )
ApplyTemplateToControl ( self . bonusRewardsControl , ZO_GetPlatformTemplate ( "ZO_AntiquityDiggingSummary_BonusRewards" ) )
ApplyTemplateToControl ( self . transferControl , ZO_GetPlatformTemplate ( "ZO_AntiquityDiggingSummary_Transfer" ) )
end
ApplyTemplateToControl ( self . setProgressionControl , ZO_GetPlatformTemplate ( "ZO_AntiquityDiggingSummary_SetProgression" ) )
ApplyTemplateToControl ( self . setCompleteControl , ZO_GetPlatformTemplate ( "ZO_AntiquityDiggingSummary_SetComplete" ) )
end
end
-- Reset the text here to handle the force uppercase on gamepad
end
if gameOverFlags ~= ANTIQUITY_DIGGING_GAME_OVER_FLAGS_VICTORY then
return
end
-- Antiquity Reward
local rewardSubheaderHeaderStringId = self . hasAntiquitySet and SI_ANTIQUITY_DIGGING_REWARDS_ANTIQUITY_FRAGMENT_HEADER or SI_ANTIQUITY_DIGGING_REWARDS_ANTIQUITY_HEADER
-- New Lead
local antiquityLeadName = zo_strformat ( SI_ANTIQUITY_LEAD_NAME_FORMATTER , GetAntiquityName ( newLeadAntiquityId ) )
else
end
-- Bonus Rewards
local currentRowControl = nil
local previousControl = nil
local maxBonusLootPerRow = 3
for i = 1 , numBonusLootRewards do
local qualityColorDef = nil
local countText = ""
if lootType == LOOT_TABLE_ENTRY_TYPE_CURRENCY then
local USE_SHORT_FORMAT = true
elseif lootType == LOOT_TABLE_ENTRY_TYPE_ITEM then
if count > 1 then
end
elseif lootType == LOOT_TABLE_ENTRY_TYPE_ANTIQUITY_LEAD then
end
if qualityColorDef then
end
--See if we've reached the maximum items for the current row
if i % maxBonusLootPerRow == 1 then
--If there is no row control yet, we need to create one
if not currentRowControl then
else
--If we get here, this is not the first row, so anchor it underneath the previous row
currentRowControl = rowControl
previousControl = nil
end
end
--If this is not the first control, put it to the right of the previous control, otherwise anchor it to the top left of the row
if previousControl then
else
end
end
-- Lore
else
end
-- Set Progression
local MAX_ICONS_PER_ROW = 8
local antiquitySetName = zo_strformat ( SI_ANTIQUITY_NAME_FORMATTER , GetAntiquitySetName ( antiquitySetId ) )
-- TODO: This logic will need to change when we implement the fancy translation animations
local firstControlInRow = nil
local previousControl = nil
for i = 1 , numAntiquitiesInSet do
local isAntiquityFragmentDigSpotAntiquity = antiquityFragmentId == antiquityId
-- If the set is complete, the flag will have already been cleared before we hit this rewards fanfare, so treat it like it had been set.
local antiquityFragmentNeedsCombination = DoesAntiquityNeedCombination ( antiquityFragmentId ) or isAntiquitySetComplete
local antiquityFragmentDiscovered = isAntiquityFragmentDigSpotAntiquity or antiquityFragmentRecovered
if not antiquityFragmentDiscovered then
antiquityFragmentDiscovered = meetsLeadRequirement
end
local icon = antiquityFragmentDiscovered and GetAntiquityIcon ( antiquityFragmentId ) or "EsoUI/Art/Icons/U26_Unknown_Antiquity_QuestionMark.dds"
-- The just dug up antiquity will start incomplete and become complete through animations
local desaturateControl = not antiquityFragmentNeedsCombination or isAntiquityFragmentDigSpotAntiquity
local showSilhouette = ( antiquityFragmentDiscovered and not antiquityFragmentNeedsCombination ) or isAntiquityFragmentDigSpotAntiquity
if isAntiquityFragmentDigSpotAntiquity then
end
local delayMs = ( i - 1 ) * SET_PROGRESSION_FRAMED_ICON_DELAY_MODIFIER_MS
if i % MAX_ICONS_PER_ROW == 1 then
if firstControlInRow then
else
end
else
end
end
self . setProgressionAntiquityIconScaleTimeline : SetAllAnimationOffsets ( ( numAntiquitiesInSet * SET_PROGRESSION_FRAMED_ICON_DELAY_MODIFIER_MS ) + ZO_PROGRESSION_FRAMED_ICON_FADE_DURATION_MS )
-- Set Complete
if isAntiquitySetComplete then
end
end
end
local USE_MAGIC_VIEW = true
local loreDocumentControl = ANTIQUITY_LORE_DOCUMENT_MANAGER : AcquireWideDocumentForLoreEntry ( self . loreControl , GetDigSpotAntiquityId ( ) , GetNumAntiquityLoreEntriesAcquired ( GetDigSpotAntiquityId ( ) ) , USE_MAGIC_VIEW )
-- The XL size is large enough that we need to move the header up in the post-dig summary to avoid the bottom being cut off
-- If we ever did need more than XL we'd need to rethink our approach and design
if loreDocumentControl . sizeDescriptor == "XL" then
else
end
end
end
end
end
end
end
end
-- Global / XML --
end |