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ZO_TRIBUTE_MECHANIC_TILE_BACKDROP_ALPHA = 0.5
ZO_TRIBUTE_MECHANIC_TILE_PORTRAIT_UI_WIDTH = 48
ZO_TRIBUTE_MECHANIC_TILE_PORTRAIT_UI_HEIGHT = 64
ZO_TRIBUTE_MECHANIC_TILE_CONTAINER_UI_WIDTH = 70
ZO_TRIBUTE_MECHANIC_TILE_CONTAINER_UI_HEIGHT = ZO_TRIBUTE_MECHANIC_TILE_PORTRAIT_UI_HEIGHT
ZO_TRIBUTE_MECHANIC_TILE_BACKDROP_UI_HEIGHT = ZO_TRIBUTE_MECHANIC_TILE_CONTAINER_UI_HEIGHT + 6
ZO_TRIBUTE_MECHANIC_TILE_UI_HEIGHT = ZO_TRIBUTE_MECHANIC_TILE_BACKDROP_UI_HEIGHT + 8
ZO_TRIBUTE_MECHANIC_TILE_UI_WIDTH = 127
ZO_TRIBUTE_MECHANIC_HISTORY_FADE_GRADIENT_HEIGHT = ZO_TRIBUTE_MECHANIC_TILE_UI_HEIGHT * 2
ZO_TRIBUTE_MECHANIC_HISTORY_HEADING_UI_WIDTH = ZO_TRIBUTE_MECHANIC_TILE_UI_WIDTH + 3
ZO_TRIBUTE_MECHANIC_CONTINUOUS_SCROLL_REGION_HEIGHT = ZO_TRIBUTE_MECHANIC_TILE_UI_HEIGHT
ZO_TRIBUTE_MECHANIC_CONTINUOUS_SCROLL_DISTANCE_PER_SECOND = ZO_TRIBUTE_MECHANIC_TILE_UI_HEIGHT * 4
local TRIBUTE_MECHANIC_TILE_PORTRAIT_DIMENSION_X = 256
local TRIBUTE_MECHANIC_TILE_PORTRAIT_DIMENSION_Y = 512
local TRIBUTE_MECHANIC_TILE_PORTRAIT_CROPPED_DIMENSION_X = 205
local TRIBUTE_MECHANIC_TILE_PORTRAIT_CROPPED_DIMENSION_Y = 274
local TRIBUTE_MECHANIC_TILE_PORTRAIT_CENTER_X = 128
local TRIBUTE_MECHANIC_TILE_PORTRAIT_CENTER_Y = 226
local TRIBUTE_MECHANIC_TILE_PORTRAIT_CENTER_X_COORD = TRIBUTE_MECHANIC_TILE_PORTRAIT_CENTER_X / TRIBUTE_MECHANIC_TILE_PORTRAIT_DIMENSION_X
local TRIBUTE_MECHANIC_TILE_PORTRAIT_CENTER_Y_COORD = TRIBUTE_MECHANIC_TILE_PORTRAIT_CENTER_Y / TRIBUTE_MECHANIC_TILE_PORTRAIT_DIMENSION_Y
local TRIBUTE_MECHANIC_TILE_PORTRAIT_HALF_X_COORD = TRIBUTE_MECHANIC_TILE_PORTRAIT_CROPPED_DIMENSION_X / TRIBUTE_MECHANIC_TILE_PORTRAIT_DIMENSION_X * 0.5
local TRIBUTE_MECHANIC_TILE_PORTRAIT_HALF_Y_COORD = TRIBUTE_MECHANIC_TILE_PORTRAIT_CROPPED_DIMENSION_Y / TRIBUTE_MECHANIC_TILE_PORTRAIT_DIMENSION_Y * 0.5
ZO_TRIBUTE_MECHANIC_TILE_PORTRAIT_BOTTOM_COORD = TRIBUTE_MECHANIC_TILE_PORTRAIT_CENTER_Y_COORD + TRIBUTE_MECHANIC_TILE_PORTRAIT_HALF_Y_COORD
ZO_TRIBUTE_MECHANIC_TILE_PORTRAIT_TOP_COORD = TRIBUTE_MECHANIC_TILE_PORTRAIT_CENTER_Y_COORD - TRIBUTE_MECHANIC_TILE_PORTRAIT_HALF_Y_COORD
ZO_TRIBUTE_MECHANIC_TILE_PORTRAIT_LEFT_COORD = TRIBUTE_MECHANIC_TILE_PORTRAIT_CENTER_X_COORD - TRIBUTE_MECHANIC_TILE_PORTRAIT_HALF_X_COORD
ZO_TRIBUTE_MECHANIC_TILE_PORTRAIT_RIGHT_COORD = TRIBUTE_MECHANIC_TILE_PORTRAIT_CENTER_X_COORD + TRIBUTE_MECHANIC_TILE_PORTRAIT_HALF_X_COORD
local PER_HISTORY_ENTRY_DELAY_MS = 375
local MECHANIC_TILE_ANIMATIONS =
{
FOCUS_TILE =
{
durationMS = 150 ,
} ,
NEW_RESOLVED_TILE =
{
durationMS = 250 ,
} ,
NEW_UNRESOLVED_TILE =
{
durationMS = 250 ,
} ,
RESOLVE_TILE =
{
durationMS = 125 ,
} ,
}
----------------------------
-- ZO_TributeMechanicTile --
----------------------------
end
end
return cardDefId , patronDefId
end
end
end
end
end
local quantityString = quantity
end
end
end
end
local OFFSET_MS = 0
local REVERSE_PLAYBACK = true
end
end
end
end
function ZO_TributeMechanicTile : PlayAnimation ( animation , offsetMS , reversePlayback , retainAnimation )
if not timeline then
end
local durationMS = animation . durationMS
timeline . retainAnimation = retainAnimation
timeline . reversePlayback = reversePlayback
if reversePlayback then
else
end
end
if timeline then
end
end
timeline . object = nil
end
end
end
end
end
if offsetX then
end
if offsetY then
end
end
function ZO_TributeMechanicTile : Setup ( parentControl , cardInstanceId , mechanicActivationSource , mechanicIndex , isLocalPlayerOwner , quantity , isResolved )
local unusedQuantity = nil
self . mechanicType , unusedQuantity , self . comboNumber , self . param1 , self . param2 , self . param3 , self . triggerId = GetTributeCardMechanicInfo ( cardDefId , self . mechanicActivationSource , self . mechanicIndex )
local digitsSuffix = quantity >= 10 and "Double" or "Single"
local activationSourceSuffix
if mechanicActivationSource == TRIBUTE_MECHANIC_ACTIVATION_SOURCE_COMBO then
activationSourceSuffix = "Combo"
activationSourceSuffix = "Trigger"
else
activationSourceSuffix = "Activation"
end
local mechanicControlTemplate = string . format ( "ZO_TributeCard_MechanicContainer_Small_%sDigit_%s_Style" , digitsSuffix , activationSourceSuffix )
else
end
end
if isResolved then
else
end
end
if not ( isGamepadMode or isMouseMode ) then
return
end
local cardPopup = TRIBUTE_POOL_MANAGER : AcquireCardByInstanceId ( self . cardInstanceId , TRIBUTE_MECHANIC_MANAGER : GetControl ( ) , SPACE_INTERFACE )
local VERTICAL_MARGIN = 0
if isMouseMode then
local tooltipControl = ItemTooltip
InitializeTooltip ( tooltipControl , cardPopup : GetControl ( ) , LEFT , HORIZONTAL_MARGIN , VERTICAL_MARGIN , RIGHT )
elseif isGamepadMode then
ZO_TributeCardTooltip_Gamepad_Show ( cardPopup , LEFT , cardPopup : GetControl ( ) , RIGHT , HORIZONTAL_MARGIN , VERTICAL_MARGIN )
end
local OFFSET_MS = 0
local FORWARD_PLAYBACK = false
local RETAIN_ANIMATION = true
self : PlayAnimation ( MECHANIC_TILE_ANIMATIONS . FOCUS_TILE , OFFSET_MS , FORWARD_PLAYBACK , RETAIN_ANIMATION )
end
-- TODO Tribute: Consider highlighting the card instance on the table as well? Would require an exception for non-top-of-stack cards or a different state altogether.
end
end
end
end
if timeline . object and not timeline . retainAnimation then
if ( not timeline . reversePlayback and completedPlaying ) or ( timeline . reversePlayback and not completedPlaying ) then
end
end
end
local animation = timeline . animation
if animation == MECHANIC_TILE_ANIMATIONS . NEW_RESOLVED_TILE or animation == MECHANIC_TILE_ANIMATIONS . NEW_UNRESOLVED_TILE then
if animation == MECHANIC_TILE_ANIMATIONS . NEW_UNRESOLVED_TILE then
else
end
if predecessorControl then
local offsetY = zo_floor ( zo_lerp ( 0 , ZO_TRIBUTE_MECHANIC_TILE_UI_HEIGHT , ZO_EaseOutQuadratic ( predecessorProgress ) ) )
local CURRENT_OFFSET_X = nil
end
elseif animation == MECHANIC_TILE_ANIMATIONS . FOCUS_TILE then
elseif animation == MECHANIC_TILE_ANIMATIONS . RESOLVE_TILE then
end
end
--------------------------------
-- Tribute Triggered Mechanic --
--------------------------------
function ZO_TributeTriggeredMechanic : Initialize ( mechanicActivationSource , mechanicIndex , quantity , isResolved )
end
return self . mechanicActivationSource == mechanicActivationSource and self . mechanicIndex == mechanicIndex
end
end
end
end
end
end
end
end
----------------------------------
-- Tribute Mechanic Queue Entry --
----------------------------------
end
end
function ZO_TributeMechanicQueueEntry : FindTriggeredMechanic ( mechanicActivationSource , mechanicIndex )
return triggeredMechanic
end
end
return nil
end
end
end
end
end
end
end
end
------------------------------
-- Tribute Mechanic Manager --
------------------------------
function ZO_TributeMechanic_Manager : AddMechanicHistory ( cardInstanceId , mechanicActivationSource , mechanicIndex , isLocalPlayerOwner , quantity , isResolved )
local controlPool = isLocalPlayerOwner and TRIBUTE_POOL_MANAGER : GetMechanicTilePlayerPool ( ) or TRIBUTE_POOL_MANAGER : GetMechanicTileOpponentPool ( )
local tileObject = controlPool : AcquireObject ( self . scrollChildControl , cardInstanceId , mechanicActivationSource , mechanicIndex , isLocalPlayerOwner , quantity , isResolved )
tileControl : SetAnchor ( CENTER , self . scrollChildControl , TOP , nil , ZO_TRIBUTE_MECHANIC_TILE_UI_HEIGHT * 0.5 + 10 , ANCHOR_CONSTRAINS_Y )
end
local NO_ANIMATION_OFFSET_MS = 0
end
if mechanicActivationSource == TRIBUTE_MECHANIC_ACTIVATION_SOURCE_COMBO then
elseif mechanicActivationSource == TRIBUTE_MECHANIC_ACTIVATION_SOURCE_ACTIVATION then
end
return tileObject
end
end
end
end
end
end
end
self . showHeadingTimeline = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_TributeMechanicHistory_ShowTimeline" , self . headingLabel )
local KEYBOARD_PLATFORM_STYLE =
{
headingLabel = "ZoFontWinH3" ,
}
local GAMEPAD_PLATFORM_STYLE =
{
headingLabel = "ZoFontGamepadBold27" ,
}
end
self . platformStyle = ZO_PlatformStyle : New ( function ( style ) ApplyPlatformStyle ( style ) end , KEYBOARD_PLATFORM_STYLE , GAMEPAD_PLATFORM_STYLE )
end
end
EVENT_MANAGER : RegisterForEvent ( "ZO_TributeMechanic_Manager" , EVENT_TRIBUTE_CARD_MECHANIC_RESOLUTION_STATE_CHANGED , OnCardMechanicResolutionStateChanged )
end
EVENT_MANAGER : RegisterForEvent ( "ZO_TributeMechanic_Manager" , EVENT_TRIBUTE_GAME_FLOW_STATE_CHANGE , OnGameStateChanged )
end
EVENT_MANAGER : RegisterForEvent ( "ZO_TributeMechanic_Manager" , EVENT_TRIBUTE_PLAYER_TURN_STARTED , OnPlayerTurnStarted )
end
end
if delta ~= 0 then
end
end
end
end
function ZO_TributeMechanic_Manager : QueueMechanic ( cardInstanceId , isLocalPlayerOwner , mechanicActivationSource , mechanicIndex , quantity , isResolved )
if mechanicActivationSource ~= TRIBUTE_MECHANIC_ACTIVATION_SOURCE_COMBO then
-- Only Combo Mechanic and Trigger activation tiles should appear in the history.
local triggerId = select ( 7 , GetTributeCardMechanicInfo ( cardDefId , mechanicActivationSource , mechanicIndex ) )
if triggerId == 0 then
return
end
end
-- Queue unique mechanics for the same player and card instance together.
if cardInstanceId == queueEntry : GetCardInstanceId ( ) and isLocalPlayerOwner == queueEntry : IsLocalPlayerOwner ( ) then
if triggeredMechanic then
-- This triggered mechanic has already been queued in this queue entry.
-- This triggered mechanic was previously unresolved and can now be resolved with its final quantity.
return
end
-- This queue entry has not yet begun presentation; append this triggered mechanic to the entry.
triggeredMechanic = ZO_TributeTriggeredMechanic : New ( mechanicActivationSource , mechanicIndex , quantity , isResolved )
return
end
end
end
-- This triggered mechanic could not be added to any existing queue entries; create a new entry and add this mechanic to the entry.
local triggeredMechanic = ZO_TributeTriggeredMechanic : New ( mechanicActivationSource , mechanicIndex , quantity , isResolved )
end
-- Order matters
end
local FORCE = true
end
end
return
end
local offset = direction * ZO_TRIBUTE_MECHANIC_CONTINUOUS_SCROLL_DISTANCE_PER_SECOND * GetFrameDeltaTimeSeconds ( )
end
else
end
end
if hidden then
else
end
end
return
end
end
end
end
local x , y = nil , nil
-- Check whether the Gamepad cursor is over the history scroll region.
if x and y then
if x < minX or x > maxX or y < minY or y > maxY then
x , y = nil , nil
end
end
end
if not x then
-- Check whether the Mouse cursor is over the history scroll region.
if x < minX or x > maxX or y < minY or y > maxY then
return
end
end
local topOffset = y - minY
if topOffset <= ZO_TRIBUTE_MECHANIC_CONTINUOUS_SCROLL_REGION_HEIGHT then
local DIRECTION = - 1
else
local bottomOffset = maxY - y
if bottomOffset <= ZO_TRIBUTE_MECHANIC_CONTINUOUS_SCROLL_REGION_HEIGHT then
local DIRECTION = 1
else
end
end
end
end
end
local USE_FADE_GRADIENT = true
ZO_UpdateScrollFade ( USE_FADE_GRADIENT , self . scrollControl , ZO_SCROLL_DIRECTION_VERTICAL , ZO_TRIBUTE_MECHANIC_HISTORY_FADE_GRADIENT_HEIGHT )
end
end
end
if previousState ~= gameState then
local isInactive = gameState == TRIBUTE_GAME_FLOW_STATE_INACTIVE
if isInactive then
else
if gameState == TRIBUTE_GAME_FLOW_STATE_PLAYING then
-- Initialize the current player turn state at the onset of the game; events will subsequently maintain the turn state.
end
end
end
end
function ZO_TributeMechanic_Manager : OnCardMechanicResolutionStateChanged ( cardInstanceId , mechanicActivationSource , mechanicIndex , quantity , isResolved )
self : QueueMechanic ( cardInstanceId , isLocalPlayerOwner , mechanicActivationSource , mechanicIndex , quantity , isResolved )
end
local offsetMultiplier = ( ctrl or shift ) and 2 or 1
-- Receiving mouse wheel input cancels any continuous scrolling.
end
end
if not isLocalPlayer then
-- Reset the mechanic history stream when the local player finishes their turn.
end
end
return
end
if not queueEntry then
return
end
local isTriggeredMechanicResolved = false
local triggeredMechanic = triggeredMechanics [ 1 ]
if triggeredMechanic then
-- This mechanic has been presented already but not dequeued;
-- therefore the mechanic must have been pending resolution previously.
if mechanicTile then
-- Resolve this mechanic tile and update its final quantity.
-- Order matters:
end
-- Dequeue the mechanic.
isTriggeredMechanicResolved = true
end
else
local mechanicActivationSource , mechanicIndex = triggeredMechanic : GetMechanicActivationSourceAndIndex ( )
-- Present this new mechanic.
self : AddMechanicHistory ( cardInstanceId , mechanicActivationSource , mechanicIndex , isLocalPlayerOwner , quantity , isResolved )
if isResolved then
-- Dequeue the mechanic.
isTriggeredMechanicResolved = true
else
-- Flag this mechanic as being presented but pending resolution.
end
end
end
if isTriggeredMechanicResolved then
-- Dequeue the mechanic.
-- No additional mechanics remain for this queue entry.
end
end
end
-- Global XML
end
end
end
end
if timeline . object then
end
end
if timeline . object then
end
end |