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local BATTLEGROUND_ROUND_RECAP_SCENE_NAME = "battleground_round_recap"
local TEAM_IMAGES =
{
{
imageWin = "EsoUI/Art/Battlegrounds/battleground_banner_orange_win.dds" ,
imageWinGP = "EsoUI/Art/Battlegrounds/battleground_banner_orange_win.dds" ,
imageLoss = "EsoUI/Art/Battlegrounds/battleground_banner_orange_loss.dds" ,
imageLossGP = "EsoUI/Art/Battlegrounds/battleground_banner_orange_loss.dds" ,
} ,
{
imageWin = "EsoUI/Art/Battlegrounds/battleground_banner_green_win.dds" ,
imageWinGP = "EsoUI/Art/Battlegrounds/battleground_banner_green_win.dds" ,
imageLoss = "EsoUI/Art/Battlegrounds/battleground_banner_green_loss.dds" ,
imageLossGP = "EsoUI/Art/Battlegrounds/battleground_banner_green_loss.dds" ,
} ,
{
imageWin = "EsoUI/Art/Battlegrounds/battleground_banner_purple_win.dds" ,
imageWinGP = "EsoUI/Art/Battlegrounds/battleground_banner_purple_win.dds" ,
imageLoss = "EsoUI/Art/Battlegrounds/battleground_banner_purple_loss.dds" ,
imageLossGP = "EsoUI/Art/Battlegrounds/battleground_banner_purple_loss.dds" ,
} ,
}
local PLAYER_WIN_STATUSES =
{
SI_BATTLEGROUND_RESULT_TITLE_ROUND_WON ,
SI_BATTLEGROUND_RESULT_TITLE_ROUND_LOST ,
SI_BATTLEGROUND_RESULT_TITLE_ROUND_TIED ,
SI_BATTLEGROUND_RESULT_TITLE_MATCH_WON ,
SI_BATTLEGROUND_RESULT_TITLE_MATCH_LOST ,
SI_BATTLEGROUND_RESULT_TITLE_MATCH_TIED ,
}
local PLAYER_STATUS_WIN = 1
local PLAYER_STATUS_LOSS = 2
local PLAYER_STATUS_TIE = 3
local HEADER_IMAGE_WIN = "EsoUI/Art/Battlegrounds/BattlegroundRoundRecapHeader.dds"
local HEADER_IMAGE_LOSS = "EsoUI/Art/Battlegrounds/BattlegroundRoundRecapHeader_loss.dds"
local KEYBIND_BUTTON_SPACING_X = 10
--------------------------------------------
--Battleground Recap Scene
--------------------------------------------
local ALWAYS_ANIMATE = true
local DURATION = 500
BATTLEGROUND_ROUND_RECAP_FRAGMENT = ZO_FadeSceneFragment : New ( self . control , ALWAYS_ANIMATE , DURATION )
end
self . sceneTimeLoopTimeline = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "BattlegroundRoundRecap" , self . control )
{
}
end
local keybindButtonIndex = 1
local previousKeybindControl
-- Make and anchor the button
local keybindControl = CreateControlFromVirtual ( "$(parent)KeybindButton" .. keybindButtonIndex , keybindContainer , "ZO_KeybindButton" )
if previousKeybindControl then
else
end
-- Keep track of the control for gamepad switching
-- Keep track of the keybind mapping to handle the key being pressed
keybindButtonIndex = keybindButtonIndex + 1
previousKeybindControl = keybindControl
return keybindControl
end
function ( )
end
end ,
function ( )
end ,
end
return
end
end
-- This function must be called instead of ShowScene directly because SCENE_MANAGER:Restore*
-- functions can't be called from OnHiding or OnHidden.
return
end
end
-- Position flags based on number of active teams.
local TWO_TEAM_POSITIONS = { - 300 , 300 , false , }
local THREE_TEAM_POSITIONS = { - 400 , 0 , 400 , }
local flagPositions = numTeams == 2 and TWO_TEAM_POSITIONS or THREE_TEAM_POSITIONS
if positionX ~= false then
else
end
end
local teamScores =
{
-- rank will be updated below.
{
score = scores [ 1 ] ,
rank = 1 ,
} ,
{
score = scores [ 2 ] ,
rank = 1 ,
} ,
{
score = scores [ 3 ] ,
rank = 1 ,
} ,
}
if isWinner then
if isGamepad then
return teamData . imageWinGP
else
return teamData . imageWin
end
else
if isGamepad then
return teamData . imageLossGP
else
return teamData . imageLoss
end
end
end
-- Animation doesn't work if this is 1000.
local PLAY_OFFSETS_PER_RANK = { 700 , 500 , 300 , }
-- We're determining three effects here:
-- 1. Player's team flags is positioned first, and the other teams follow in canonical order.
-- 2. The team with the highest score gets a little glow starburst.
-- 3. Scores are converted to team ranks and the team flags drop in rank order.
-- Convert team scores into ranks and insert rank values into TEAMS.
do
-- Sort teams by score and use sorted scores to determine rank order.
local teamToRankData = { }
for teamIndex = 1 , numTeams do
end
-- Update the TEAMS data with the correct ranks.
for rankIndex = 1 , numTeams do
teamScores [ teamToRankData [ rankIndex ] . teamIndex ] . rank = rankIndex
end
end
-- Determine the highest score
local highestScore = 0
local highestCount = 0
for teamIndex = 1 , numTeams do
if highestScore < teamScores [ teamIndex ] . score then
highestScore = teamScores [ teamIndex ] . score
highestCount = 1
elseif highestScore == teamScores [ teamIndex ] . score then
highestCount = highestCount + 1
end
end
local roundResultIndex
local playerScore = teamScores [ playerTeam ] and teamScores [ playerTeam ] . score or 0
if playerScore == highestScore then
if highestCount == 1 then
roundResultIndex = PLAYER_STATUS_WIN
else
roundResultIndex = PLAYER_STATUS_TIE
end
else
roundResultIndex = PLAYER_STATUS_LOSS
end
if roundResultIndex ~= PLAYER_STATUS_LOSS then
else
end
local playerWinLoss = PLAYER_WIN_STATUSES [ roundResultIndex ]
-- Shift a round result into a match result.
playerWinLoss = PLAYER_WIN_STATUSES [ roundResultIndex + 3 ]
end
-- Create a list with the player's team first and the other teams following in canonical order.
for positionedTeamIndex = 1 , numTeams do
local teamIndex = positionedTeams [ positionedTeamIndex ]
local teamImages = TEAM_IMAGES [ teamIndex ] or TEAM_IMAGES [ 1 ]
local teamScore = teamScores [ teamIndex ] or teamScores [ 1 ]
local isWinner = DidCurrentBattlegroundTeamWinOrTieRound ( teamIndex ) -- Multiple teams might tie for first.
self . flags [ positionedTeamIndex ] : SetDetails ( teamIndex , flagImage , teamScore . score , PLAY_OFFSETS_PER_RANK [ teamScore . rank ] , isWinner , roundsWonByTeam )
end
-- Reanchor buttons to accomodate leaveBattleground button showing/hiding.
if battlegroundFinished then
self . showScoreboardButton : SetAnchor ( LEFT , self . leaveBattlegroundButton , RIGHT , KEYBIND_BUTTON_SPACING_X , 0 )
else
end
if roundResultIndex ~= PLAYER_STATUS_LOSS then
if battlegroundFinished then
else
end
else
end
end
-- Create a list with the player's team first and the other teams following in canonical order.
local positionedTeams = { }
local positionedTeamCount = 0
positionedTeamCount = positionedTeamCount + 1
positionedTeams [ positionedTeamCount ] = playerTeam
for teamId = BATTLEGROUND_TEAM_ITERATION_BEGIN , BATTLEGROUND_TEAM_ITERATION_END do
if teamId ~= playerTeam then
positionedTeamCount = positionedTeamCount + 1
positionedTeams [ positionedTeamCount ] = teamId
end
end
end
return positionedTeams
end
-- The data comes out as a list of order-agnostic team:score pairs. Convert to a canonical ordered list.
local scores = { }
for teamId = BATTLEGROUND_TEAM_ITERATION_BEGIN , BATTLEGROUND_TEAM_ITERATION_END do
end
return scores
end
end
end
end
return not DoesBattlegroundHaveRounds ( GetCurrentBattlegroundId ( ) ) or GetCurrentBattlegroundRoundIndex ( ) == GetBattlegroundNumRounds ( GetCurrentBattlegroundId ( ) ) or HasTeamWonBattlegroundEarly ( )
end
do
local KEYBOARD_STYLE =
{
roundRecapTemplate = "ZO_BattlegroundRoundRecapTopLevel_Keyboard" ,
keybindButtonTemplate = "ZO_KeybindButton_Keyboard_Template" ,
}
local GAMEPAD_STYLE =
{
roundRecapTemplate = "ZO_BattlegroundRoundRecapTopLevel_Gamepad" ,
keybindButtonTemplate = "ZO_KeybindButton_Gamepad_Template" ,
}
self . platformStyle = ZO_PlatformStyle : New ( function ( style ) self : ApplyPlatformStyle ( style ) end , KEYBOARD_STYLE , GAMEPAD_STYLE )
end
end
-- Re-apply the title and button text so the text is updated with the new modify text type
self . leaveBattlegroundButton . nameLabel : SetText ( GetString ( SI_BATTLEGROUND_SCOREBOARD_LEAVE_BATTLEGROUND ) )
self . showScoreboardButton . nameLabel : SetText ( GetString ( SI_BATTLEGROUND_HUD_FRAGMENT_SCOREBOARD_KEYBIND ) )
end
end
local narrationInfo =
{
end ,
local narrations = { }
-- Title Area
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( self . winTitle : GetText ( ) ) )
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( self . winSubtitle : GetText ( ) ) )
-- Create a list with the player's team first and the other teams following in canonical order.
-- The screen is ordered with the player first, so we need to extract the scores in that order.
for positionedTeamIndex = 1 , numTeams do
local teamIndex = positionedTeams [ positionedTeamIndex ]
local teamScore = scores [ teamIndex ]
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( zo_strformat ( SI_BATTLEGROUND_RESULT_TEAM_NAME_FORMAT , GetBattlegroundTeamName ( teamIndex ) ) ) )
end
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( GetString ( SI_BATTLEGROUND_RESULT_NEXT_ROUND_TITLE ) ) )
local formattedTimer = zo_strformat ( SI_TIME_FORMAT_SECONDS_DESC , zo_ceil ( currentBattlegroundTimeMS / 1000 ) )
return narrations
end ,
end ,
}
end
local narrationData = { }
if leaveRecapNarrationData then
end
if showScoreboardNarrationData then
end
return narrationData
end
return true
end
end
return false
end
end
end
end
end
end
end
local coloredTime = ZO_SELECTED_TEXT : Colorize ( ZO_FormatCountdownTimer ( zo_ceil ( currentBattlegroundTimeMS / 1000 ) ) )
self . countdown : SetText ( zo_strformat ( SI_BATTLEGROUND_RESULT_NEXT_ROUND_FORMAT , coloredTitle , coloredTime ) )
end
--[[ xml functions ]] --
end
end
end
end |