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2622 |
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 CENTER_INFO_BG_DEPTH = 1.65
local SMOKE_DEPTH = 1.7
local CLOUDS_DEPTH = 1.71
local CONSTELLATIONS_DARKNESS_DEPTH = 1.72
local SKY_DEPTH = 5
local ONE_SIXTH_PI = ZO_PI / 6
ZO_CHAMPION_GAMEPAD_ZOOMED_IN_CAMERA_Y = 1000
ZO_CHAMPION_GAMEPAD_ZOOMED_IN_CAMERA_Z = 1.3
ZO_CHAMPION_GAMEPAD_ZOOMED_IN_CLUSTER_CAMERA_Z = 2.3
ZO_CHAMPION_KEYBOARD_ZOOMED_IN_CAMERA_Y = 1035
ZO_CHAMPION_KEYBOARD_ZOOMED_IN_CAMERA_Z = 1.1
ZO_CHAMPION_KEYBOARD_ZOOMED_IN_CLUSTER_CAMERA_Z = 2.1
ZO_CHAMPION_ZOOMED_OUT_CAMERA_Y = 800
ZO_CHAMPION_ZOOMED_OUT_CAMERA_Z = 0
ZO_CHAMPION_INITIAL_CAMERA_Y = 800
ZO_CHAMPION_INITIAL_CAMERA_Z = - 1
ZO_CHAMPION_CENTERED_CONSTELLATION_INDEX = 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
local KEYBIND_STATES =
{
NONE = 0 ,
OVERVIEW = 1 ,
CONSTELLATION = 2 ,
ACTION_BAR = 3 ,
QUICK_MENU = 4 ,
}
local KEYBOARD_PLATFORM_STYLE =
{
INACTIVE_ALERT =
{
modifyTextType = MODIFY_TEXT_TYPE_NONE ,
font = "ZoFontWinH1" ,
offsetX = 10 ,
offsetY = 20 ,
} ,
}
local GAMEPAD_PLATFORM_STYLE =
{
INACTIVE_ALERT =
{
modifyTextType = MODIFY_TEXT_TYPE_UPPERCASE ,
font = "ZoFontGamepad42" ,
offsetX = 100 ,
offsetY = 50 ,
} ,
}
--Champion Perks
----------------------
if newState == SCENE_HIDDEN then
end
end )
if newState == SCENE_SHOWING then
elseif newState == SCENE_SHOWN then
elseif newState == SCENE_HIDING then
end
end )
end )
end )
end )
end )
end )
end
self . gamepadCursor = ZO_ChampionConstellationCursor_Gamepad : New ( self . control : GetNamedChild ( "GamepadCursor" ) )
--for menu indicators / conditional button showing
end
end
self . starConfirmedTextureControlPool = ZO_ControlPool : New ( "ZO_ChampionStarConfirmAnimationTexture" , self . canvasControl , "StarConfirmed" )
control . timeline = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_ChampionStarConfirmAnimation" , control )
end )
local ALWAYS_ANIMATE = true
self . keyboardConstellationViewFragment = ZO_FadeSceneFragment : New ( self . keyboardConstellationViewControl , ALWAYS_ANIMATE )
self . gamepadConstellationViewFragment = ZO_FadeSceneFragment : New ( self . gamepadConstellationViewControl , ALWAYS_ANIMATE )
self . gamepadChosenConstellationFragment = ZO_FadeSceneFragment : New ( self . gamepadChosenConstellationControl , ALWAYS_ANIMATE )
if editor then
end
end
-- reset to top level view
end
end )
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
self . platformStyle = ZO_PlatformStyle : New ( function ( style ) self : ApplyPlatformStyle ( style ) end , KEYBOARD_PLATFORM_STYLE , GAMEPAD_PLATFORM_STYLE )
-- constellations use their own initialization flag
end
-- constellations use their own initialization flag
--Hacky solution to get around the fact that we can potentially get here before the style gets set in ZO_GamepadKeybindStripFragment:Show
--We need to make sure the style is properly set so PushKeybindGroupState can store the intended values
end
-- Failsafe
end )
end
end
end
ZO_Alert ( UI_ALERT_CATEGORY_ALERT , SOUNDS . NEGATIVE_CLICK , GetString ( SI_CHAMPION_UNSAVED_CHANGES_EXIT_ALERT ) )
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 editor then
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
self . constellations [ disciplineIndex ] = ZO_ChampionConstellation : New ( disciplineData , self . sceneGraph )
end
-- Adding two copies of each constellation to ring to get an endless circle where only half is visible at a time
local constellationIndex = ( anchorIndex - 1 ) % numConstellations + 1 -- subtract and add to handle index-by-one
if anchorIndex <= numConstellations then
else
end
end
end
end
end
return KEYBIND_STRIP_ALIGN_LEFT
else
return KEYBIND_STRIP_ALIGN_RIGHT
end
end
return KEYBIND_STRIP_ALIGN_RIGHT
else
return KEYBIND_STRIP_ALIGN_CENTER
end
end
{
{
end
return zo_strformat ( SI_CHAMPION_CONFIRM_SPEND_RESPEC_ACTION , cost , ZO_Currency_GetPlatformFormattedCurrencyIcon ( CURT_MONEY ) )
else
end
end ,
end ,
if result ~= CHAMPION_PURCHASE_SUCCESS then
end
else
return true
end
end ,
} ,
{
return self : IsInRespecMode ( ) and GetString ( SI_CHAMPION_CANCEL_RESPEC_POINTS ) or GetString ( SI_CHAMPION_RESPEC_POINTS )
end ,
gamepadPreferredKeybind = "UI_SHORTCUT_QUINARY" ,
else
return true
end
end ,
if result ~= CHAMPION_PURCHASE_SUCCESS then
end
end ,
} ,
{
return self : IsInRespecMode ( ) and GetString ( SI_CHAMPION_SYSTEM_CLEAR_POINTS ) or GetString ( SI_CHAMPION_SYSTEM_DISCARD_CHANGES )
end ,
gamepadPreferredKeybind = "UI_SHORTCUT_RIGHT_STICK" ,
end ,
end ,
}
}
{
{
end ,
} ,
{
else
end
end ,
gamepadPreferredKeybind = "UI_SHORTCUT_NEGATIVE" ,
end ,
end ,
} ,
}
{
{
gamepadPreferredKeybind = "UI_SHORTCUT_NEGATIVE" ,
end ,
end ,
} ,
}
-- gamepad specific
{
{
-- we are splitting up these into independent keybinds to convince the keybind system that this will never conflict with
-- the toggle respec action: the keyboard quinary keybind in practice will not be used.
gamepadPreferredKeybind = "UI_SHORTCUT_TERTIARY" ,
if result ~= CHAMPION_PURCHASE_SUCCESS then
end
end ,
--If we are opening the quick menu, make sure to deselect the current star (if there is one)
end
local ALLOW_DISCIPLINE_SWAPPING = true
end ,
} ,
}
{
{
end ,
end ,
end ,
return false
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.
handlesKeyUp = true ,
end ,
-- release
elseif not up then
-- press
-- saving editor to an independent variable so we can
-- always stop, even if the editor stops being selected while
-- the keybind is still being held
end
return true
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.
handlesKeyUp = true ,
end ,
-- release
elseif not up then
-- press
-- saving editor to an independent variable so we can
-- always stop, even if the editor stops being selected while
-- the keybind is still being held
end
return true
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.
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.
end ,
} ,
}
{
{
else
end
end ,
else
return true
end
end ,
else
end
end ,
} ,
{
-- we are splitting up these into independent keybinds to convince the keybind system that this will never conflict with
-- the clear points action: the keyboard exit keybind in practice will not be used.
gamepadPreferredKeybind = "UI_SHORTCUT_NEGATIVE" ,
end ,
} ,
}
end
KEYBIND_STRIP : RemoveKeybindButtonGroup ( self . respecActionsKeybindStripDescriptor , self . keybindStripId )
KEYBIND_STRIP : RemoveKeybindButtonGroup ( self . constellationKeybindStripDescriptor , self . keybindStripId )
KEYBIND_STRIP : RemoveKeybindButtonGroup ( self . gamepadEnterActionBarKeybindStripDescriptor , self . keybindStripId )
KEYBIND_STRIP : RemoveKeybindButtonGroup ( self . gamepadConstellationKeybindStripDescriptor , self . keybindStripId )
KEYBIND_STRIP : RemoveKeybindButtonGroup ( self . gamepadActionBarKeybindStripDescriptor , self . keybindStripId )
end
KEYBIND_STRIP : AddKeybindButtonGroup ( self . gamepadEnterActionBarKeybindStripDescriptor , self . keybindStripId )
end
KEYBIND_STRIP : AddKeybindButtonGroup ( self . gamepadEnterActionBarKeybindStripDescriptor , self . keybindStripId )
KEYBIND_STRIP : AddKeybindButtonGroup ( self . gamepadConstellationKeybindStripDescriptor , self . keybindStripId )
end
-- always gamepad
KEYBIND_STRIP : AddKeybindButtonGroup ( self . gamepadActionBarKeybindStripDescriptor , self . keybindStripId )
end
end
--If we don't have a keybind strip id we shouldn't be manipulating the keybind strip, so just return early
return
end
local nextState
nextState = KEYBIND_STATES . QUICK_MENU
nextState = KEYBIND_STATES . ACTION_BAR
nextState = KEYBIND_STATES . CONSTELLATION
else
nextState = KEYBIND_STATES . OVERVIEW
end
end
end
for i = 1 , 2 do
local texture = CreateControlFromVirtual ( "$(parent)StarSpiral" , self . canvasControl , "ZO_ConstellationStarSpiral" , i )
texture : SetDimensions ( spiralNode : ComputeSizeForDepth ( 4000 , 4000 , STAR_SPIRAL_START_DEPTH , ZO_CHAMPION_REFERENCE_CAMERA_Z ) )
end
end
local NUM_CLOUDS = 4
local SKY_CLOUD_MIN_OFFSET_Y = 800
local SKY_CLOUD_MAX_OFFSET_Y = 1100
for cloudIndex = 0 , NUM_CLOUDS - 1 do
local skyCloudTemplate
if cloudIndex < 2 then
-- nodes 0-1
skyCloudTemplate = "ZO_ConstellationSkyCloudInner"
else
-- nodes 2-3
skyCloudTemplate = "ZO_ConstellationSkyCloudOuter"
end
local skyCloudTexture = CreateControlFromVirtual ( "$(parent)SkyCloud" , self . canvasControl , skyCloudTemplate , cloudIndex )
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 . 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 , ZO_CHAMPION_CONSTELLATION_DEPTH , ZO_CHAMPION_REFERENCE_CAMERA_Z ) )
self . radialSelectorNode : AddTexture ( self . radialSelectorTexture , 0 , - 580 , ZO_CHAMPION_CONSTELLATION_DEPTH )
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 , ZO_CHAMPION_CONSTELLATION_DEPTH , ZO_CHAMPION_REFERENCE_CAMERA_Z ) )
-- we need two anchors per constellation to get an endless circle where only half of the ring is visible at a time
end
end
do
local ENTER_ANIMATION =
{
targetCameraX = 0 ,
targetCameraY = ZO_CHAMPION_ZOOMED_OUT_CAMERA_Y ,
targetCameraZ = ZO_CHAMPION_ZOOMED_OUT_CAMERA_Z ,
}
end )
end
do
end
if result == CHAMPION_PURCHASE_SUCCESS then
else
end
end )
end )
end
do
local zoomInAnimation =
{
targetCameraX = 0 ,
targetCameraY = ZOOMED_IN_CAMERA_Y ,
targetCameraZ = ZOOMED_IN_CAMERA_Z ,
targetNodeDurationBase = 0.75 ,
targetNodeDurationMultiplier = 0.5 / ZO_PI ,
nodePadding = { } ,
chooseTargetNode = true ,
chooseTargetNodeAtDurationPercent = 1 ,
}
-- trigger should set nextTargetNode
zoomInAnimation . targetCameraY = ZO_CHAMPION_GAMEPAD_ZOOMED_IN_CAMERA_Y
zoomInAnimation . targetCameraZ = ZO_CHAMPION_GAMEPAD_ZOOMED_IN_CAMERA_Z
else
zoomInAnimation . targetCameraY = ZO_CHAMPION_KEYBOARD_ZOOMED_IN_CAMERA_Y
zoomInAnimation . targetCameraZ = ZO_CHAMPION_KEYBOARD_ZOOMED_IN_CAMERA_Z
end
zoomInAnimation . targetNode = node
zoomInAnimation . nodePadding [ node ] = 0
end )
end )
end
do
local zoomOutAnimation =
{
targetCameraX = 0 ,
targetCameraY = ZO_CHAMPION_ZOOMED_OUT_CAMERA_Y ,
targetCameraZ = ZO_CHAMPION_ZOOMED_OUT_CAMERA_Z ,
nodePadding = { } ,
unchooseNode = true ,
unchooseInstantly = true ,
gamepadSelectNode = true ,
}
zoomOutAnimation . targetCameraY = ZO_CHAMPION_ZOOMED_OUT_CAMERA_Y
zoomOutAnimation . targetCameraZ = ZO_CHAMPION_ZOOMED_OUT_CAMERA_Z
local targetNode = self . constellations [ ZO_CHAMPION_CENTERED_CONSTELLATION_INDEX ] : GetNodeInSameHemisphereAsOtherNode ( self . chosenRingNode )
zoomOutAnimation . targetNode = targetNode
zoomOutAnimation . nodePadding [ node ] = 0
end
-- release
end
end )
end
do
local zoomedInCycleAnimation =
{
nodePadding = { } ,
chooseTargetNode = true ,
chooseTargetNodeAtDurationPercent = 0.5 ,
}
-- release
end
end )
end
do
local zoomInClusterAnimation =
{
}
zoomInClusterAnimation . targetCluster = self . chosenConstellation : GetClusterByClusterData ( self . nextTargetClusterData )
zoomInClusterAnimation . targetCameraX = nil
zoomInClusterAnimation . targetCameraY = nil
else
zoomInClusterAnimation . targetCameraX = worldX
zoomInClusterAnimation . targetCameraY = - worldY
end
zoomInClusterAnimation . targetCameraZ = IsInGamepadPreferredMode ( ) and ZO_CHAMPION_GAMEPAD_ZOOMED_IN_CLUSTER_CAMERA_Z or ZO_CHAMPION_KEYBOARD_ZOOMED_IN_CLUSTER_CAMERA_Z
end )
end )
end
do
local zoomOutClusterAnimation =
{
startingFadeDuration = 0.1 ,
}
zoomOutClusterAnimation . targetCluster = self . chosenConstellation : GetClusterByClusterData ( self . nextTargetClusterData )
zoomOutClusterAnimation . targetCameraX = nil
zoomOutClusterAnimation . targetCameraY = nil
else
zoomOutClusterAnimation . targetCameraX = 0
zoomOutClusterAnimation . targetCameraY = ZO_CHAMPION_KEYBOARD_ZOOMED_IN_CAMERA_Y
end
zoomOutClusterAnimation . targetCameraZ = IsInGamepadPreferredMode ( ) and ZO_CHAMPION_GAMEPAD_ZOOMED_IN_CAMERA_Z or ZO_CHAMPION_KEYBOARD_ZOOMED_IN_CAMERA_Z
-- release
end
end )
else
end
end )
end
self . stateMachine : AddTrigger ( "ON_DATA_RELOADED" , ZO_StateMachine_TriggerStateCallback , "ON_DATA_RELOADED" )
self . stateMachine : AddTrigger ( "ANIMATION_COMPLETE" , ZO_StateMachine_TriggerStateCallback , "ANIMATION_COMPLETE" )
-- ring states: ring is entered at the start, and can be zoomed out to
-- constellation states: constellations can be zoomed into from the ring, and zoomed out from a cluster.
-- you can also cycle between constellations
-- clusters are only zoomed in from their constellation
end
self . ring : SetRadius ( self . rootNode : ComputeSizeForDepth ( self . constellationInnerRadius , self . constellationInnerRadius , ZO_CHAMPION_CONSTELLATION_DEPTH , ZO_CHAMPION_REFERENCE_CAMERA_Z ) )
end
end
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 )
--Refresh and clear unsaved changes if we successfully finished equipping an armory build
if result == ARMORY_BUILD_RESTORE_RESULT_SUCCESS then
end
end )
end
self . control : RegisterForEvent ( EVENT_CHAMPION_PURCHASE_RESULT , function ( _ , result ) self : OnChampionPurchaseResult ( result ) end )
-- Refresh Champion purchase availability
end )
end )
end )
CHAMPION_DATA_MANAGER : RegisterCallback ( "ChampionSkillPendingPointsChanged" , function ( championSkillData , wasUnlocked , isUnlocked )
end
if self . chosenConstellation and self . chosenConstellation : GetChampionDisciplineData ( ) == championSkillData : GetChampionDisciplineData ( ) then
else
end
end )
-- we need to refresh the star that has been slotted and the star that
-- has been unslotted. we don't have an easy way to express that so we'll
-- just refresh everything
end )
end )
end
if result ~= CHAMPION_PURCHASE_SUCCESS then
end
end
self . inactiveAlert : SetAnchor ( TOPLEFT , nil , TOPLEFT , inactiveAlertConstants . offsetX , inactiveAlertConstants . offsetY )
end
end
--Constellations
end
end
end
starTexture . key = linkKey
return starTexture
end
starTexture . key = nil
end
starConfirmedTexture . key = linkKey
return starConfirmedTexture
end
starConfirmedTexture . key = nil
end
clusterTexture . key = linkKey
return clusterTexture
end
clusterTexture . key = nil
end
linkControl . key = linkKey
return linkControl
end
linkControl . key = nil
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
end
end
end
end
end
return false
end
return slot ~= nil
end
end
else
end
end
end
end
end
end
end
end
end
local pointPoolText = zo_iconTextFormat ( disciplineData : GetPointPoolIcon ( ) , "100%" , "100%" , disciplineData : GetNumAvailablePoints ( ) )
else
end
end
local pointValueText = zo_iconTextFormat ( disciplineData : GetPointPoolIcon ( ) , "100%" , "100%" , disciplineData : GetNumAvailablePoints ( ) )
{
}
else
end
else
end
end
end
return true
end
return false
end
end
end
end
end
if result ~= CHAMPION_PURCHASE_SUCCESS then
return
end
local dialogName
if respecNeeded then
dialogName = "CHAMPION_CONFIRM_COST"
else
dialogName = "CHAMPION_CONFIRM_CHANGES"
end
end
-- save off changed stars so we can animate them after the change is applied
local confirmationSound
if respecNeeded then
confirmationSound = SOUNDS . CHAMPION_RESPEC_ACCEPT
else
confirmationSound = SOUNDS . CHAMPION_POINTS_COMMITTED
end
end
end
end
end
end
end
end
end
end
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_STAR_CONFIRMATION_DELAY_MS = 50
--Show animations for the shown constellation first
if isLeftConstellationChosen ~= isRightConstellationChosen then
return isLeftConstellationChosen
end
local leftDisciplineIndex , leftSkillIndex
else
end
local rightDisciplineIndex , rightSkillIndex
else
end
-- taking advantage of the fact that discipline indices are pre-sorted left-to-right in the top level view
if leftDisciplineIndex ~= rightDisciplineIndex then
return leftDisciplineIndex < rightDisciplineIndex
end
-- taking advantage of the fact that skill indices are pre-sorted by their depth-first location in the skill tree
return leftSkillIndex < rightSkillIndex
end
end
self . confirmCameraTimeline = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_ChampionConfirmCameraAnimation" )
self . confirmCameraPrepTimeline = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_ChampionConfirmCameraPrepAnimation" )
end
end
self . nextConfirmAnimationTime = ( GetGameTimeMilliseconds ( ) + ZO_CHAMPION_STAR_CONFIRMATION_DELAY_MS ) / 1000
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
--Animation
end
end
end
-- completing the animation will put us back into the constellation state, where we can queue another cycle
end
end
end
end
end
end
local constellationForDiscipline = nil
constellationForDiscipline = constellation
break
end
end
if constellationForDiscipline then
--We want to do different things depending on whether we are zoomed in or out
local targetNode = constellationForDiscipline : GetNodeInSameHemisphereAsOtherNode ( self . selectedRingNode )
end
end
end
end
end
end
end
end
end
end
end
end
-- release
end
-- skipping the edge graph, every state should be able to transition to inactive and not leave us in a bad state
local UNCHOOSE_INSTANTLY = true
end
end
end
end
end
end
return self . stateMachine : IsCurrentState ( "CONSTELLATION" ) or self . stateMachine : IsCurrentState ( "CLUSTER" )
end
end
end
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
if anim . unchooseNode then
end
if anim . targetCluster then
{
constellationZoomedInBackgroundAlpha =
{
fluxMin = 0.6 ,
fluxMax = 1.0 ,
fluxPeriodSeconds = 3 ,
} ,
starAlpha = { } ,
childStarAlpha = { } ,
}
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
--Fade in the target cluster
if anim . targetCluster then
else
end
end
--Fade out the starting cluster
if anim . startingCluster then
local fadeProgress = animProgress
if anim . startingFadeDuration then
if fadeProgress > 1 then
fadeProgress = 1
end
end
end
else
end
end
else
end
end
end
end
--Gamepad Input
-- clamp to the center of the first and last constellations within the half circle
local RADIAL_SELECTOR_ANGLE_MIN = ZO_HALF_PI / numDisciplines
local RADIAL_SELECTOR_ANGLE_MAX = ZO_PI * ( numDisciplines - 0.5 ) / numDisciplines
if angle > RADIAL_SELECTOR_ANGLE_MIN and angle < RADIAL_SELECTOR_ANGLE_MAX then
return angle
end
if distanceToMin < distanceToMax then
return RADIAL_SELECTOR_ANGLE_MIN
else
return RADIAL_SELECTOR_ANGLE_MAX
end
end
local dx = mx - cx
local dy = my - cy
end
-- this math assumes +y = up
local magSq = dx * dx + dy * dy
if magSq > 0.04 and ( self . radialSelectorLastMagSq == nil or magSq + 0.01 >= self . radialSelectorLastMagSq ) then
end
end
end
end
end
end
-- pick a slot on the champion bar
-- pick a star
-- pick a constellation
end
end
local CONSTELLATION_VISUALS =
{
ZOOMED_OUT =
{
starAlpha =
{
base = 0.3 ,
} ,
} ,
ZOOMED_OUT_SELECTED =
{
starAlpha =
{
base = 1 ,
} ,
} ,
ZOOMED_OUT_SELECTED_ZOOMING_IN =
{
starAlpha =
{
base = 1 ,
} ,
childStarAlpha =
{
base = 0 ,
} ,
} ,
ZOOMED_IN_CLUSTER =
{
starAlpha =
{
base = 0 ,
} ,
childStarAlpha =
{
base = 1 ,
} ,
} ,
ZOOMED_IN_CHOSEN = { } ,
ZOOMED_IN_NOT_SHOWN =
{
starAlpha =
{
base = 0.3 ,
} ,
} ,
}
local RING_ANCHOR_VISUALS =
{
ZOOMED_OUT =
{
constellationBaseAlpha =
{
base = 0.5
} ,
constellationZoomedInBackgroundAlpha =
{
fluxMin = 0.0 ,
fluxMax = 0.1 ,
fluxPeriodSeconds = 3 ,
} ,
linkAlpha =
{
base = 0.2 ,
}
} ,
ZOOMED_OUT_SELECTED =
{
constellationBaseAlpha =
{
base = 0.5
} ,
constellationSelectedAlpha =
{
fluxMin = 0.5 ,
fluxMax = 0.8 ,
fluxPeriodSeconds = 3 ,
} ,
linkAlpha =
{
base = 0.2 ,
}
} ,
ZOOMED_OUT_SELECTED_ZOOMING_IN =
{
constellationBaseAlpha =
{
fluxMin = 0.0 ,
fluxMax = 0.2 ,
fluxPeriodSeconds = 3 ,
} ,
constellationZoomedInBackgroundAlpha =
{
base = 0.7 ,
} ,
linkAlpha =
{
base = 1 ,
}
} ,
ZOOMED_IN_CLUSTER =
{
constellationBaseAlpha =
{
base = 0 ,
} ,
constellationZoomedInBackgroundAlpha =
{
base = 0 ,
} ,
linkAlpha =
{
fluxMin = 0.8 ,
fluxMax = 1 ,
fluxPeriodSeconds = 6 ,
}
} ,
ZOOMED_IN_CHOSEN =
{
constellationBaseAlpha =
{
fluxMin = 0.0 ,
fluxMax = 0.3 ,
fluxPeriodSeconds = 6 ,
} ,
constellationZoomedInBackgroundAlpha =
{
base = 0.7 ,
} ,
linkAlpha =
{
fluxMin = 0.6 ,
fluxMax = 1 ,
fluxPeriodSeconds = 4 ,
}
} ,
ZOOMED_IN_NOT_SHOWN =
{
constellationBaseAlpha =
{
fluxMin = 0.0 ,
fluxMax = 0.2 ,
fluxPeriodSeconds = 3 ,
} ,
constellationZoomedInBackgroundAlpha =
{
base = 0.7 ,
} ,
linkAlpha =
{
base = 0.4 ,
}
} ,
}
local CONFIRM_ANIMATION_SPACING = 0.3
else
end
end
--This needs to happen before UpdateVisuals is run so the visual state changes that can happen here don't happen a frame late
--Visual State
local visualInfo
visualInfo = CONSTELLATION_VISUALS . ZOOMED_IN_CHOSEN
else
visualInfo = CONSTELLATION_VISUALS . ZOOMED_IN_CLUSTER
end
else
visualInfo = CONSTELLATION_VISUALS . ZOOMED_IN_NOT_SHOWN
end
else
visualInfo = CONSTELLATION_VISUALS . ZOOMED_OUT_SELECTED_ZOOMING_IN
else
visualInfo = CONSTELLATION_VISUALS . ZOOMED_OUT_SELECTED
end
else
visualInfo = CONSTELLATION_VISUALS . ZOOMED_OUT
end
end
else
end
end
local visualInfo
visualInfo = RING_ANCHOR_VISUALS . ZOOMED_IN_CHOSEN
else
visualInfo = RING_ANCHOR_VISUALS . ZOOMED_IN_CLUSTER
end
else
visualInfo = RING_ANCHOR_VISUALS . ZOOMED_IN_NOT_SHOWN
end
else
visualInfo = RING_ANCHOR_VISUALS . ZOOMED_OUT_SELECTED_ZOOMING_IN
else
visualInfo = RING_ANCHOR_VISUALS . ZOOMED_OUT_SELECTED
end
else
visualInfo = RING_ANCHOR_VISUALS . ZOOMED_OUT
end
end
else
end
end
--Cloud Rotation
if isEnteringConstellation then
end
else
end
--Close Cloud Breathing
-- only play close clouds while zoomed out
end
else
end
--Star Confirm Animations
if star then
end
end
end
end
end
end
local SPIRAL_STAR_MAX_ALPHA = 0.5
local SPIRAL_STAR_ANGLE_DISTANCE = ZO_PI * 0.25
local node = textureControl . node
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
if result == CHAMPION_PURCHASE_SUCCESS then
end
end
end
end
end
end
end
end
function ChampionPerks : OnPowerUpdate ( eventCode , unitTag , powerIndex , powerType , value , max , effectiveMax )
if unitTag == "player" and powerType == COMBAT_MECHANIC_FLAGS_HEALTH then
end
end
end
--Menu Bar
end
end
end
end
--Local XML Handlers
if self . keybindState == KEYBIND_STATES . QUICK_MENU or self . keybindState == KEYBIND_STATES . ACTION_BAR then
return
end
end
end
end
end
ZO_CHAMPION_CURSOR_DEPTH = ZO_CHAMPION_STAR_DEPTH - . 01
ZO_CHAMPION_CURSOR_SIZE = 32
end
end
end
ZO_CHAMPION_CURSOR_SPEED = 10
ZO_CHAMPION_COUNTERSCROLL_FACTOR_X = 0.35
ZO_CHAMPION_COUNTERSCROLL_FACTOR_Y = 0.35
ZO_CHAMPION_SELECTING_STAR_SENSITIVITY = . 5
ZO_CHAMPION_SENSITIVITY_APPROACH = 1
local targetSensitivity
if mouseOverControl and mouseOverControl . star then
targetSensitivity = ZO_CHAMPION_SELECTING_STAR_SENSITIVITY
else
targetSensitivity = 1
end
self . sensitivityFactor = zo_deltaNormalizedLerp ( self . sensitivityFactor , targetSensitivity , ZO_CHAMPION_SENSITIVITY_APPROACH )
end
else
end
else
end
end
else
end
end
end
end
else
return nil
end
end
--Global XML Handlers
end
end
end
local DEFAULT_TOOLTIP_STYLES = nil
ZO_ResizingFloatingScrollTooltip_Gamepad_OnInitialized ( tooltipControl , DEFAULT_TOOLTIP_STYLES , BottomScreenResizeHandler , LEFT )
end |