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local PARTIAL_PIN_ALPHA = 0.2
local FULL_PIN_ALPHA = 1
local NORMAL_TEXTURE = "EsoUI/Art/Lockpicking/pins.dds"
local SET_TEXTURE = "EsoUI/Art/Lockpicking/pins_set.dds"
-- Keyboard specific controls
self . timer = ZO_MultiSegmentTimerBar : New ( control : GetNamedChild ( "TimerBar" ) , "ZO_LockpickTimerBarStatus" )
-- Gamepad specific controls
self . gamepadTimer = ZO_MultiSegmentTimerBar : New ( control : GetNamedChild ( "GamepadTimerBar" ) , "ZO_LockpickTimerBarStatusGamepad" )
for i = 1 , NUM_LOCKPICK_CHAMBERS do
spring . pin . highlightAnimation = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "PinHighlightAnimation" , spring . pin . highlight )
spring . pin . chamberIndex = i
end
local LOCKPICK_WINDOW_INTERACTION =
{
interactTypes = { INTERACTION_LOCKPICK }
}
if newState == SCENE_SHOWING then
-- make sure to reset the mouse position to the starting state, it may not be updated if a dialog is showing
local timerStartS = nowMs / 1000
local bonusS = 0
end
local blueStart = ZO_ColorDef : New ( ZO_ColorDef : New ( GetInterfaceColor ( INTERFACE_COLOR_TYPE_GENERAL , INTERFACE_GENERAL_COLOR_STATUS_BAR_START ) ) )
local blueEnd = ZO_ColorDef : New ( ZO_ColorDef : New ( GetInterfaceColor ( INTERFACE_COLOR_TYPE_GENERAL , INTERFACE_GENERAL_COLOR_STATUS_BAR_END ) ) )
local rightOffsetX = ( ( 1 - ( self . timer : GetSumDurationForSegment ( 2 ) / ( durationS + bonusS ) ) ) * width - 4 ) * - 1
end
local INHERIT_COLOR = true
return ZO_SUCCEEDED_TEXT : Colorize ( zo_iconTextFormatNoSpace ( "EsoUI/Art/TreeIcons/gamepad/GP_collection_indexIcon_Companions.dds" , "100%" , "100%" , timeString , INHERIT_COLOR ) )
end
self . lockLevelLabel : SetText ( zo_strformat ( SI_LOCKPICK_LEVEL , GetString ( "SI_LOCKQUALITY" , lockQuality ) ) )
else
local NO_FUNCTION = nil
end
end
end
-- prioritize the practice tutorial over the general open tutorial
if lockQuality == LOCK_QUALITY_PRACTICE then
end
elseif newState == SCENE_HIDDEN then
end
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 = ZO_PI / 140
return function ( x )
end
end
local LoosenessFunctions =
{
end ) ,
end ) ,
return x / HALF_RANGE
end ) ,
end ) ,
}
for i = 1 , NUM_LOCKPICK_CHAMBERS do
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
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 previousChamberProgress = spring . totalProgress
if previousChamberProgress > spring . totalProgress then
--The chamber was stressed too much and reset
if ( not ending or not IsChamberSolved ( self . settingChamberIndex ) ) and not self : IsPickBroken ( ) and not self . hidden then
end
if not ending then
end
end
end
end
end
do
end
local pin = spring . pin
local normalizedY = spring . interpolatedChamberProgress - baseSpringResistance
end
end
end
end
end
if chamberIndex then
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
end
do
local LOCKPICK_X_ROTATION_FACTOR = ZO_PI / 45
local LOCKPICK_Y_ROTATION_FACTOR = ZO_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
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 = ZO_PI * 1.04
local LEFT_ROTATION_FACTOR_AFTER_HIT = ZO_TWO_PI
local RIGHT_ROTATION_FACTOR = ZO_PI / 3
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
else
-- don't update the mouse position if we're showing a dialog
end
end
for i = 1 , NUM_LOCKPICK_CHAMBERS do
if zo_abs ( spring . totalProgress - spring . interpolatedChamberProgress ) > MIN_PERCENT_BEFORE_FINISHING then
end
end
end
if progress < 1.0 then
end
else
end
else
end
end
end
end
end
local STARTING_NORMALIZED_LOCKPICK_X = 0.53
local GAMEPAD_SPEED_FACTOR = 3.5
self . virtualMouseX = zo_lerp ( self . lockpickLowerBound , self . lockpickUpperBound , STARTING_NORMALIZED_LOCKPICK_X )
else
local deltaX
else
end
if deltaX ~= 0 then
self . virtualNormalizedMouseX = ( clampedX - self . lockpickLowerBound ) / ( self . lockpickUpperBound - self . lockpickLowerBound )
end
end
end
end
if oldClosestChamberIndex then
end
end
end
local closestDistance = math . huge
local closestIndex
for i = 1 , NUM_LOCKPICK_CHAMBERS do
if distanceToLockpick < closestDistance then
closestDistance = distanceToLockpick
closestIndex = i
end
end
return closestIndex
end
--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.
--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
end
end
end
for i = 1 , NUM_LOCKPICK_CHAMBERS do
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
end
end
local ENDING_SETTING_CHAMBER = true
end
end
end
end
end
end
end
{
handlesKeyUp = true ,
if up then
else
end
end
end ,
} ,
{
local chanceText
local INHERIT_COLOR = true
local iconString = zo_iconTextFormatNoSpace ( "EsoUI/Art/TreeIcons/gamepad/GP_collection_indexIcon_Companions.dds" , iconSize , iconSize , GetChanceToForceLock ( ) , INHERIT_COLOR )
else
end
end ,
end ,
} ,
KEYBIND_STRIP : GenerateGamepadLeftSlideButtonDescriptor ( GetString ( SI_GAMEPAD_LOCKPICK_MOVE ) , IsInGamepadPreferredMode ) ,
}
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( self . keybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON )
end
if hidden then
else
else
end
end
end
end
end
end
end |