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Copy pathBlizzard_AnimaDiversionUI.lua
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Blizzard_AnimaDiversionUI.lua
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local ANIMA_GEM_TEXTURE_INFO = "AnimaChannel-Bar-%s-Gem";
local OVERRIDE_MODEL_SCENE_FRAME_LEVEL = 511;
local MAX_ANIMA_GEM_COUNT = 10;
AnimaDiversionFrameMixin = { };
local fullGemsTextureKitAnimationEffectId = {
["Kyrian"] = 24,
["Venthyr"] = 27,
["NightFae"] = 30,
["Necrolord"] = 33,
};
local newGemTextureKitAnimationEffectId = {
["Kyrian"] = 23,
["Venthyr"] = 26,
["NightFae"] = 29,
["Necrolord"] = 32,
};
local textureKitToCovenantId = {
["Kyrian"] = 1,
["Venthyr"] = 2,
["NightFae"] = 3,
["Necrolord"] = 4,
};
local textureKitToConfirmSound = {
["Kyrian"] = SOUNDKIT.UI_9_0_ANIMA_DIVERSION_BASTION_CONFIRM_CHANNEL,
["Venthyr"] = SOUNDKIT.UI_9_0_ANIMA_DIVERSION_REVENDRETH_CONFIRM_CHANNEL,
["NightFae"] = SOUNDKIT.UI_9_0_ANIMA_DIVERSION_ARDENWEALD_CONFIRM_CHANNEL,
["Necrolord"] = SOUNDKIT.UI_9_0_ANIMA_DIVERSION_MALDRAXXUS_CONFIRM_CHANNEL,
};
local ANIMA_DIVERSION_FRAME_EVENTS = {
"ANIMA_DIVERSION_CLOSE",
"CURRENCY_DISPLAY_UPDATE",
};
StaticPopupDialogs["ANIMA_DIVERSION_CONFIRM_CHANNEL"] = {
text = ANIMA_DIVERSION_CONFIRM_CHANNEL,
button1 = YES,
button2 = CANCEL,
OnAccept = function(self, selectedNode)
PlaySound(textureKitToConfirmSound[selectedNode.textureKit]);
C_AnimaDiversion.SelectAnimaNode(selectedNode.nodeData.talentID, true);
HelpTip:Acknowledge(AnimaDiversionFrame, ANIMA_DIVERSION_TUTORIAL_SELECT_LOCATION);
HelpTip:Acknowledge(AnimaDiversionFrame.ReinforceProgressFrame, ANIMA_DIVERSION_TUTORIAL_FILL_BAR);
end,
OnShow = function(self, selectedNode)
AnimaDiversionFrame:SetExclusiveSelectionNode(selectedNode);
self.timeleft = C_DateAndTime.GetSecondsUntilDailyReset();
end,
OnHide = function(self, selectedNode)
AnimaDiversionFrame:ClearExclusiveSelectionNode();
end,
hideOnEscape = 1,
};
StaticPopupDialogs["ANIMA_DIVERSION_CONFIRM_REINFORCE"] = {
text = ANIMA_DIVERSION_CONFIRM_REINFORCE,
button1 = YES,
button2 = CANCEL,
OnAccept = function(self, selectedNode)
PlaySound(SOUNDKIT.UI_COVENANT_ANIMA_DIVERSION_CONFIRM_REINFORCE);
C_AnimaDiversion.SelectAnimaNode(selectedNode.nodeData.talentID, false);
HelpTip:Acknowledge(AnimaDiversionFrame, ANIMA_DIVERSION_TUTORIAL_SELECT_LOCATION_PERMANENT);
end,
OnShow = function(self, selectedNode)
AnimaDiversionFrame:SetExclusiveSelectionNode(selectedNode);
end,
OnHide = function(self, selectedNode)
AnimaDiversionFrame.ReinforceInfoFrame:ClearSelectedNode();
AnimaDiversionFrame:ClearExclusiveSelectionNode();
end,
hideOnEscape = 1,
};
function AnimaDiversionFrameMixin:OnLoad()
MapCanvasMixin.OnLoad(self);
self:SetShouldZoomInOnClick(false);
self:SetMouseWheelZoomMode(MAP_CANVAS_MOUSE_WHEEL_ZOOM_BEHAVIOR_NONE);
self:SetShouldPanOnClick(false);
self:AddStandardDataProviders();
self.bolsterProgressGemPool = CreateFramePool("FRAME", self.ReinforceProgressFrame, "AnimaDiversionBolsterProgressGemTemplate");
UIPanelCloseButton_SetBorderAtlas(self.CloseButton, "UI-Frame-Oribos-ExitButtonBorder", -1, 1);
end
function AnimaDiversionFrameMixin:OnShow()
self:UpdateTutorialTips();
self:SetMapID(self.mapID);
MapCanvasMixin.OnShow(self);
self:ResetZoom();
FrameUtil.RegisterFrameForEvents(self, ANIMA_DIVERSION_FRAME_EVENTS);
PlaySound(SOUNDKIT.UI_COVENANT_ANIMA_DIVERSION_OPEN);
if AnimaDiversionUtil.IsAnyNodeActive() then
PlaySound(self.covenantData.animaChannelActiveSoundKit);
end
end
function AnimaDiversionFrameMixin:OnHide()
MapCanvasMixin.OnHide(self);
FrameUtil.UnregisterFrameForEvents(self, ANIMA_DIVERSION_FRAME_EVENTS);
self.ReinforceInfoFrame:Hide();
self:StopGemsFullSound();
PlaySound(SOUNDKIT.UI_COVENANT_ANIMA_DIVERSION_CLOSE);
end
function AnimaDiversionFrameMixin:OnEvent(event, ...)
if (event == "ANIMA_DIVERSION_CLOSE") then
HideUIPanel(self);
elseif (event == "CURRENCY_DISPLAY_UPDATE") then
self:SetupBolsterProgressBar();
self:SetupCurrencyFrame();
elseif(event == "ANIMA_DIVERSION_TALENT_UPDATED") then
self:SetupBolsterProgressBar();
end
MapCanvasMixin.OnEvent(self, event, ...);
end
function AnimaDiversionFrameMixin:HasAvailableNode()
local animaNodes = C_AnimaDiversion.GetAnimaDiversionNodes();
if animaNodes then
for _, nodeData in ipairs(animaNodes) do
if nodeData.state == Enum.AnimaDiversionNodeState.Available then
return true;
end
end
end
return false;
end
function AnimaDiversionFrameMixin:UpdateTutorialTips()
local updateTutorialTipsClosure = GenerateClosure(self.UpdateTutorialTips, self);
if self:CanReinforceNode() then
local reinforceLocationHelpTipInfo = {
text = ANIMA_DIVERSION_TUTORIAL_SELECT_LOCATION_PERMANENT,
buttonStyle = HelpTip.ButtonStyle.None,
cvarBitfield = "closedInfoFrames",
bitfieldFlag = LE_FRAME_TUTORIAL_ANIMA_DIVERSION_REINFORCE_LOCATION,
targetPoint = HelpTip.Point.LeftEdgeCenter,
offsetX = 120,
offsetY = 30,
checkCVars = true,
useParentStrata = true,
onAcknowledgeCallback = updateTutorialTipsClosure,
};
if HelpTip:Show(self, reinforceLocationHelpTipInfo) then
return;
end
end
if not GetCVarBitfield("closedInfoFrames", LE_FRAME_TUTORIAL_ANIMA_DIVERSION_ACTIVATE_LOCATION) and self:HasAvailableNode() then
local selectLocationHelpTipInfo = {
text = ANIMA_DIVERSION_TUTORIAL_SELECT_LOCATION,
buttonStyle = HelpTip.ButtonStyle.None,
cvarBitfield = "closedInfoFrames",
bitfieldFlag = LE_FRAME_TUTORIAL_ANIMA_DIVERSION_ACTIVATE_LOCATION,
targetPoint = HelpTip.Point.LeftEdgeCenter,
offsetX = 120,
offsetY = 30,
useParentStrata = true,
onAcknowledgeCallback = updateTutorialTipsClosure,
};
HelpTip:Show(self, selectLocationHelpTipInfo);
local fillBarHelpTipInfo = {
text = ANIMA_DIVERSION_TUTORIAL_FILL_BAR,
buttonStyle = HelpTip.ButtonStyle.None,
targetPoint = HelpTip.Point.RightEdgeCenter,
offsetX = -17,
autoEdgeFlipping = true,
useParentStrata = true,
onAcknowledgeCallback = updateTutorialTipsClosure,
};
HelpTip:Show(self.ReinforceProgressFrame, fillBarHelpTipInfo);
end
end
function AnimaDiversionFrameMixin:SetExclusiveSelectionNode(node)
for pin in self:EnumeratePinsByTemplate("AnimaDiversionPinTemplate") do
if pin ~= node and pin.visualState == Enum.AnimaDiversionNodeState.Available then
if pin.nodeData.state == Enum.AnimaDiversionNodeState.SelectedTemporary then
pin:SetVisualState(Enum.AnimaDiversionNodeState.SelectedTemporary);
else
pin:SetVisualState(Enum.AnimaDiversionNodeState.Cooldown);
end
end
end
self.disallowSelection = true;
end
function AnimaDiversionFrameMixin:ClearExclusiveSelectionNode()
self:RefreshAllDataProviders();
self.disallowSelection = false;
end
function AnimaDiversionFrameMixin:CanReinforceNode()
return self.bolsterProgress >= 10;
end
function AnimaDiversionFrameMixin:AddBolsterEffectToGem(gem, effectID, overlay)
local modelScene = overlay and self.ReinforceProgressFrame.OverlayModelScene or self.ReinforceProgressFrame.ModelScene;
modelScene:AddEffect(effectID, gem, gem);
end
function AnimaDiversionFrameMixin:StopGemsFullSound()
if self.gemsFullSoundHandle then
StopSound(self.gemsFullSoundHandle);
self.gemsFullSoundHandle = nil;
end
end
function AnimaDiversionFrameMixin:SetupBolsterProgressBar()
self.bolsterProgressGemPool:ReleaseAll();
self.ReinforceProgressFrame.ModelScene:ClearEffects();
self.ReinforceProgressFrame.OverlayModelScene:ClearEffects();
local gemsFullEffectID = fullGemsTextureKitAnimationEffectId[self.uiTextureKit];
local newGemEffectID = newGemTextureKitAnimationEffectId[self.uiTextureKit];
local newBolsterProgress = math.min(MAX_ANIMA_GEM_COUNT, C_AnimaDiversion.GetReinforceProgress());
local numNewGems = 0;
if self.bolsterProgress and newBolsterProgress > self.bolsterProgress then
numNewGems = newBolsterProgress - self.bolsterProgress;
end
self.bolsterProgress = newBolsterProgress;
local isReinforceReady = self:CanReinforceNode();
if isReinforceReady then
if not self.gemsFullSoundHandle then
local _, soundHandle = PlaySound(self.covenantData.animaGemsFullSoundKit);
self.gemsFullSoundHandle = soundHandle;
end
else
self:StopGemsFullSound();
end
local firstNewGem = (newBolsterProgress - numNewGems) + 1;
for i=1, newBolsterProgress do
local isNewGem = i >= firstNewGem;
self.lastGem = self:SetupBolsterGem(i, isNewGem);
if isNewGem then
self:AddBolsterEffectToGem(self.lastGem, newGemEffectID, true);
if not isReinforceReady then
PlaySound(self.covenantData.animaNewGemSoundKit);
end
end
if isReinforceReady then
if numNewGems > 0 then
C_Timer.After(0.5, GenerateClosure(self.AddBolsterEffectToGem, self, self.lastGem, gemsFullEffectID));
else
self:AddBolsterEffectToGem(self.lastGem, gemsFullEffectID);
end
end
end
self.ReinforceInfoFrame:Init();
self.ReinforceInfoFrame:SetShown(isReinforceReady);
self:UpdateTutorialTips();
end
function AnimaDiversionFrameMixin:SetupBolsterGem(index, isNew)
local gem = self.bolsterProgressGemPool:Acquire();
if(index == 1) then
gem:SetPoint("LEFT", self.ReinforceProgressFrame, 27, -5);
elseif(index > 5) then
gem:SetPoint("LEFT", self.lastGem, "RIGHT", -3, 0);
else
gem:SetPoint("LEFT", self.lastGem, "RIGHT", -2, 0);
end
local atlas = GetFinalNameFromTextureKit(ANIMA_GEM_TEXTURE_INFO, self.uiTextureKit);
gem.Gem:SetAtlas(atlas, true);
if isNew then
C_Timer.After(0.25, GenerateClosure(gem.Show, gem));
else
gem:Show();
end
return gem;
end
function AnimaDiversionFrameMixin:AddStandardDataProviders()
self:AddDataProvider(CreateFromMixins(AnimaDiversionDataProviderMixin));
self:AddDataProvider(CreateFromMixins(AnimaDiversion_WorldQuestDataProviderMixin));
local pinFrameLevelsManager = self:GetPinFrameLevelsManager();
pinFrameLevelsManager:AddFrameLevel("PIN_FRAME_LEVEL_WORLD_QUEST", 500);
pinFrameLevelsManager:AddFrameLevel("PIN_FRAME_LEVEL_ANIMA_DIVERSION_MODELSCENE_PIN");
pinFrameLevelsManager:AddFrameLevel("PIN_FRAME_LEVEL_ANIMA_DIVERSION_PIN");
end
function AnimaDiversionFrameMixin:SetupTextureKits(frame, regions)
SetupTextureKitOnRegions(self.uiTextureKit, frame, regions, TextureKitConstants.SetVisibility, TextureKitConstants.UseAtlasSize);
end
function AnimaDiversionFrameMixin:TryShow(frameInfo)
if(not frameInfo) then
return;
end
self.uiTextureKit = frameInfo.textureKit;
self.covenantData = C_Covenants.GetCovenantData(textureKitToCovenantId[self.uiTextureKit]);
self.mapID = frameInfo.mapID;
self:SetupBolsterProgressBar();
self:SetupCurrencyFrame();
ShowUIPanel(self);
end
function AnimaDiversionFrameMixin:SetupCurrencyFrame()
local animaCurrencyID, maxDisplayableValue = C_CovenantSanctumUI.GetAnimaInfo()
local currencyInfo = C_CurrencyInfo.GetCurrencyInfo(animaCurrencyID);
if(currencyInfo) then
self.AnimaDiversionCurrencyFrame.CurrencyFrame.Quantity:SetText(ANIMA_DIVERSION_CURRENCY_DISPLAY:format(currencyInfo.quantity, currencyInfo.iconFileID));
end
end
AnimaDiversionCurrencyFrameMixin = { };
function AnimaDiversionCurrencyFrameMixin:OnEnter()
GameTooltip:SetOwner(self, "ANCHOR_RIGHT");
GameTooltip_AddNormalLine(GameTooltip, ANIMA_DIVERSION_CURRENCY_TOOLTIP_TITLE, true);
GameTooltip_AddHighlightLine(GameTooltip, ANIMA_DIVERSION_CURRENCY_TOOLTIP_DESCRIPTION, true);
GameTooltip:Show();
end
function AnimaDiversionCurrencyFrameMixin:OnLeave()
GameTooltip:Hide();
end
ReinforceProgressFrameMixin = { };
function ReinforceProgressFrameMixin:OnEnter()
GameTooltip:SetOwner(self, "ANCHOR_RIGHT");
GameTooltip_AddNormalLine(GameTooltip, ANIMA_DIVERSION_REINFORCE_STREAM_TOOLTIP_TITLE, true);
GameTooltip_AddHighlightLine(GameTooltip,ANIMA_DIVERSION_REINFORCE_STREAM_TOOLTIP_DESCRIPTION, true);
GameTooltip:Show();
end
function ReinforceProgressFrameMixin:OnLeave()
GameTooltip:Hide();
end
ReinforceInfoFrameMixin = { };
function ReinforceInfoFrameMixin:OnHide()
self.selectedNode = nil;
end
function ReinforceInfoFrameMixin:CanReinforceAnything()
local animaNodes = C_AnimaDiversion.GetAnimaDiversionNodes();
if (not animaNodes) then
return false;
end
for _, nodeData in ipairs(animaNodes) do
if (nodeData.state == Enum.AnimaDiversionNodeState.Available or nodeData.state == Enum.AnimaDiversionNodeState.SelectedTemporary) then
return true;
end
end
return false;
end
function ReinforceInfoFrameMixin:Init()
self.canReinforce = self:CanReinforceAnything();
self.Title:SetText(ANIMA_DIVERSION_REINFORCE_READY);
self.AnimaNodeReinforceButton:Disable();
end
function ReinforceInfoFrameMixin:GetSelectedNode()
return self.selectedNode;
end
function ReinforceInfoFrameMixin:ClearSelectedNode()
if self.selectedNode then
self:Init();
end
self.selectedNode = nil;
end
function ReinforceInfoFrameMixin:SelectNodeToReinforce(node)
if not self.canReinforce or self.selectedNode == node or node.UnavailableState then
return;
end
if self.selectedNode then
self.selectedNode:SetSelectedState(false);
end
self.selectedNode = node;
node:SetReinforceState(true);
node:SetSelectedState(true);
self.Title:SetText(self.selectedNode.nodeData.name);
self.AnimaNodeReinforceButton:Enable();
PlaySound(AnimaDiversionFrame.covenantData.animaReinforceSelectSoundKit);
end
AnimaNodeReinforceButtonMixin = { };
function AnimaNodeReinforceButtonMixin:OnClick()
local selectedNode = self:GetParent():GetSelectedNode();
if selectedNode then
PlaySound(SOUNDKIT.UI_COVENANT_ANIMA_DIVERSION_CLICK_REINFORCE_BUTTON);
StaticPopup_Show("ANIMA_DIVERSION_CONFIRM_REINFORCE", selectedNode.nodeData.name, nil, selectedNode);
end
end
function AnimaNodeReinforceButtonMixin:OnEnter()
if (not self:GetParent().canReinforce) then
GameTooltip:SetOwner(self, "ANCHOR_RIGHT", 20, 0);
GameTooltip_AddErrorLine(GameTooltip, ANIMA_DIVERSION_CANT_REINFORCE);
GameTooltip:Show();
end
end
function AnimaNodeReinforceButtonMixin:OnLeave()
GameTooltip:Hide();
end