local f0_local0 = module local f0_local1, f0_local2 = ... f0_local0( f0_local1, package.seeall ) CoD.PrintModuleLoad( _NAME ) f0_local0 = function ( f1_arg0, f1_arg1 ) if Engine.IsConsoleGame() then local f1_local0 = f1_arg0:getChildById( "predatorMissileControlsVLId" ) local f1_local1 = f1_local0:getChildById( "steeringTextId" ) if IsCurrentSticksLayoutSouthpaw() then f1_local1:setText( Engine.Localize( "@PLATFORM_PREDATOR_MISSILE_AIM_SOUTHPAW" ) ) elseif IsCurrentSticksLayoutLegacy() or IsCurrentSticksLayoutLegacySouthpaw() then f1_local1:setText( Engine.Localize( "@PLATFORM_PREDATOR_MISSILE_AIM_LEGACY" ) ) else f1_local1:setText( Engine.Localize( "@PLATFORM_PREDATOR_MISSILE_AIM" ) ) end end if f1_arg1.value == 1 then f1_arg0:animateToState( "active", 0 ) local f1_local0 = f1_arg0:getChildById( "predatorMissileReticleImageId" ) local f1_local2 = MBh.AnimateSequence( { { "default", 0 }, { "opening", 150 }, { "active", 0 } } ) f1_local2( f1_local0 ) f1_local2 = f1_arg0:getChildById( "predatorMissileControlsVLId" ) local f1_local3 = MBh.AnimateSequence( { { "default", 0 }, { "active", 150 } } ) f1_local3( f1_local2 ) elseif f1_arg1.value == 2 then local f1_local0 = f1_arg0:getChildById( "predatorMissileStaticId" ) f1_local0:animateToState( "active", 0 ) local f1_local1 = f1_arg0:getChildById( "predatorMissileReticleImageId" ) f1_local1:animateToState( "default", 0 ) local f1_local2 = f1_arg0:getChildById( "predatorMissileControlsVLId" ) f1_local2:animateToState( "default", 0 ) else f1_arg0:animateToState( "default", 0 ) local f1_local0 = f1_arg0:getChildById( "predatorMissileStaticId" ) f1_local0:animateToState( "default", 0 ) end end f0_local1 = function ( f2_arg0, f2_arg1 ) local f2_local0 = f2_arg0:getChildById( "predatorMissileControlsVLId" ) local f2_local1 = f2_local0:getChildById( "steeringTextId" ) local f2_local2 = f2_local0:getChildById( "boostTextId" ) f2_local1:setText( Engine.Localize( "@PLATFORM_PREDATOR_MISSILE_AIM" ) ) if Game.GetOmnvar( "ui_predator_missiles_left" ) > 0 then f2_local2:setText( Engine.Localize( "@PLATFORM_PREDATOR_MISSILE_FIRE" ) ) end f2_local2:setText( Engine.Localize( "@PLATFORM_PREDATOR_MISSILE_BOOST" ) ) end function predatorMissileOverlayDef() local f3_local0 = RegisterMaterial( "white" ) local f3_local1 = RegisterMaterial( "ac130_overlay_grain" ) local f3_local2 = RegisterMaterial( "missilecam_reticle" ) local f3_local3, f3_local4 = GameX.GetScreenDims() local self = LUI.UIElement.new() self.id = "predatorMissileOverlayContainerId" self:registerAnimationState( "default", { topAnchor = true, leftAnchor = true, bottomAnchor = true, rightAnchor = true, top = 0, left = 0, bottom = 0, right = 0, alpha = 0 } ) self:animateToState( "default", 0 ) self:registerAnimationState( "active", { alpha = 1 } ) self:registerOmnvarHandler( "ui_predator_missile", f0_local0 ) self:registerEventHandler( "init_overlay", f0_local0 ) self:registerEventHandler( "refresh_controls", f0_local1 ) local f3_local6 = LUI.UIImage.new() f3_local6.id = "predatorMissileOverlayImageId" f3_local6:registerAnimationState( "default", { topAnchor = true, leftAnchor = true, bottomAnchor = true, rightAnchor = true, top = 0, left = 0, bottom = 0, right = 0, material = f3_local1, red = 0.9, green = 1, blue = 1, alpha = 0.3 } ) f3_local6:animateToState( "default", 0 ) local f3_local7 = LUI.UIImage.new() f3_local7.id = "predatorMissileReticleImageId" f3_local7:registerAnimationState( "default", { topAnchor = false, leftAnchor = false, bottomAnchor = false, rightAnchor = false, top = 0, left = 0, bottom = 0, right = 0, material = f3_local2, alpha = 0 } ) f3_local7:animateToState( "default", 0 ) f3_local7:registerAnimationState( "opening", { topAnchor = false, leftAnchor = false, bottomAnchor = false, rightAnchor = false, top = -(f3_local4 * 0.5) - 80, left = -(f3_local3 * 0.5) - 80, bottom = f3_local4 * 0.5 + 80, right = f3_local3 * 0.5 + 80, material = f3_local2, alpha = 0.5 } ) f3_local7:registerAnimationState( "active", { topAnchor = false, leftAnchor = false, bottomAnchor = false, rightAnchor = false, top = -f3_local4 * 0.5, left = -f3_local3 * 0.5, bottom = f3_local4 * 0.5, right = f3_local3 * 0.5, material = f3_local2, alpha = 1 } ) local f3_local8 = LUI.UIVerticalList.new() f3_local8.id = "predatorMissileControlsVLId" f3_local8:registerAnimationState( "default", { topAnchor = false, leftAnchor = false, bottomAnchor = true, rightAnchor = false, bottom = -80, left = -256, right = 256, height = 64, alpha = 0, spacing = 0 } ) f3_local8:animateToState( "default", 0 ) f3_local8:registerAnimationState( "active", { alpha = 1 } ) local f3_local9 = LUI.UIText.new() f3_local9.id = "steeringTextId" f3_local9:setText( Engine.Localize( "@PLATFORM_PREDATOR_MISSILE_AIM" ) ) f3_local9:setTextStyle( CoD.TextStyle.Shadowed ) f3_local9:registerAnimationState( "default", { topAnchor = false, leftAnchor = true, bottomAnchor = true, rightAnchor = true, bottom = 0, left = 0, right = 0, height = CoD.TextSettings.HudEuroBigFont.Height, font = CoD.TextSettings.HudEuroBigFont.Font, alignment = LUI.Alignment.Center } ) f3_local9:animateToState( "default", 0 ) local f3_local10 = function () if Game.GetOmnvar( "ui_predator_missiles_left" ) > 0 then return Engine.Localize( "@PLATFORM_PREDATOR_MISSILE_FIRE" ) else return Engine.Localize( "@PLATFORM_PREDATOR_MISSILE_BOOST" ) end end local f3_local11 = LUI.UIText.new() f3_local11.id = "boostTextId" f3_local11:setText( f3_local10() ) f3_local11:setTextStyle( CoD.TextStyle.Shadowed ) f3_local11:registerAnimationState( "default", { topAnchor = false, leftAnchor = true, bottomAnchor = true, rightAnchor = true, bottom = 0, left = 0, right = 0, height = CoD.TextSettings.HudEuroBigFont.Height, font = CoD.TextSettings.HudEuroBigFont.Font, alignment = LUI.Alignment.Center } ) f3_local11:animateToState( "default", 0 ) f3_local11:registerOmnvarHandler( "ui_predator_missiles_left", function ( f5_arg0, f5_arg1 ) f5_arg0:setText( f3_local10() ) end ) f3_local8:addElement( f3_local9 ) f3_local8:addElement( f3_local11 ) local f3_local12 = LUI.UIElement.new() f3_local12.id = "predatorMissileStaticId" f3_local12:registerAnimationState( "default", { topAnchor = true, leftAnchor = true, bottomAnchor = true, rightAnchor = true, top = 0, left = 0, bottom = 0, right = 0, alpha = 0 } ) f3_local12:animateToState( "default", 0 ) f3_local12:registerAnimationState( "active", { alpha = 1 } ) local f3_local13 = LUI.UIImage.new() f3_local13.id = "predatorMissileWhiteImageId" f3_local13:registerAnimationState( "default", { topAnchor = true, leftAnchor = true, bottomAnchor = true, rightAnchor = true, top = 0, left = 0, bottom = 0, right = 0, material = f3_local0 } ) f3_local13:animateToState( "default", 0 ) local f3_local14 = LUI.UIImage.new() f3_local14.id = "predatorMissileStaticImageId" f3_local14:registerAnimationState( "default", { topAnchor = true, leftAnchor = true, bottomAnchor = true, rightAnchor = true, top = 0, left = 0, bottom = 0, right = 0, material = f3_local1 } ) f3_local14:animateToState( "default", 0 ) f3_local12:addElement( f3_local13 ) f3_local12:addElement( f3_local14 ) self:addElement( f3_local6 ) self:addElement( f3_local7 ) self:addElement( f3_local8 ) self:addElement( f3_local12 ) return self end LUI.MenuBuilder.registerType( "predatorMissileOverlayDef", predatorMissileOverlayDef ) LockTable( _M )