local f0_local0 = module local f0_local1, f0_local2 = ... f0_local0( f0_local1, package.seeall ) CoD.PrintModuleLoad( _NAME ) f0_local0 = 1 f0_local1 = 64 * f0_local0 f0_local2 = 256 * f0_local0 local f0_local3 = 16 * f0_local0 local f0_local4 = 210 * f0_local0 local f0_local5 = 256 * f0_local0 local f0_local6 = 16 * f0_local0 local f0_local7 = 16 * f0_local0 local f0_local8 = false local f0_local9 = function ( f1_arg0, f1_arg1 ) local f1_local0 = f1_arg0 local f1_local1 = f1_arg0:getFirstDescendentById( "capturing_bar" ) local f1_local2 = f1_arg0:getFirstDescendentById( "capturing_refresh_timer" ) local f1_local3 = f1_arg0:getFirstDescendentById( "capturing_text" ) local f1_local4 = f1_arg0:getFirstDescendentById( "capturing_bar_bg" ) local f1_local5 = f1_arg0:getFirstDescendentById( "capturing_bar_hl" ) local f1_local6 = f1_local5:getFirstDescendentById( "start_cap" ) local f1_local7 = f1_local5:getFirstDescendentById( "middle" ) local f1_local8 = f1_local5:getFirstDescendentById( "end_cap" ) f0_local8 = false if Game.GetOmnvar( "ui_securing_progress" ) > 0.9 and not f0_local8 then f0_local8 = true end if f1_local4.current_state ~= "default" then f1_local4:animateToState( "default", 0 ) f1_local4.current_state = "default" end if f0_local8 then if f1_local1.current_state ~= "secured" then local f1_local9 = MBh.AnimateSequence( { { "active", 500 }, { "blink_off", 150 } } ) f1_local9( f1_local1 ) f1_local1.current_state = "secured" end if f1_local3.current_state ~= "secured" then local f1_local9 = MBh.AnimateSequence( { { "default", 0 }, { "opening", 250 }, { "secured", 0 } } ) f1_local9( f1_local3 ) f1_local3.current_state = "secured" end if f1_local6.current_state ~= "secured" then f1_local6:animateToState( "secured" ) f1_local6.current_state = "secured" end if f1_local7.current_state ~= "secured" then f1_local7:animateToState( "secured" ) f1_local7.current_state = "secured" end if f1_local8.current_state ~= "secured" then f1_local8:animateToState( "secured" ) f1_local8.current_state = "secured" end else if f1_local1.current_state ~= "default" then f1_local1:animateToState( "default", 0 ) f1_local1.current_state = "default" end if f1_local5.current_state ~= "default" then f1_local5:animateToState( "default", 0 ) f1_local5.current_state = "default" end if f1_local3.current_state ~= "default" then f1_local3:animateToState( "default", 0 ) f1_local3.current_state = "default" end if f1_local7.current_state ~= "default" then f1_local7:animateToState( "default", 0 ) f1_local7.current_state = "default" end end end local f0_local10 = function ( f2_arg0, f2_arg1 ) local f2_local0 = f2_arg0 local f2_local1 = f2_arg0:getFirstDescendentById( "capturing_refresh_timer" ) local f2_local2 = f2_arg0:getFirstDescendentById( "capturing_text" ) local f2_local3 = f2_arg0:getFirstDescendentById( "capturing_bar_bg" ) local f2_local4 = f2_arg0:getFirstDescendentById( "capturing_bar_hl" ) local f2_local5 = f2_local4:getFirstDescendentById( "start_cap" ) local f2_local6 = f2_local4:getFirstDescendentById( "middle" ) local f2_local7 = f2_local4:getFirstDescendentById( "end_cap" ) local f2_local8 = f2_local1.value local f2_local9 = "" if f2_local8 == 0 then LUI.UITimer.Stop( f2_local1 ) return elseif f2_local8 == 1 then f2_local9 = Engine.Localize( "@ALIEN_COLLECTIBLES_SEARCHING" ) elseif f2_local8 == 2 then f2_local9 = Engine.Localize( "@ALIEN_COLLECTIBLES_REPAIR_DRILL" ) elseif f2_local8 == 3 then f2_local9 = Engine.Localize( "@MPUI_REVIVING" ) elseif f2_local8 == 4 then f2_local9 = Engine.Localize( "@MPUI_BEING_REVIVED" ) elseif f2_local8 == 5 then f2_local9 = Engine.Localize( "@MP_ALIEN_DESCENT_REPAIR_TERMINAL" ) elseif f2_local8 == 6 then f2_local9 = Engine.Localize( "@MP_ALIEN_DESCENT_ACTIVATE_CORTEX" ) elseif f2_local8 == 7 then f2_local9 = Engine.Localize( "@MP_ALIEN_LAST_CONDUIT_REPAIR" ) end if f2_local0.current_state ~= "active" then f2_local0:animateToState( "active", 250 ) f2_local0.current_state = "active" end if f2_local3.current_state ~= "active" then f2_local3:animateToState( "active", 250 ) f2_local3.current_state = "active" end if f2_local4.current_state ~= "active" then f2_local4:animateToState( "active", 250 ) f2_local4.current_state = "active" end if f2_local5.current_state ~= "default" then f2_local5:animateToState( "default" ) f2_local5.current_state = "default" end if f2_local6.current_state ~= "default" then f2_local6:animateToState( "default" ) f2_local6.current_state = "default" end if f2_local7.current_state ~= "default" then f2_local7:animateToState( "default" ) f2_local7.current_state = "default" end if f2_local2.current_state ~= "securing" then f2_local2:setText( f2_local9 ) local f2_local10 = MBh.AnimateSequence( { { "default", 0 }, { "opening", 250 }, { "active", 0 } } ) f2_local10( f2_local2 ) f2_local2.current_state = "securing" end f2_local6:registerAnimationState( "move_bar", { right = f2_local6.m_maxWidth * Game.GetOmnvar( "ui_securing_progress" ) } ) f2_local6:animateToState( "move_bar", 150 ) end local f0_local11 = function ( f3_arg0, f3_arg1 ) local f3_local0 = f3_arg0:getFirstDescendentById( "capturing_refresh_timer" ) if f3_arg1.value > 0 then LUI.UITimer.Reset( f3_local0 ) else LUI.UITimer.Stop( f3_local0 ) f0_local9( f3_arg0, f3_arg1 ) end f3_local0.value = f3_arg1.value end local f0_local12 = function ( f4_arg0 ) local f4_local0 = RegisterMaterial( "capturing_bg_mp" ) local f4_local1 = RegisterMaterial( "capturing_bar_end_mp" ) local f4_local2 = RegisterMaterial( "capturing_bar_mp" ) local f4_local3 = RegisterMaterial( "capturing_bar_start_mp" ) local self = LUI.UIElement.new() self.id = "capturing_bar" self:registerAnimationState( "default", { topAnchor = false, leftAnchor = false, bottomAnchor = false, rightAnchor = false, top = -(f0_local1 / 2), left = -(f0_local2 / 2), height = f0_local1, width = f0_local2, alpha = 0 } ) self:animateToState( "default", 0 ) self:registerAnimationState( "active", { alpha = 1 } ) self:registerAnimationState( "blink_on", { alpha = 1 } ) self:registerAnimationState( "blink_off", { alpha = 0 } ) self:registerEventHandler( "capture_refresh", f4_arg0 ) local f4_local5 = LUI.UITimer.new( 100, "capture_refresh", nil, false, false, false, true ) f4_local5.id = "capturing_refresh_timer" f4_local5.value = 0 local f4_local6 = LUI.UIImage.new() f4_local6.id = "capturing_bar_bg" f4_local6:registerAnimationState( "default", { topAnchor = true, leftAnchor = true, bottomAnchor = true, rightAnchor = true, material = f4_local0 } ) f4_local6:animateToState( "default", 0 ) local f4_local7 = LUI.UIHorizontalList.new() f4_local7.id = "capturing_bar_hl" f4_local7:registerAnimationState( "default", { topAnchor = false, leftAnchor = true, bottomAnchor = true, rightAnchor = false, bottom = -33, left = 27, height = f0_local3, width = f0_local4, alignment = LUI.Alignment.Left, spacing = 0, alpha = 0 } ) f4_local7:animateToState( "default", 0 ) f4_local7:registerAnimationState( "active", { alpha = 1 } ) local f4_local8 = LUI.UIImage.new() f4_local8.id = "start_cap" f4_local8:registerAnimationState( "default", { topAnchor = true, leftAnchor = true, bottomAnchor = false, rightAnchor = false, top = 0, left = 0, height = f0_local3, width = f0_local7, red = Colors.white.r, green = Colors.white.g, blue = Colors.white.b, material = f4_local3 } ) f4_local8:animateToState( "default", 0 ) f4_local8:registerAnimationState( "secured", { red = Colors.cyan.r, green = Colors.cyan.g, blue = Colors.cyan.b } ) f4_local8:registerAnimationState( "contested", { red = Colors.yellow.r, green = Colors.yellow.g, blue = Colors.yellow.b } ) local f4_local9 = LUI.UIImage.new() f4_local9.id = "middle" f4_local9.m_maxWidth = f0_local4 - f0_local7 - f0_local7 f4_local9:registerAnimationState( "default", { topAnchor = true, leftAnchor = true, bottomAnchor = false, rightAnchor = false, top = 0, left = 0, height = f0_local3, width = 0, red = Colors.white.r, green = Colors.white.g, blue = Colors.white.b, material = f4_local2 } ) f4_local9:animateToState( "default", 0 ) f4_local9:registerAnimationState( "secured", { red = Colors.cyan.r, green = Colors.cyan.g, blue = Colors.cyan.b } ) f4_local9:registerAnimationState( "contested", { red = Colors.yellow.r, green = Colors.yellow.g, blue = Colors.yellow.b } ) local f4_local10 = LUI.UIImage.new() f4_local10.id = "end_cap" f4_local10:registerAnimationState( "default", { topAnchor = true, rightAnchor = true, top = 0, right = 0, height = f0_local3, width = f0_local7, red = Colors.white.r, green = Colors.white.g, blue = Colors.white.b, material = f4_local1 } ) f4_local10:animateToState( "default", 0 ) f4_local10:registerAnimationState( "secured", { red = Colors.cyan.r, green = Colors.cyan.g, blue = Colors.cyan.b } ) f4_local10:registerAnimationState( "contested", { red = Colors.yellow.r, green = Colors.yellow.g, blue = Colors.yellow.b } ) f4_local7:addElement( f4_local8 ) f4_local7:addElement( f4_local9 ) f4_local7:addElement( f4_local10 ) local f4_local11 = LUI.UIText.new() f4_local11.id = "capturing_text" f4_local11:setText( "" ) f4_local11:setTextStyle( CoD.TextStyle.Shadowed ) f4_local11:registerAnimationState( "default", { topAnchor = true, leftAnchor = true, bottomAnchor = false, rightAnchor = false, top = 0, left = -400, height = CoD.TextSettings.HudEuroMedTinyFont.Height, width = f0_local5, font = CoD.TextSettings.HudEuroMedTinyFont.Font, alignment = LUI.Alignment.Right, red = Colors.white.r, green = Colors.white.g, blue = Colors.white.b, alpha = 0 } ) f4_local11:animateToState( "default", 0 ) local f4_local12 = -50 f4_local11:registerAnimationState( "opening", { topAnchor = true, leftAnchor = true, bottomAnchor = false, rightAnchor = false, top = 0, left = f4_local12, height = CoD.TextSettings.HudEuroMedTinyFont.Height, width = f0_local5, red = Colors.white.r, green = Colors.white.g, blue = Colors.white.b, alpha = 1 } ) f4_local11:registerAnimationState( "active", { topAnchor = true, leftAnchor = true, bottomAnchor = false, rightAnchor = false, top = 0, left = f4_local12, height = CoD.TextSettings.HudEuroMedTinyFont.Height, width = f0_local5, red = Colors.white.r, green = Colors.white.g, blue = Colors.white.b, alpha = 1 } ) f4_local11:registerAnimationState( "secured", { topAnchor = true, leftAnchor = true, bottomAnchor = false, rightAnchor = false, top = 0, left = f4_local12, height = CoD.TextSettings.HudEuroMedTinyFont.Height, width = f0_local5, red = Colors.cyan.r, green = Colors.cyan.g, blue = Colors.cyan.b, alpha = 1 } ) f4_local11:registerAnimationState( "contested", { topAnchor = true, leftAnchor = true, bottomAnchor = false, rightAnchor = false, top = 0, left = f4_local12, height = CoD.TextSettings.HudEuroMedTinyFont.Height, width = f0_local5, red = Colors.yellow.r, green = Colors.yellow.g, blue = Colors.yellow.b, alpha = 1 } ) f4_local11:registerAnimationState( "contested_off_for_loop", { topAnchor = true, leftAnchor = true, bottomAnchor = false, rightAnchor = false, top = 0, left = f4_local12, height = CoD.TextSettings.HudEuroMedTinyFont.Height, width = f0_local5, red = Colors.yellow.r, green = Colors.yellow.g, blue = Colors.yellow.b, alpha = 0 } ) f4_local6:addElement( f4_local7 ) f4_local6:addElement( f4_local11 ) self:addElement( f4_local5 ) self:addElement( f4_local6 ) return self end function captureHudDef() local self = LUI.UIElement.new() self.id = "capture_hud" self:registerAnimationState( "default", { topAnchor = true, leftAnchor = false, bottomAnchor = false, rightAnchor = false, bottom = 250, left = -(f0_local2 / 2), height = f0_local1, width = f0_local2 } ) self:animateToState( "default", 0 ) self:registerOmnvarHandler( "ui_securing", f0_local11 ) self:addElement( f0_local12( f0_local10 ) ) return self end LUI.MenuBuilder.registerType( "captureHudDef", captureHudDef ) LockTable( _M )