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import "Turbine.UI";
import "Turbine.UI.Lotro";
Window = class( Turbine.UI.Lotro.GoldWindow );
function Window:Constructor()
Turbine.UI.Lotro.GoldWindow.Constructor( self );
self:SetFadeSpeed( 0.2 );
self:SetOpacity( 1 );
end
function Window:SetFadeSpeed( value )
self.fadeSpeed = 1 / value;
end
function Window:SetVisible( value )
if ( value == true ) then
Turbine.UI.Lotro.GoldWindow.SetOpacity( self, 0 );
Turbine.UI.Lotro.GoldWindow.SetVisible( self, true );
self:SetOpacity( self.realOpacity );
else
self.hideOnClose = true;
local savedOpacity = self.realOpacity
self:SetOpacity( 0 );
self.realOpacity = savedOpacity
end
end
function Window:SetOpacity( value )
self.realOpacity = value;
self.currentTime = Turbine.Engine.GetGameTime();
self.currentOpacity = Turbine.UI.Lotro.GoldWindow.GetOpacity( self );
self.targetOpacity = value;
if ( self.targetOpacity ~= self.currentOpacity ) then
self:SetWantsUpdates( true );
end
end
function Window:Update( sender, args )
local newOpacity;
local now = Turbine.Engine.GetGameTime();
local delta = now - self.currentTime;
self.currentTime = now;
delta = delta * self.fadeSpeed;
if ( self.currentOpacity < self.targetOpacity ) then
newOpacity = self.currentOpacity + delta;
if ( newOpacity > self.targetOpacity ) then
self:SetWantsUpdates( false )
newOpacity = self.targetOpacity
end
else
newOpacity = self.currentOpacity - delta;
if ( newOpacity < self.targetOpacity ) then
self:SetWantsUpdates( false )
newOpacity = self.targetOpacity
if ( self.hideOnClose ) then
Turbine.UI.Lotro.GoldWindow.SetVisible( self, false );
self.hideOnClose = false
end
end
end
self.currentOpacity = newOpacity;
Turbine.UI.Lotro.GoldWindow.SetOpacity( self, newOpacity );
end
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