1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 |
--Keep Upgrade Window Shared
local UPDATE_RATE_SECONDS = 1
return object
end
else
end
end
end
local HIDE_CALLBACK = nil
local SPACING_X = 6
self . levelsGridList : SetGridEntryTemplate ( self . buttonLayout , params . SYMBOL_ICON_SIZE , params . SYMBOL_ICON_SIZE , WorldMapKeepUpgradeGridEntrySetup , HIDE_CALLBACK , ZO_ObjectPool_DefaultResetControl , SPACING_X , params . GRID_DEFAULT_SPACING_Y )
self . levelsGridList : SetHeaderTemplate ( self . labelLayout , ZO_GRID_SCROLL_LIST_DEFAULT_HEADER_TEMPLATE_HEIGHT , WorldMapKeepUpgradeGridHeaderEntrySetup )
end
end )
if newState == SCENE_FRAGMENT_SHOWN then
elseif newState == SCENE_FRAGMENT_HIDDEN then
end
end )
end
end
if self . keepUpgradeObject and keepId == self . keepUpgradeObject : GetKeep ( ) and DoBattlegroundContextsIntersect ( bgQueryType , self . keepUpgradeObject : GetBGQueryType ( ) ) then
end
end
end )
end )
end )
end )
end
end
end
-- clear the grid list when we hide the fragment because when the screen resizes
-- it will refresh the list, but updating the entries relies on self.keepUpgradeObject
-- and we just set that to nil
end
-- To be overridden
end
end
-- To be overridden
end
end
function ZO_MapKeepUpgrade_Shared : GenerateRemainingTimeLabel ( current , forNextLevel , resourceRate , level )
if level >= GetKeepMaxUpgradeLevel ( self . keepUpgradeObject : GetKeep ( ) ) or forNextLevel <= 0 or current > forNextLevel then
return nil
elseif resourceRate <= 0 then
else
local timeRemaining = ( ( forNextLevel - current ) / resourceRate ) * 60
end
end
if remainingTimeText then
else
end
end
if numUpgrades > 0 then
for i = 1 , numUpgrades do
local name , description , icon , atPercent , isActive = self . keepUpgradeObject : GetLevelUpgradeInfo ( currentLevel , i )
index = i ,
gridHeaderName = levelHeaderText ,
icon = icon ,
atPercent = atPercent ,
isActive = isActive ,
}
end
end
end
end
end |