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--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 ,
atPercent = atPercent ,
isActive = isActive ,
}
end
end
end
end
end |