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--Keep Upgrade Window Sharedlocal UPDATE_RATE_SECONDS = 1 return objectend 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)endendend -- 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 nilend -- To be overriddenendend -- To be overriddenendendfunction 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 endend if remainingTimeText then else endend 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 endendend |