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local g_pools = { }
local g_translateAnimationPool
local g_currentEntryIndex
local g_numCreditsEntries
local g_scrollParent
--local g_crossfade
g_pools [ poolType ] =
{
}
end
local poolData = g_pools [ entryType ]
end
end
end
end
--g_crossfade:DoCrossfade(timeline.control.textureFile)
end
control : SetTexture ( textureFile ) -- won't display anything, just loads this image so it's ready to go
return 0 , OnBGExitCallback -- control is invisible, doesn't need a height. OnExitCallback used here to do transition when the control exits the window
end
end
local CREDITS_SCROLL_SPEED = 75 -- pixels per second
if ( g_currentEntryIndex <= g_numCreditsEntries ) then
translateTimeline . key = translateKey
local scrollDistance = scrollHeight + controlHeight
local scrollTimeMS = ( scrollDistance / CREDITS_SCROLL_SPEED ) * 1000
local addNextEntryTime = zo_max ( 16 , ( controlHeight / CREDITS_SCROLL_SPEED ) * 1000 ) -- The zo_max is to add at least some amount of time before the next entry is added.
local onExitTime = ( scrollHeight / CREDITS_SCROLL_SPEED ) * 1000
if ( onExitCallback ) then
end
g_currentEntryIndex = g_currentEntryIndex + 1
end
end
if ( g_currentEntryIndex > g_numCreditsEntries ) then
timeline . stopCreditsRollWhenFinished = true
else
end
end
timeline . key = nil
timeline . stopCreditsRollWhenFinished = nil
end
if ( completedPlaying ) then
local stopCredits = timeline . stopCreditsRollWhenFinished
if ( stopCredits ) then
end
end
end
g_currentEntryIndex = 1
g_currentDrawLevel = 1
if ( g_numCreditsEntries > 0 ) then
end
end
-- Additional code was removed that would initialize the loading screen backgrounds that
-- would need to be added to resume use of bg crossfades.
--g_crossfade = ZO_CrossfadeBG_GetObject(self:GetNamedChild("BG"))
-- NOTE: Templates must be unique due to how the object pools name controls as they're created.
if ( newState == SCENE_FRAGMENT_SHOWING ) then
elseif ( newState == SCENE_FRAGMENT_HIDDEN ) then
end
end )
end
end
end |