Back to Home

ESO Lua File v101043

ingame/leveluprewards/leveluprewardsupcoming_base.lua

[◄ back to folders ]
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
ZO_LevelUpRewardsUpcoming_Base = ZO_Object:Subclass()
function ZO_LevelUpRewardsUpcoming_Base:New(...)
    local rewards = ZO_Object.New(self)
    rewards:Initialize(...)
    return rewards
end
function ZO_LevelUpRewardsUpcoming_Base:Initialize(control, rewardTemplate)
    self.control = control
    self.scrollContainer = control:GetNamedChild("ScrollContainer")
    self.scrollChild = self.scrollContainer:GetNamedChild("ScrollChild")
    self.nextLevelContainer = self.scrollChild:GetNamedChild("NextLevelContainer")
    self.nextMilestoneContainer = self.scrollChild:GetNamedChild("NextMilestoneContainer")
    self.rewardPool = ZO_ControlPool:New(rewardTemplate, control, "Reward")
    self.rewardPool:SetCustomResetBehavior(function(control)
        control.narrationText = nil
    end)
end
function ZO_LevelUpRewardsUpcoming_Base:LayoutUpcomingRewards()
    local nextRewardLevel = ZO_LEVEL_UP_REWARDS_MANAGER:GetUpcomingRewardLevel()
    local nextRewards = ZO_LEVEL_UP_REWARDS_MANAGER:GetUpcomingLevelUpRewards()
    self:LayoutRewardsForLevel(nextRewardLevel, nextRewards, self.nextLevelContainer)
    -- if the next level is also the next milestone then we need the nextLevelContainer display
    -- as a milestone like nextMilestoneContainer. This avoids having to reanchor both containers
    -- and complicating the keyboard dynamic layout function.
    local isNextRewardLevelMilestone = IsLevelUpRewardMilestoneForLevel(nextRewardLevel)
    if isNextRewardLevelMilestone then
        self.nextLevelContainer.titleControl:SetText(zo_strformat(SI_LEVEL_UP_REWARDS_NEXT_MILESTONE_REWARD_HEADER, nextRewardLevel))
    else
        self.nextLevelContainer.titleControl:SetText(GetString(SI_LEVEL_UP_REWARDS_NEXT_LEVEL_REWARD_HEADER))
    end
    local nextMilestoneRewardLevel = ZO_LEVEL_UP_REWARDS_MANAGER:GetUpcomingMilestoneRewardLevel()
    if nextMilestoneRewardLevel then
        self.nextMilestoneContainer:SetHidden(false)
        self.nextMilestoneContainer.titleControl:SetText(zo_strformat(SI_LEVEL_UP_REWARDS_NEXT_MILESTONE_REWARD_HEADER, nextMilestoneRewardLevel))
        local nextMilestoneRewards = ZO_LEVEL_UP_REWARDS_MANAGER:GetUpcomingMilestoneLevelUpRewards()
        self:LayoutRewardsForLevel(nextMilestoneRewardLevel, nextMilestoneRewards, self.nextMilestoneContainer)
    else
        self.nextMilestoneContainer:SetHidden(true)
    end
end
function ZO_LevelUpRewardsUpcoming_Base:AcquireRewardControl()
    return self.rewardPool:AcquireObject()
end
function ZO_LevelUpRewardsUpcoming_Base:ReleaseAllRewardControls()
    self.rewardPool:ReleaseAllObjects()
end
function ZO_LevelUpRewardsUpcoming_Base:LayoutRewardsForLevel(level, levelRewards, rewardContainer)
end