diff WorldPlan.lua @ 95:b29b35cb8539

- Fixed quest completion checking and handling - Changed animation method to hopefully stop weird flickering. - Pins are now visible before full reward data is loaded - Filter bar redesigned: - aligned horizontally along the top of the map display - filter buttons display a '+' when there are matches in both current and other zones, and '*' when there only matches in other zones - button tooltips separate local and global quests - button categories are highlighted and labeled when the cursor is over them - Fixed invalid POI targets appearing when the spell targeting cursor is active - ClassOrderPlan can be closed with the game menu button
author Nenue
date Mon, 08 May 2017 22:38:52 -0400
parents 98b5e08b75ed
children fbd4ead2a19f
line wrap: on
line diff
--- a/WorldPlan.lua	Sat Apr 15 11:05:32 2017 -0400
+++ b/WorldPlan.lua	Mon May 08 22:38:52 2017 -0400
@@ -601,36 +601,6 @@
   return info, info[subType] or db.DefaultType[subType]
 end
 
-do
-  local timeStates = {
-    {maxSeconds = 60,
-      r=1, g=0.25, b =0, format = function (minutes) return '|cFFFF4400'.. minutes .. 'm' end,
-    },
-    {maxSeconds = 240,
-      r=1, g=.5, b=0, format = function(minutes) return '|cFFFF4400'.. floor(minutes/60) .. 'h' end,
-    },
-    {maxSeconds = 1440,
-      r=1, g=1, b=0, format = function(minutes) return '|cFFFFFF00'.. floor(minutes/60) .. 'h' end,
-    },
-    {maxSeconds = 10081,
-      r=0, g=1, b=0,
-    }, -- 7 days + 1 minute
-  }
-  -- Generates a timeleft string
-  function WorldPlanCore:GetTimeInfo(timeLeft, limit)
-    for index = 1, limit do
-      local state = timeStates[index]
-      if timeLeft <= state.maxSeconds then
-        local text
-        if state.format then
-          text = state.format(timeLeft)
-        end
-        return text, index
-      end
-    end
-    return nil, nil
-  end
-end
 
 function WorldPlanCore:Refresh (forced)
   print('|cFFFFFF00'..self:GetName()..':Refresh()|r forced:', forced, 'init:', self.initialized)