@rpg-engine/long-bow 0.6.45 → 0.6.46
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/long-bow.cjs.development.js +23 -8
- package/dist/long-bow.cjs.development.js.map +1 -1
- package/dist/long-bow.cjs.production.min.js +1 -1
- package/dist/long-bow.cjs.production.min.js.map +1 -1
- package/dist/long-bow.esm.js +23 -8
- package/dist/long-bow.esm.js.map +1 -1
- package/package.json +1 -1
- package/src/components/SkillProgressBar.tsx +21 -10
package/dist/long-bow.esm.js
CHANGED
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@@ -32127,20 +32127,35 @@ var ProgressBarContainer = /*#__PURE__*/styled.div.withConfig({
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var SkillProgressBar = function SkillProgressBar(_ref) {
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var bgColor = _ref.bgColor,
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skillName = _ref.skillName,
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32130
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-
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32131
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-
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32132
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-
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32130
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+
initialLevel = _ref.level,
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initialSkillPoints = _ref.skillPoints,
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initialSkillPointsToNextLevel = _ref.skillPointsToNextLevel,
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texturePath = _ref.texturePath,
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_ref$showSkillPoints = _ref.showSkillPoints,
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showSkillPoints = _ref$showSkillPoints === void 0 ? true : _ref$showSkillPoints,
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atlasIMG = _ref.atlasIMG,
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atlasJSON = _ref.atlasJSON,
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buffAndDebuff = _ref.buffAndDebuff;
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32139
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-
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-
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-
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32142
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-
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32143
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-
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32139
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+
var _useState = useState(initialLevel),
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level = _useState[0],
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setLevel = _useState[1];
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var _useState2 = useState(initialSkillPoints),
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skillPoints = _useState2[0],
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setSkillPoints = _useState2[1];
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var _useState3 = useState(initialSkillPointsToNextLevel || getSPForLevel(initialLevel + 1)),
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skillPointsToNextLevel = _useState3[0],
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setSkillPointsToNextLevel = _useState3[1];
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useEffect(function () {
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if (skillPoints >= skillPointsToNextLevel) {
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var newSkillPoints = skillPoints - skillPointsToNextLevel;
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var newLevel = level + 1;
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setLevel(newLevel);
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setSkillPoints(newSkillPoints);
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setSkillPointsToNextLevel(getSPForLevel(newLevel + 1));
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}
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}, [skillPoints, skillPointsToNextLevel, level]);
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// Calculate the ratio for progress bar, ensuring it doesn't exceed 100%
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var ratio = Math.min(skillPoints / skillPointsToNextLevel * 100, 100);
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var skillsBuffsCalc = function skillsBuffsCalc(level, buffAndDebuff) {
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var result = level * (buffAndDebuff / 100);
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if (result > 0) {
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