@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/package.json
CHANGED
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@@ -1,5 +1,5 @@
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1
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import { getSPForLevel } from '@rpg-engine/shared';
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-
import React from 'react';
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2
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+
import React, { useEffect, useState } from 'react';
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import styled from 'styled-components';
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import { uiColors } from '../constants/uiColors';
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import { ErrorBoundary } from './Item/Inventory/ErrorBoundary';
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@@ -22,22 +22,33 @@ export interface ISkillProgressBarProps {
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export const SkillProgressBar: React.FC<ISkillProgressBarProps> = ({
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bgColor,
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skillName,
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level,
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skillPoints,
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skillPointsToNextLevel,
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level: initialLevel,
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skillPoints: initialSkillPoints,
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skillPointsToNextLevel: initialSkillPointsToNextLevel,
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texturePath,
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showSkillPoints = true,
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atlasIMG,
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atlasJSON,
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buffAndDebuff,
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}) => {
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-
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const [level, setLevel] = useState(initialLevel);
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const [skillPoints, setSkillPoints] = useState(initialSkillPoints);
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const [skillPointsToNextLevel, setSkillPointsToNextLevel] = useState(
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initialSkillPointsToNextLevel || getSPForLevel(initialLevel + 1)
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);
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useEffect(() => {
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if (skillPoints >= skillPointsToNextLevel) {
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const newSkillPoints = skillPoints - skillPointsToNextLevel;
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const 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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const ratio =
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level > 0 ? Math.min((skillPoints / skillPointsToNextLevel) * 100, 100) : 0;
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// Calculate the ratio for progress bar, ensuring it doesn't exceed 100%
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const ratio = Math.min((skillPoints / skillPointsToNextLevel) * 100, 100);
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const skillsBuffsCalc = (level: number, buffAndDebuff: number): string => {
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const result = level * (buffAndDebuff / 100);
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