@rpg-engine/long-bow 0.6.45 → 0.6.47
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 +24 -13
- 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 +24 -13
- package/dist/long-bow.esm.js.map +1 -1
- package/package.json +1 -1
- package/src/components/SkillProgressBar.tsx +22 -15
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@@ -32129,27 +32129,38 @@ var ProgressBarContainer = /*#__PURE__*/styled__default.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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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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var _useState = React.useState(initialLevel),
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level = _useState[0],
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setLevel = _useState[1];
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var _useState2 = React.useState(initialSkillPoints),
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skillPoints = _useState2[0],
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setSkillPoints = _useState2[1];
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var _useState3 = React.useState(initialSkillPointsToNextLevel != null ? initialSkillPointsToNextLevel : shared.getSPForLevel(initialLevel + 1)),
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skillPointsToNextLevel = _useState3[0],
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setSkillPointsToNextLevel = _useState3[1];
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React.useEffect(function () {
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if (skillPoints >= skillPointsToNextLevel) {
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var excessSkillPoints = skillPoints - skillPointsToNextLevel;
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var newLevel = level + 1;
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setLevel(newLevel);
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setSkillPoints(excessSkillPoints);
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setSkillPointsToNextLevel(shared.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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return "+" + result.toFixed(2);
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} else {
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return "" + result.toFixed(2);
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}
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return result > 0 ? "+" + result.toFixed(2) : "" + result.toFixed(2);
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};
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return React__default.createElement(React__default.Fragment, null, React__default.createElement(ProgressTitle, null, buffAndDebuff !== undefined && React__default.createElement(React__default.Fragment, null, buffAndDebuff > 0 ? React__default.createElement(BuffAndDebuffContainer, null, React__default.createElement(TitleNameContainer, null, React__default.createElement(TitleNameBuff, null, skillName), React__default.createElement(TitleNameBuff, null, "lv ", level, " (", skillsBuffsCalc(level, buffAndDebuff), ")")), React__default.createElement(TitleNameBuffContainer, null, React__default.createElement(TitleNameBuff, null, "(+", buffAndDebuff, "%)"))) : buffAndDebuff < 0 ? React__default.createElement(React__default.Fragment, null, React__default.createElement(TitleNameContainer, null, React__default.createElement(TitleNameDebuff, null, skillName), React__default.createElement(TitleNameDebuff, null, "lv ", level, " (", skillsBuffsCalc(level, buffAndDebuff), ")")), React__default.createElement("div", null, React__default.createElement(TitleNameDebuff, null, "(", buffAndDebuff, "%)"))) : React__default.createElement(TitleName, null, skillName)), !buffAndDebuff && React__default.createElement(TitleNameContainer, null, React__default.createElement(TitleName, null, skillName), React__default.createElement(ValueDisplay, null, "lv ", level))), React__default.createElement(ProgressBody, null, React__default.createElement(ProgressIconContainer, null, atlasIMG && atlasJSON ? React__default.createElement(SpriteContainer$2, null, React__default.createElement(ErrorBoundary, null, React__default.createElement(SpriteFromAtlas, {
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atlasIMG: atlasIMG,
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