@rpg-engine/long-bow 0.6.49 → 0.6.51
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 +17 -32
- 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 +17 -32
- package/dist/long-bow.esm.js.map +1 -1
- package/package.json +1 -1
- package/src/components/SkillProgressBar.tsx +34 -36
- package/src/mocks/skills.mocks.ts +9 -5
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@@ -32129,44 +32129,29 @@ 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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initialSkillPointsToNextLevel = _ref.skillPointsToNextLevel,
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level = _ref.level,
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currentSkillPoints = _ref.skillPoints,
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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
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setSkillPointsToNextLevel = _useState3[1];
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// Update skill points and level from props when they change
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React.useEffect(function () {
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setLevel(initialLevel);
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setSkillPoints(initialSkillPoints);
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setSkillPointsToNextLevel(initialSkillPointsToNextLevel || shared.getSPForLevel(initialLevel + 1));
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}, [initialLevel, initialSkillPoints, initialSkillPointsToNextLevel]);
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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, ensuring it doesn't exceed 100%
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var ratio = Math.min(skillPoints / skillPointsToNextLevel * 100, 100);
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// Base skill points for the previous level (0 for level 1)
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var baseSkillPointsPrevLevel = level > 1 ? shared.getSPForLevel(level - 1) : 0;
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// Total skill points needed for the next level
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var nextLevelSkillPoints = shared.getSPForLevel(level + 1);
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// Calculate excess skill points above the previous level
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var excessSkillPoints = currentSkillPoints - baseSkillPointsPrevLevel;
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// Calculate progress percentage towards the next level
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var progress = nextLevelSkillPoints > baseSkillPointsPrevLevel ? Math.max(Math.min(excessSkillPoints / (nextLevelSkillPoints - baseSkillPointsPrevLevel) * 100, 100), 0) : 0;
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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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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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};
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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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@@ -32176,9 +32161,9 @@ var SkillProgressBar = function SkillProgressBar(_ref) {
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grayScale: true,
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opacity: 0.5
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}))) : React__default.createElement(React__default.Fragment, null)), React__default.createElement(ProgressBarContainer$1, null, React__default.createElement(SimpleProgressBar, {
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value:
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value: progress,
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bgColor: bgColor
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}))), showSkillPoints && React__default.createElement(SkillDisplayContainer, null, React__default.createElement(SkillPointsDisplay, null,
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}))), showSkillPoints && React__default.createElement(SkillDisplayContainer, null, React__default.createElement(SkillPointsDisplay, null, progress.toFixed(2), "%")));
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};
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var ProgressBarContainer$1 = /*#__PURE__*/styled__default.div.withConfig({
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displayName: "SkillProgressBar__ProgressBarContainer",
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