@rpg-engine/long-bow 0.6.55 → 0.6.56
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/components/Tooltip/Tooltip.d.ts +1 -0
- package/dist/long-bow.cjs.development.js +13 -11
- 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 +14 -12
- package/dist/long-bow.esm.js.map +1 -1
- package/package.json +1 -1
- package/src/components/SkillProgressBar.tsx +13 -10
- package/src/components/SkillsContainer.tsx +4 -7
- package/src/components/Tooltip/Tooltip.tsx +19 -0
- package/src/mocks/skills.mocks.ts +2 -2
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export declare const Tooltip: import("styled-components").StyledComponent<"div", any, {}, never>;
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@@ -32126,6 +32126,11 @@ var ProgressBarContainer = /*#__PURE__*/styled__default.div.withConfig({
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return props.margin;
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});
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var Tooltip = /*#__PURE__*/styled__default.div.withConfig({
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displayName: "Tooltip",
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componentId: "sc-m78j13-0"
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})(["visibility:hidden;position:absolute;background-color:black;color:white;text-align:center;border-radius:4px;padding:5px;z-index:1;font-size:0.5rem;white-space:nowrap;top:-20px;left:50%;transform:translateX(-50%);"]);
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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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@@ -32139,13 +32144,11 @@ var SkillProgressBar = function SkillProgressBar(_ref) {
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atlasJSON = _ref.atlasJSON,
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buffAndDebuff = _ref.buffAndDebuff;
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// Base skill points for the previous level (0 for level 1)
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var baseSkillPointsPrevLevel = level
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// Total skill points needed for the next level
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var nextLevelSkillPoints = skillPointsToNextLevel;
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var baseSkillPointsPrevLevel = level === 1 ? 0 : shared.getSPForLevel(level);
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// Calculate excess skill points above the previous level
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var excessSkillPoints = Math.max(currentSkillPoints - baseSkillPointsPrevLevel, 0);
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// Calculate progress percentage towards the next level
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var progress = Math.min(100, Math.max(0, excessSkillPoints /
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var progress = Math.min(100, Math.max(0, excessSkillPoints / skillPointsToNextLevel * 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 > 0 ? "+" + result.toFixed(2) : "" + result.toFixed(2);
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@@ -32157,15 +32160,15 @@ var SkillProgressBar = function SkillProgressBar(_ref) {
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imgScale: 1,
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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(
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}))) : React__default.createElement(React__default.Fragment, null)), React__default.createElement(ProgressBarWrapper, null, React__default.createElement(SimpleProgressBar, {
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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, progress.toFixed(2), "%")));
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}), React__default.createElement(Tooltip, null, "SP: ", currentSkillPoints))), showSkillPoints && React__default.createElement(SkillDisplayContainer, null, React__default.createElement(SkillPointsDisplay, null, progress.toFixed(2), "%")));
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};
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var
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displayName: "
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var ProgressBarWrapper = /*#__PURE__*/styled__default.div.withConfig({
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displayName: "SkillProgressBar__ProgressBarWrapper",
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componentId: "sc-5vuroc-0"
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})(["position:relative
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})(["position:relative;&:hover ", ",&:active ", "{visibility:visible;}width:100%;height:auto;top:8px;"], Tooltip, Tooltip);
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var SpriteContainer$2 = /*#__PURE__*/styled__default.div.withConfig({
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displayName: "SkillProgressBar__SpriteContainer",
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componentId: "sc-5vuroc-1"
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@@ -32300,14 +32303,13 @@ var SkillsContainer = function SkillsContainer(_ref) {
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if (!skillDetails) {
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continue;
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}
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var skillPointsToNextLevel = shared.calculateSPToNextLevel(skillDetails.skillPoints, skillDetails.level);
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output.push(React__default.createElement(SkillProgressBar, {
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key: key,
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skillName: skillNameMap[key],
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bgColor: skillCategoryColor,
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level: skillDetails.level || 0,
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skillPoints: Math.round(skillDetails.skillPoints) || 0,
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skillPointsToNextLevel:
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skillPointsToNextLevel: Math.round(shared.getSPForLevel(skillDetails.level + 1)) || 0,
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texturePath: value,
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atlasIMG: atlasIMG,
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atlasJSON: atlasJSON,
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