fixed parry, added all skills to anims callback
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@ -13,12 +13,14 @@ const Debuff = require('./anims/debuff');
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const Decay = require('./anims/decay');
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const Decay = require('./anims/decay');
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const Curse = require('./anims/curse');
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const Curse = require('./anims/curse');
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const Electrify = require('./anims/electrify');
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const Electrify = require('./anims/electrify');
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const Electrocute = require('./anims/electrocute');
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const Haste = require('./anims/haste');
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const Haste = require('./anims/haste');
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const Stun = require('./anims/stun');
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const Stun = require('./anims/stun');
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const Heal = require('./anims/heal');
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const Heal = require('./anims/heal');
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const Hex = require('./anims/hex');
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const Hex = require('./anims/hex');
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const Strike = require('./anims/strike');
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const Strike = require('./anims/strike');
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const Parry = require('./anims/parry');
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const Parry = require('./anims/parry');
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const Purify = require('./anims/purify');
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const Recharge = require('./anims/recharge');
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const Recharge = require('./anims/recharge');
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const Reflect = require('./anims/reflect');
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const Reflect = require('./anims/reflect');
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const Chaos = require('./anims/chaos');
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const Chaos = require('./anims/chaos');
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@ -97,48 +99,68 @@ function animations(props) {
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if (!text || !resolution.sequence[0].includes('END_SKILL')) return false;
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if (!text || !resolution.sequence[0].includes('END_SKILL')) return false;
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const skill = removeTier(text);
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const skill = removeTier(text);
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// if (skill === 'Bash' && type === 'Damage') return false;
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switch (skill) {
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switch (skill) {
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case 'Attack': return <Strike id={construct.id} team={player} colour={colours.white}/>;
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// Attack base
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case 'Attack': return <Strike colour={colours.white}/>;
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case 'Blast': return <Blast />;
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case 'Siphon': return <Siphon />;
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case 'SiphonTick': return <SiphonTick />;
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case 'Strike': return <Strike colour={colours.red}/>;
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case 'Chaos': return <Chaos />;
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case 'Slay': return <Slay />;
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case 'Heal': return <Heal />;
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// Buff Base
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case 'Buff': return <Buff />;
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case 'Amplify': return <Amplify/>;
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case 'Amplify': return <Amplify/>;
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case 'Haste': return <Haste />;
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case 'Triage': return <Triage />;
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case 'TriageTick': return false;
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case 'Scatter': return false;
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case 'Hybrid': return false;
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case 'Taunt': return false;
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// Debuff base
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case 'Debuff': return <Debuff />;
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case 'Curse': return <Curse />;
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case 'Decay': return <Decay />;
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case 'DecayTick': return false;
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case 'Invert': return <Invert id={construct.id} />;
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case 'Purge': return false;
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case 'Silence': return false;
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case 'Snare': return false;
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// Stun Base
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case 'Stun': return <Stun />;
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case 'Banish': return <Banish id={construct.id} />;
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case 'Banish': return <Banish id={construct.id} />;
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case 'Bash': return <Bash />;
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case 'Bash': return <Bash />;
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case 'Block': return <Block />;
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case 'Buff': return <Buff />;
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case 'Curse': return <Curse />;
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case 'Electrify': return <Electrify />;
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case 'Blast': return <Blast id={construct.id} team={player}/>;
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case 'Debuff': return <Debuff />;
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case 'Decay': return <Decay />;
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case 'Strike': return <Strike id={construct.id} team={player} colour={colours.red}/>;
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case 'Chaos': return <Chaos id={construct.id} team={player}/>;
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case 'Slay': return <Slay id={construct.id} team={player} />;
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case 'Heal': return <Heal id={construct.id} team={player} />;
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case 'Hex': return <Hex />;
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case 'Hex': return <Hex />;
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case 'Haste': return <Haste />;
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case 'Sleep': return false;
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case 'Throw': return false;
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case 'Ruin': return false;
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// Block Base
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case 'Block': return <Block />;
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case 'Electrify': return <Electrify />;
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case 'Electrocute': return <Electrocute />;
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case 'ElectrocuteTick': return false;
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case 'Parry': return <Parry team={player} />;
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case 'Parry': return <Parry team={player} />;
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case 'Recharge': return <Recharge team={player} />;
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case 'Recharge': return <Recharge team={player} />;
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case 'Reflect': return <Reflect team={player} />;
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case 'Reflect': return <Reflect team={player} />;
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case 'Triage': return <Triage />;
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case 'Purify': return <Purify team={player} />;
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case 'Invert': return <Invert id={construct.id} />;
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case 'Clutch': return false;
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case 'Siphon': return <Siphon id={construct.id} team={player} />;
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case 'SiphonTick': return <SiphonTick id={construct.id} team={player} />;
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case 'Stun': return <Stun />;
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default: return false;
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default: return false;
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}
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}
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};
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};
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const combatAnim = anim(event.skill);
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const combatAnim = anim(event.skill);
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if (combatAnim) {
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if (!combatAnim) return false;
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return (
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return (
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<div class={'combat-anim'}>
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<div class={'combat-anim'}>
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{combatAnim}
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{combatAnim}
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</div>
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</div>
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);
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);
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}
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return (
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<div></div>);
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}
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}
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module.exports = animations;
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module.exports = animations;
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@ -43,8 +43,8 @@ class Parry extends Component {
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this.animations.push(anime({
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this.animations.push(anime({
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targets: ['#parry'],
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targets: ['#parry'],
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opacity: [
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opacity: [
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{ value: 1, delay: TIMES.TARGET_FADE_IN_DELAY, duration: TIMES.TARGET_FADE_IN_DURATION },
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{ value: 1, delay: TIMES.TARGET_DELAY_MS, duration: TIMES.TARGET_DURATION_MS * 0.2 },
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{ value: 0, delay: TIMES.TARGET_FADE_OUT_DELAY, duration: TIMES.FADE_OUT_DURATION },
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{ value: 0, delay: TIMES.TARGET_DURATION_MS * 0.6, duration: TIMES.TARGET_DURATION_MS * 0.3 },
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],
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],
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easing: 'easeInOutSine',
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easing: 'easeInOutSine',
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}));
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}));
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@ -52,7 +52,7 @@ class Parry extends Component {
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this.animations.push(anime({
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this.animations.push(anime({
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targets: ['#parry'],
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targets: ['#parry'],
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rotateX: 180,
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rotateX: 180,
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delay: TIMES.TARGET_FADE_IN_DELAY * 3,
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delay: TIMES.TARGET_DELAY_MS,
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duration: TIMES.TARGET_DURATION_MS / 2,
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duration: TIMES.TARGET_DURATION_MS / 2,
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easing: 'easeOutSine',
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easing: 'easeOutSine',
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}));
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}));
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@ -64,8 +64,8 @@ class Parry extends Component {
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numOctaves: 5,
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numOctaves: 5,
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easing: 'easeOutSine',
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easing: 'easeOutSine',
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delay: TIMES.TARGET_FADE_IN_DELAY,
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delay: TIMES.TARGET_DELAY_MS,
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duration: TIMES.RESOLUTION_TOTAL_MS,
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duration: TIMES.TARGET_DURATION_MS,
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}));
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}));
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}
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}
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76
client/src/components/anims/purify.jsx
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76
client/src/components/anims/purify.jsx
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@ -0,0 +1,76 @@
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const preact = require('preact');
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const { Component } = require('preact');
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const anime = require('animejs').default;
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const { TIMES } = require('../../constants');
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class Purify extends Component {
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constructor() {
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super();
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this.animations = [];
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}
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render({ team }) {
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return (
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<svg
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class='skill-animation red'
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version="1.1"
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id="purify"
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xmlns="http://www.w3.org/2000/svg"
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style={{ transform: team ? 'rotate3d(1, 0, 0, 180deg)' : '' }}
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viewBox="0 0 256 256">
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<filter id='purifyFilter'>
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<feTurbulence type="turbulence" baseFrequency="0" numOctaves="1" result="turbulence"></feTurbulence>
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<feDisplacementMap in2="turbulence" in="SourceGraphic" scale="1" xChannelSelector="R" yChannelSelector="G"></feDisplacementMap>
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</filter>
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<polyline
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points='128,168 80,240 176,240 128,168'
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style={{ filter: 'url("#purifyFilter")' }}
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/>
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<polyline
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points='176,240 212,216 128,96 44,216 80,240'
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style={{ filter: 'url("#purifyFilter")' }}
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/>
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<polyline
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points='212,216 248,192 128,24 8,192 44,216'
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style={{ filter: 'url("#purifyFilter")' }}
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/>
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</svg>
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);
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}
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componentDidMount() {
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this.animations.push(anime({
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targets: ['#purify'],
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opacity: [
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{ value: 1, delay: TIMES.TARGET_DELAY_MS, duration: TIMES.TARGET_DURATION_MS * 0.2 },
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{ value: 0, delay: TIMES.TARGET_DURATION_MS * 0.6, duration: TIMES.TARGET_DURATION_MS * 0.3 },
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],
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easing: 'easeInOutSine',
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}));
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this.animations.push(anime({
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targets: ['#purifyFilter feTurbulence', ' #purifyFilter feDisplacementMap'],
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baseFrequency: 2,
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scale: 10,
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numOctaves: 5,
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easing: 'easeOutSine',
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delay: TIMES.TARGET_DELAY_MS,
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duration: TIMES.TARGET_DURATION_MS,
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}));
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}
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// this is necessary because
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// skipping / timing / unmounting race conditions
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// can cause the animations to cut short, this will ensure the values are reset
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// because preact will recycle all these components
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componentWillUnmount() {
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for (let i = this.animations.length - 1; i >= 0; i--) {
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this.animations[i].reset();
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}
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}
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}
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module.exports = Purify;
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