fixed recharge event
This commit is contained in:
parent
5e1b63108c
commit
51edec11fd
@ -30,7 +30,6 @@ Hexagon Set
|
|||||||
- Increase intensity for each visit
|
- Increase intensity for each visit
|
||||||
|
|
||||||
_mashy_
|
_mashy_
|
||||||
* add back combo preview
|
|
||||||
* floating combat text combat (start opposite hp and float towards it) to speed up animations
|
* floating combat text combat (start opposite hp and float towards it) to speed up animations
|
||||||
* represent construct colours during game phase (try %bar or dots)
|
* represent construct colours during game phase (try %bar or dots)
|
||||||
* buy from preview if you have the required bases in vbox / inventory
|
* buy from preview if you have the required bases in vbox / inventory
|
||||||
|
|||||||
@ -160,9 +160,9 @@ function getText(resolution) {
|
|||||||
|
|
||||||
if (type === 'Recharge') {
|
if (type === 'Recharge') {
|
||||||
const { red, blue } = event;
|
const { red, blue } = event;
|
||||||
if (red > 0 && blue > 0) return { text: [`+${red}R +${blue}B`, ''], css: 'rb' };
|
if (red > 0 && blue > 0) return { text: `+${red}R +${blue}B`, css: 'rb' };
|
||||||
if (red > 0) return { text: [`+${red}R`, ''], css: 'red' };
|
if (red > 0) return { text: `+${red}R`, css: 'red' };
|
||||||
if (blue > 0) return { text: [`+${blue}B`, ''], css: 'blue' };
|
if (blue > 0) return { text: `+${blue}B`, css: 'blue' };
|
||||||
return nullText;
|
return nullText;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@ -23,22 +23,39 @@ class combatText extends preact.Component {
|
|||||||
render(props) {
|
render(props) {
|
||||||
const { construct, animText, itemInfo } = props;
|
const { construct, animText, itemInfo } = props;
|
||||||
if (animText && animText.constructId === construct.id) {
|
if (animText && animText.constructId === construct.id) {
|
||||||
const itemSource = itemInfo.combos.filter(c => c.item === removeTier(animText.skill));
|
const itemSourceDescription = () => {
|
||||||
const itemSourceInfo = itemSource.length
|
const itemSource = itemInfo.combos.filter(c => c.item === removeTier(animText.skill));
|
||||||
? `${itemSource[0].components[0]} ${itemSource[0].components[1]} ${itemSource[0].components[2]}`
|
const itemSourceInfo = itemSource.length
|
||||||
: false;
|
? `${itemSource[0].components[0]} ${itemSource[0].components[1]} ${itemSource[0].components[2]}`
|
||||||
const itemRegEx = /(Red|Blue|Green)/;
|
: false;
|
||||||
const itemSourceDescription = reactStringReplace(itemSourceInfo, itemRegEx, match => shapes[match]());
|
const itemRegEx = /(Red|Blue|Green)/;
|
||||||
|
return reactStringReplace(itemSourceInfo, itemRegEx, match => shapes[match]());
|
||||||
|
};
|
||||||
|
|
||||||
return (
|
const animationTextHtml = () => {
|
||||||
<div class="combat-text">
|
// monkaW hack to make red / blue recharge work nicely
|
||||||
<h2>
|
if (animText.css === 'rb') {
|
||||||
<span>{animText.skill}</span>
|
const text = animText.text.split(' ');
|
||||||
</h2>
|
return (
|
||||||
<span>{itemSourceDescription}</span>
|
<h1>
|
||||||
|
<span class="red">{text[0]}</span>
|
||||||
|
<span class="blue">{text[1]}</span>
|
||||||
|
</h1>
|
||||||
|
);
|
||||||
|
}
|
||||||
|
return (
|
||||||
<h1 class={animText.css}>
|
<h1 class={animText.css}>
|
||||||
<span>{animText.text}</span>
|
<span>{animText.text}</span>
|
||||||
</h1>
|
</h1>
|
||||||
|
);
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
return (
|
||||||
|
<div class="combat-text">
|
||||||
|
<h2><span>{animText.skill}</span></h2>
|
||||||
|
<span>{itemSourceDescription()}</span>
|
||||||
|
{animationTextHtml()}
|
||||||
</div>
|
</div>
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user