get player state on back btn

This commit is contained in:
ntr 2019-04-18 17:15:58 +10:00
parent 4ecc87259e
commit b839810815
3 changed files with 18 additions and 6 deletions

View File

@ -18,6 +18,7 @@ function GamePanel(props) {
setActiveSkill, setActiveSkill,
setActiveCryp, setActiveCryp,
selectSkillTarget, selectSkillTarget,
sendPlayerState,
activeCryp, activeCryp,
account, account,
showLog, showLog,
@ -47,11 +48,16 @@ function GamePanel(props) {
); );
} }
function backClick() {
quit();
return sendPlayerState(game.instance);
}
const header = ( const header = (
<div className="instance-hdr"> <div className="instance-hdr">
<button <button
className="game-back-btn instance-btn instance-ui-btn left" className="game-back-btn instance-btn instance-ui-btn left"
onClick={quit}> onClick={backClick}>
Back Back
</button> </button>
<div className="spacer"> <div className="spacer">

View File

@ -23,6 +23,11 @@ const addState = connect(
return false; return false;
} }
function sendPlayerState(instanceId) {
if (!instanceId) return false;
return ws.sendPlayerState(instanceId);
}
// intercept self casting skills // intercept self casting skills
if (activeSkill && activeSkill.skill.self_targeting) { if (activeSkill && activeSkill.skill.self_targeting) {
ws.sendGameSkill(game.id, activeSkill.crypId, null, activeSkill.skill.skill); ws.sendGameSkill(game.id, activeSkill.crypId, null, activeSkill.skill.skill);
@ -36,6 +41,7 @@ const addState = connect(
activeSkill, activeSkill,
activeCryp, activeCryp,
selectSkillTarget, selectSkillTarget,
sendPlayerState,
}; };
}, },

View File

@ -349,7 +349,7 @@ fn get_combos() -> Vec<Combo> {
Combo { units: vec![Var::Block, Var::Green, Var::Green], var: Var::Reflect }, Combo { units: vec![Var::Block, Var::Green, Var::Green], var: Var::Reflect },
Combo { units: vec![Var::Block, Var::Blue, Var::Blue], var: Var::Corrupt }, Combo { units: vec![Var::Block, Var::Blue, Var::Blue], var: Var::Corrupt },
Combo { units: vec![Var::Block, Var::Red, Var::Green], var: Var::Taunt }, Combo { units: vec![Var::Block, Var::Red, Var::Green], var: Var::Taunt },
Combo { units: vec![Var::Block, Var::Green, Var::Blue], var: Var::Life }, Combo { units: vec![Var::Block, Var::Green, Var::Blue], var: Var::Life },
Combo { units: vec![Var::Block, Var::Red, Var::Blue], var: Var::Recharge }, Combo { units: vec![Var::Block, Var::Red, Var::Blue], var: Var::Recharge },
Combo { units: vec![Var::Stun, Var::Red, Var::Red], var: Var::Strangle }, Combo { units: vec![Var::Stun, Var::Red, Var::Red], var: Var::Strangle },
@ -364,7 +364,7 @@ fn get_combos() -> Vec<Combo> {
Combo { units: vec![Var::Attack, Var::Blue, Var::Blue], var: Var::Blast }, Combo { units: vec![Var::Attack, Var::Blue, Var::Blue], var: Var::Blast },
Combo { units: vec![Var::Attack, Var::Red, Var::Green], var: Var::Purify }, Combo { units: vec![Var::Attack, Var::Red, Var::Green], var: Var::Purify },
Combo { units: vec![Var::Attack, Var::Green, Var::Blue], var: Var::Decay }, Combo { units: vec![Var::Attack, Var::Green, Var::Blue], var: Var::Decay },
Combo { units: vec![Var::Attack, Var::Red, Var::Blue], var: Var::Blast }, // AAAAAAAAAAAAAAAAAA Combo { units: vec![Var::Attack, Var::Red, Var::Blue], var: Var::Blast }, // AAAAAAAAAAAAAAAAAA
Combo { units: vec![Var::Damage, Var::Red, Var::Red], var: Var::RedDamageI }, Combo { units: vec![Var::Damage, Var::Red, Var::Red], var: Var::RedDamageI },
Combo { units: vec![Var::Damage, Var::Green, Var::Green], var: Var::GreenDamageI }, Combo { units: vec![Var::Damage, Var::Green, Var::Green], var: Var::GreenDamageI },
@ -373,9 +373,9 @@ fn get_combos() -> Vec<Combo> {
Combo { units: vec![Var::Damage, Var::Green, Var::Blue], var: Var::GBDI }, Combo { units: vec![Var::Damage, Var::Green, Var::Blue], var: Var::GBDI },
Combo { units: vec![Var::Damage, Var::Red, Var::Blue], var: Var::RBDI }, Combo { units: vec![Var::Damage, Var::Red, Var::Blue], var: Var::RBDI },
Combo { units: vec![Var::Life, Var::Red, Var::Red], var: Var::RedLifeI }, Combo { units: vec![Var::Life, Var::Red, Var::Red], var: Var::RedLifeI },
Combo { units: vec![Var::Life, Var::Green, Var::Green], var: Var::GreenLifeI }, Combo { units: vec![Var::Life, Var::Green, Var::Green], var: Var::GreenLifeI },
Combo { units: vec![Var::Life, Var::Blue, Var::Blue], var: Var::BlueLifeI }, Combo { units: vec![Var::Life, Var::Blue, Var::Blue], var: Var::BlueLifeI },
Combo { units: vec![Var::Life, Var::Red, Var::Green], var: Var::GRLI }, Combo { units: vec![Var::Life, Var::Red, Var::Green], var: Var::GRLI },
Combo { units: vec![Var::Life, Var::Green, Var::Blue], var: Var::GBLI }, Combo { units: vec![Var::Life, Var::Green, Var::Blue], var: Var::GBLI },
Combo { units: vec![Var::Life, Var::Red, Var::Blue], var: Var::RBLI }, Combo { units: vec![Var::Life, Var::Red, Var::Blue], var: Var::RBLI },