Android build v1.0.53
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+94
-5
@@ -39,6 +39,13 @@ export type DualScreenCombatState = {
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encounterIndex: number
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encounterCount: number
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party: PartyMember[]
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opponentName?: string
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opponentClassName?: string
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opponentParty?: PartyMember[]
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opponentResource?: number
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opponentEnemyHealth?: number
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opponentBuffSummary?: string
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opponentDebuffSummary?: string
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floatingTexts: Array<{
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id: number
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memberId: string
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@@ -431,17 +438,62 @@ export function DualScreenBottomDisplay() {
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}
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return (
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<main className="dual-bottom-display">
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<main className={`dual-bottom-display ${state.opponentParty ? 'pvp-opponent-bottom-display' : ''}`}>
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<header className="dual-controls-header">
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<div>
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<p className="eyebrow">{state.difficultyName} {state.contentName}</p>
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<h1>{state.dungeonName}</h1>
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<p className="eyebrow">{state.opponentParty ? 'Opponent View' : `${state.difficultyName} ${state.contentName}`}</p>
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<h1>{state.opponentParty ? state.opponentName : state.dungeonName}</h1>
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{state.opponentParty && <small>{state.opponentClassName}</small>}
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</div>
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<div className="dual-controls-progress">
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<span>Encounter {state.encounterIndex + 1}/{state.encounterCount}</span>
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<span>{state.opponentParty ? 'Live PvP' : `Encounter ${state.encounterIndex + 1}/${state.encounterCount}`}</span>
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</div>
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</header>
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{state.opponentParty ? (
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<>
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<section className="dual-opponent-progress">
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<div>
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<p className="eyebrow">Opponent Clear</p>
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<strong>{Math.max(0, Math.floor(state.opponentEnemyHealth ?? 0))} / {state.encounterMaxHealth}</strong>
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</div>
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<div className="bar enemy-health boss-bar">
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<span style={{ width: `${Math.max(0, ((state.opponentEnemyHealth ?? 0) / state.encounterMaxHealth) * 100)}%` }} />
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</div>
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</section>
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<section className={`dual-opponent-party-grid ${state.opponentParty.length > 6 ? 'raid' : ''}`}>
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{state.opponentParty.map((member) => (
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<article className={`dual-opponent-member ${member.health <= 0 ? 'dead' : ''}`} key={member.id}>
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<div className="member-header">
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<span className={`role role-${member.role.toLowerCase()}`}>{member.role[0]}</span>
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<strong>{member.name}</strong>
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<small>{Math.ceil(member.health)} / {member.maxHealth}</small>
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</div>
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<div className="bar member-health">
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<span style={{ width: `${(member.health / member.maxHealth) * 100}%` }} />
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{member.shield > 0 && (
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<i style={{ width: `${(member.shield / member.maxHealth) * 100}%` }} />
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)}
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</div>
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<div className="member-effects">
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{memberHotEffects(member).map((effect) => (
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<span className="buff" key={effect.id}>{effect.label}</span>
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))}
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{member.debuff && <span className="debuff">{member.debuff}</span>}
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</div>
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</article>
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))}
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</section>
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<section className="dual-opponent-effects">
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<span>Buffs: {state.opponentBuffSummary || 'none'}</span>
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<span>Debuffs: {state.opponentDebuffSummary || 'none'}</span>
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</section>
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</>
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) : (
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<>
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<section className="dual-controls-resource">
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<div>
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<p className="eyebrow">Active Target</p>
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@@ -542,6 +594,8 @@ export function DualScreenBottomDisplay() {
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)
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})}
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</section>
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</>
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)}
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</main>
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)
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}
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@@ -549,9 +603,11 @@ export function DualScreenBottomDisplay() {
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export function DualScreenTopCombat({
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state,
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onSelectTarget,
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onCastSpell,
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}: {
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state: DualScreenCombatState
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onSelectTarget: (id: string) => void
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onCastSpell?: (spell: Spell) => void
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}) {
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const enemyPercent = Math.max(
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0,
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@@ -602,7 +658,6 @@ export function DualScreenTopCombat({
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{member.shield > 0 && (
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<i style={{ width: `${(member.shield / member.maxHealth) * 100}%` }} />
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)}
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<em className="health-text">{Math.ceil(member.health)} / {member.maxHealth}</em>
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</div>
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<div className="floating-combat-texts" aria-hidden="true">
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{state.floatingTexts
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@@ -629,6 +684,40 @@ export function DualScreenTopCombat({
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</div>
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</section>
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<section className="dual-top-spell-strip">
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{state.spells.map((spell, slotIndex) => {
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if (!spell) return <div className="dual-top-spell empty" key={`empty-${slotIndex}`} />
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const percent = spell.remaining > 0
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? Math.min(100, (spell.remaining / Math.max(1, spell.cooldown)) * 100)
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: 0
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return (
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<button
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className="dual-top-spell"
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disabled={
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!state.playerIsAlive
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|| state.resource < spell.cost
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|| spell.remaining > 0
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|| state.status !== 'playing'
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|| state.paused
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}
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key={spell.id}
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onClick={() => onCastSpell?.(spell)}
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type="button"
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>
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<span className={`spell-icon spell-${spell.kind}`}>{spell.glyph}</span>
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{spell.remaining > 0 && <i style={{ height: `${percent}%` }} />}
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{spell.remaining > 0 && <small>{spell.remaining.toFixed(0)}</small>}
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</button>
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)
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})}
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<div className="dual-top-resource">
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<strong>{state.resourceName} {Math.floor(state.resource)} / {state.maxResource}</strong>
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<div className="bar mana-bar">
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<span style={{ width: `${(state.resource / state.maxResource) * 100}%` }} />
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</div>
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</div>
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</section>
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</div>
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)
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}
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