ItemEnchant::AbilitySlot renamed to ItemEnchant::EnchantAbilitySlot. Release Build 12246.
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@ -56,7 +56,7 @@ struct PrecastData{
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PrecastData(float castTime,float range,float size);
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PrecastData(float castTime,float range,float size);
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};
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};
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enum class AbilitySlot{
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enum class EnchantAbilitySlot{
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ABILITY1,
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ABILITY1,
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ABILITY2,
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ABILITY2,
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ABILITY3,
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ABILITY3,
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@ -349,11 +349,11 @@ void Menu::InitializeCharacterMenuWindow(){
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#pragma region Skill Selection Boxes
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#pragma region Skill Selection Boxes
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const std::array abilityBoxes{
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const std::array abilityBoxes{
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std::pair<std::reference_wrapper<Ability>,AbilitySlot>{game->GetPlayer()->GetAbility1(),AbilitySlot::ABILITY1},
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std::pair<std::reference_wrapper<Ability>,EnchantAbilitySlot>{game->GetPlayer()->GetAbility1(),EnchantAbilitySlot::ABILITY1},
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std::pair<std::reference_wrapper<Ability>,AbilitySlot>{game->GetPlayer()->GetAbility2(),AbilitySlot::ABILITY2},
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std::pair<std::reference_wrapper<Ability>,EnchantAbilitySlot>{game->GetPlayer()->GetAbility2(),EnchantAbilitySlot::ABILITY2},
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std::pair<std::reference_wrapper<Ability>,AbilitySlot>{game->GetPlayer()->GetAbility3(),AbilitySlot::ABILITY3},
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std::pair<std::reference_wrapper<Ability>,EnchantAbilitySlot>{game->GetPlayer()->GetAbility3(),EnchantAbilitySlot::ABILITY3},
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std::pair<std::reference_wrapper<Ability>,AbilitySlot>{game->GetPlayer()->GetAbility4(),AbilitySlot::ABILITY4},
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std::pair<std::reference_wrapper<Ability>,EnchantAbilitySlot>{game->GetPlayer()->GetAbility4(),EnchantAbilitySlot::ABILITY4},
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std::pair<std::reference_wrapper<Ability>,AbilitySlot>{game->GetPlayer()->GetRightClickAbility(),AbilitySlot::DEFENSIVE},
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std::pair<std::reference_wrapper<Ability>,EnchantAbilitySlot>{game->GetPlayer()->GetRightClickAbility(),EnchantAbilitySlot::DEFENSIVE},
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};
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};
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for(size_t i{0};auto&[ability,slot]:abilityBoxes){
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for(size_t i{0};auto&[ability,slot]:abilityBoxes){
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float x=8;
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float x=8;
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@ -401,11 +401,11 @@ void Menu::InitializeCharacterMenuWindow(){
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else slot->Disable();
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else slot->Disable();
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}
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}
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const std::array abilityBoxes{
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const std::array abilityBoxes{
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std::pair<std::reference_wrapper<Ability>,AbilitySlot>{game->GetPlayer()->GetAbility1(),AbilitySlot::ABILITY1},
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std::pair<std::reference_wrapper<Ability>,EnchantAbilitySlot>{game->GetPlayer()->GetAbility1(),EnchantAbilitySlot::ABILITY1},
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std::pair<std::reference_wrapper<Ability>,AbilitySlot>{game->GetPlayer()->GetAbility2(),AbilitySlot::ABILITY2},
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std::pair<std::reference_wrapper<Ability>,EnchantAbilitySlot>{game->GetPlayer()->GetAbility2(),EnchantAbilitySlot::ABILITY2},
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std::pair<std::reference_wrapper<Ability>,AbilitySlot>{game->GetPlayer()->GetAbility3(),AbilitySlot::ABILITY3},
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std::pair<std::reference_wrapper<Ability>,EnchantAbilitySlot>{game->GetPlayer()->GetAbility3(),EnchantAbilitySlot::ABILITY3},
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std::pair<std::reference_wrapper<Ability>,AbilitySlot>{game->GetPlayer()->GetAbility4(),AbilitySlot::ABILITY4},
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std::pair<std::reference_wrapper<Ability>,EnchantAbilitySlot>{game->GetPlayer()->GetAbility4(),EnchantAbilitySlot::ABILITY4},
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std::pair<std::reference_wrapper<Ability>,AbilitySlot>{game->GetPlayer()->GetRightClickAbility(),AbilitySlot::DEFENSIVE},
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std::pair<std::reference_wrapper<Ability>,EnchantAbilitySlot>{game->GetPlayer()->GetRightClickAbility(),EnchantAbilitySlot::DEFENSIVE},
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};
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};
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for(int i=0;i<abilityBoxes.size();i++){
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for(int i=0;i<abilityBoxes.size();i++){
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auto&[ability,slot]{abilityBoxes[i]};
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auto&[ability,slot]{abilityBoxes[i]};
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@ -61,11 +61,11 @@ void Menu::InitializeHubPauseWindow(){
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Component<CharacterRotatingDisplay>(CHARACTER_MENU,"Character Rotating Display")->SetIcon(GFX[classutils::GetClassInfo(game->GetPlayer()->GetClassName()).classFullImgName].Decal());
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Component<CharacterRotatingDisplay>(CHARACTER_MENU,"Character Rotating Display")->SetIcon(GFX[classutils::GetClassInfo(game->GetPlayer()->GetClassName()).classFullImgName].Decal());
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Component<MenuComponent>(CHARACTER_MENU,"Equip Selection Select Button")->Click();
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Component<MenuComponent>(CHARACTER_MENU,"Equip Selection Select Button")->Click();
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std::array abilityBoxes{
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std::array abilityBoxes{
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std::pair<std::reference_wrapper<Ability>,AbilitySlot>{game->GetPlayer()->GetAbility1(),AbilitySlot::ABILITY1},
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std::pair<std::reference_wrapper<Ability>,EnchantAbilitySlot>{game->GetPlayer()->GetAbility1(),EnchantAbilitySlot::ABILITY1},
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std::pair<std::reference_wrapper<Ability>,AbilitySlot>{game->GetPlayer()->GetAbility2(),AbilitySlot::ABILITY2},
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std::pair<std::reference_wrapper<Ability>,EnchantAbilitySlot>{game->GetPlayer()->GetAbility2(),EnchantAbilitySlot::ABILITY2},
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std::pair<std::reference_wrapper<Ability>,AbilitySlot>{game->GetPlayer()->GetAbility3(),AbilitySlot::ABILITY3},
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std::pair<std::reference_wrapper<Ability>,EnchantAbilitySlot>{game->GetPlayer()->GetAbility3(),EnchantAbilitySlot::ABILITY3},
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std::pair<std::reference_wrapper<Ability>,AbilitySlot>{game->GetPlayer()->GetAbility4(),AbilitySlot::ABILITY4},
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std::pair<std::reference_wrapper<Ability>,EnchantAbilitySlot>{game->GetPlayer()->GetAbility4(),EnchantAbilitySlot::ABILITY4},
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std::pair<std::reference_wrapper<Ability>,AbilitySlot>{game->GetPlayer()->GetRightClickAbility(),AbilitySlot::DEFENSIVE},
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std::pair<std::reference_wrapper<Ability>,EnchantAbilitySlot>{game->GetPlayer()->GetRightClickAbility(),EnchantAbilitySlot::DEFENSIVE},
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};
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};
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for(size_t i{0};auto&[ability,slot]:abilityBoxes){
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for(size_t i{0};auto&[ability,slot]:abilityBoxes){
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//Attempt to update icons in case the abilities have changed at some point.
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//Attempt to update icons in case the abilities have changed at some point.
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@ -102,8 +102,8 @@ void ItemEnchantInfo::Initialize(){
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newEnchant.category=enchantCategory;
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newEnchant.category=enchantCategory;
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newEnchant.name=keyName;
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newEnchant.name=keyName;
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std::string enchantDescription{enchant["Description"].GetString()};
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std::string enchantDescription{enchant["Description"].GetString()};
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using enum AbilitySlot;
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using enum EnchantAbilitySlot;
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const std::unordered_map<std::string,AbilitySlot>affectSlots{
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const std::unordered_map<std::string,EnchantAbilitySlot>affectSlots{
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{"Auto Attack",AUTO_ATTACK},
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{"Auto Attack",AUTO_ATTACK},
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{"Right Click Ability",RIGHT_CLICK},
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{"Right Click Ability",RIGHT_CLICK},
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{"Ability 1",ABILITY_1},
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{"Ability 1",ABILITY_1},
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@ -236,7 +236,7 @@ const std::string_view ItemEnchant::Description()const{
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const ItemEnchantInfo::ItemEnchantCategory&ItemEnchant::Category()const{
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const ItemEnchantInfo::ItemEnchantCategory&ItemEnchant::Category()const{
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return GetEnchantInfo().Category();
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return GetEnchantInfo().Category();
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}
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}
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const std::optional<ItemEnchantInfo::AbilitySlot>&ItemEnchant::AbilitySlot()const{
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const std::optional<ItemEnchantInfo::EnchantAbilitySlot>&ItemEnchant::EnchantAbilitySlot()const{
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return GetEnchantInfo().abilitySlot;
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return GetEnchantInfo().abilitySlot;
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}
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}
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const std::unordered_map<std::string,ItemEnchantInfo>&ItemEnchantInfo::GetEnchants(){
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const std::unordered_map<std::string,ItemEnchantInfo>&ItemEnchantInfo::GetEnchants(){
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@ -324,7 +324,7 @@ const Pixel&ItemEnchant::DisplayCol()const{
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return ItemEnchantInfo::enchantTextDisplayCol.at(Category());
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return ItemEnchantInfo::enchantTextDisplayCol.at(Category());
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}
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}
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const std::optional<ItemEnchantInfo::AbilitySlot>&ItemEnchantInfo::GetAbilitySlot()const{
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const std::optional<ItemEnchantInfo::EnchantAbilitySlot>&ItemEnchantInfo::GetAbilitySlot()const{
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return abilitySlot;
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return abilitySlot;
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}
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}
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@ -56,7 +56,7 @@ public:
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CLASS,
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CLASS,
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UNIQUE,
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UNIQUE,
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};
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};
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enum class AbilitySlot{
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enum class EnchantAbilitySlot{
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AUTO_ATTACK,
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AUTO_ATTACK,
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RIGHT_CLICK,
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RIGHT_CLICK,
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ABILITY_1,
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ABILITY_1,
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@ -84,7 +84,7 @@ public:
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const std::string_view Description()const;
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const std::string_view Description()const;
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const ItemEnchantCategory&Category()const;
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const ItemEnchantCategory&Category()const;
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const std::optional<Class>&GetClass()const;
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const std::optional<Class>&GetClass()const;
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const std::optional<AbilitySlot>&GetAbilitySlot()const;
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const std::optional<EnchantAbilitySlot>&GetAbilitySlot()const;
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const std::optional<Ability*>GetAbility()const; //Get the ability this enchant is tied to.
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const std::optional<Ability*>GetAbility()const; //Get the ability this enchant is tied to.
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const Pixel&DisplayCol()const;
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const Pixel&DisplayCol()const;
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const float GetConfigValue(const std::string_view keyName)const;
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const float GetConfigValue(const std::string_view keyName)const;
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@ -104,7 +104,7 @@ private:
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std::string name;
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std::string name;
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std::string description;
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std::string description;
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std::optional<Class>abilityClass;
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std::optional<Class>abilityClass;
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std::optional<AbilitySlot>abilitySlot;
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std::optional<EnchantAbilitySlot>abilitySlot;
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ItemAttributable minStatModifiers;
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ItemAttributable minStatModifiers;
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ItemAttributable maxStatModifiers;
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ItemAttributable maxStatModifiers;
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std::unordered_map<std::string,float>config;
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std::unordered_map<std::string,float>config;
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@ -121,7 +121,7 @@ public:
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const std::string Name(ItemEnchantInfo::TextStyle style=ItemEnchantInfo::TextStyle::NORMAL)const;
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const std::string Name(ItemEnchantInfo::TextStyle style=ItemEnchantInfo::TextStyle::NORMAL)const;
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const std::string_view Description()const;
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const std::string_view Description()const;
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const ItemEnchantInfo::ItemEnchantCategory&Category()const;
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const ItemEnchantInfo::ItemEnchantCategory&Category()const;
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const std::optional<ItemEnchantInfo::AbilitySlot>&AbilitySlot()const;
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const std::optional<ItemEnchantInfo::EnchantAbilitySlot>&EnchantAbilitySlot()const;
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const static std::vector<ItemEnchantInfo>GetAvailableEnchants();
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const static std::vector<ItemEnchantInfo>GetAvailableEnchants();
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//Rolls a class-appropriate random enchant.
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//Rolls a class-appropriate random enchant.
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const static ItemEnchant RollRandomEnchant(const std::optional<ItemEnchant>previousEnchant={});
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const static ItemEnchant RollRandomEnchant(const std::optional<ItemEnchant>previousEnchant={});
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@ -60,11 +60,11 @@ void Menu::InitializePauseWindow(){
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Component<CharacterRotatingDisplay>(CHARACTER_MENU,"Character Rotating Display")->SetIcon(GFX[classutils::GetClassInfo(game->GetPlayer()->GetClassName()).classFullImgName].Decal());
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Component<CharacterRotatingDisplay>(CHARACTER_MENU,"Character Rotating Display")->SetIcon(GFX[classutils::GetClassInfo(game->GetPlayer()->GetClassName()).classFullImgName].Decal());
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Component<MenuComponent>(CHARACTER_MENU,"Equip Selection Select Button")->Click();
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Component<MenuComponent>(CHARACTER_MENU,"Equip Selection Select Button")->Click();
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std::array abilityBoxes{
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std::array abilityBoxes{
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std::pair<std::reference_wrapper<Ability>,AbilitySlot>{game->GetPlayer()->GetAbility1(),AbilitySlot::ABILITY1},
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std::pair<std::reference_wrapper<Ability>,EnchantAbilitySlot>{game->GetPlayer()->GetAbility1(),EnchantAbilitySlot::ABILITY1},
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std::pair<std::reference_wrapper<Ability>,AbilitySlot>{game->GetPlayer()->GetAbility2(),AbilitySlot::ABILITY2},
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std::pair<std::reference_wrapper<Ability>,EnchantAbilitySlot>{game->GetPlayer()->GetAbility2(),EnchantAbilitySlot::ABILITY2},
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std::pair<std::reference_wrapper<Ability>,AbilitySlot>{game->GetPlayer()->GetAbility3(),AbilitySlot::ABILITY3},
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std::pair<std::reference_wrapper<Ability>,EnchantAbilitySlot>{game->GetPlayer()->GetAbility3(),EnchantAbilitySlot::ABILITY3},
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std::pair<std::reference_wrapper<Ability>,AbilitySlot>{game->GetPlayer()->GetAbility4(),AbilitySlot::ABILITY4},
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std::pair<std::reference_wrapper<Ability>,EnchantAbilitySlot>{game->GetPlayer()->GetAbility4(),EnchantAbilitySlot::ABILITY4},
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std::pair<std::reference_wrapper<Ability>,AbilitySlot>{game->GetPlayer()->GetRightClickAbility(),AbilitySlot::DEFENSIVE},
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std::pair<std::reference_wrapper<Ability>,EnchantAbilitySlot>{game->GetPlayer()->GetRightClickAbility(),EnchantAbilitySlot::DEFENSIVE},
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};
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};
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for(size_t i{0};auto&[ability,slot]:abilityBoxes){
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for(size_t i{0};auto&[ability,slot]:abilityBoxes){
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//Attempt to update icons in case the abilities have changed at some point.
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//Attempt to update icons in case the abilities have changed at some point.
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@ -2328,8 +2328,8 @@ const std::unordered_set<std::string>&Player::GetEnchants()const{
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return enchantList;
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return enchantList;
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}
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}
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const Ability&Player::GetAbility(AbilitySlot slot){
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const Ability&Player::GetAbility(EnchantAbilitySlot slot){
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using enum AbilitySlot;
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using enum EnchantAbilitySlot;
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switch(slot){
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switch(slot){
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case ABILITY1:return GetAbility1();
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case ABILITY1:return GetAbility1();
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case ABILITY2:return GetAbility2();
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case ABILITY2:return GetAbility2();
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@ -230,7 +230,7 @@ public:
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virtual Ability&GetAbility2()=0;
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virtual Ability&GetAbility2()=0;
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virtual Ability&GetAbility3()=0;
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virtual Ability&GetAbility3()=0;
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virtual Ability&GetAbility4()=0;
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virtual Ability&GetAbility4()=0;
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const Ability&GetAbility(AbilitySlot slot);
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const Ability&GetAbility(EnchantAbilitySlot slot);
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virtual void SetAbility4(const Ability&originalAbility)=0; //NOTE: Make sure to provide the original ability and not a current ability!
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virtual void SetAbility4(const Ability&originalAbility)=0; //NOTE: Make sure to provide the original ability and not a current ability!
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virtual std::string&GetWalkNAnimation()=0;
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virtual std::string&GetWalkNAnimation()=0;
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virtual std::string&GetWalkEAnimation()=0;
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virtual std::string&GetWalkEAnimation()=0;
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@ -39,7 +39,7 @@ All rights reserved.
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#define VERSION_MAJOR 1
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#define VERSION_MAJOR 1
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#define VERSION_MINOR 3
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#define VERSION_MINOR 3
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#define VERSION_PATCH 0
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#define VERSION_PATCH 0
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#define VERSION_BUILD 12245
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#define VERSION_BUILD 12246
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#define stringify(a) stringify_(a)
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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#define stringify_(a) #a
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