dudleycu 4 years ago
commit 315ab6b5fb
  1. 2
      src/App.js
  2. 2
      src/DEFAULTS.js
  3. 44
      src/TestPanel.js

@ -215,7 +215,7 @@ function TableEditor(p) {
<td><XSquareFill className="webicon" onClick={()=>{axios.delete(p.BACKENDURL+p.path,{data:{id:dat.id,pass:p.password}}).then(()=>{setUpdate(true)}).catch((err)=>{alert(err.response.data)})}}/></td>{fields.map((col,i)=><td key={dat.id+"_"+i} className="table-padding table">
<InputBox lockSubmission={lockSubmission} data={dependencies[col.name]} callback={(value)=>{
return axios.patch(p.BACKENDURL+p.path,{
[col.name]:value,
[col.name]:value==="null"?null:value,
id:dat.id,
pass:p.password
})

@ -1,7 +1,7 @@
const NICONICONII = process.env.PUBLIC_URL+"/icons/nicodotpng.png.png"
function DisplayIcon(icon) {
console.log(icon)
//console.log(icon)
return icon?process.env.PUBLIC_URL+icon:NICONICONII
}

@ -195,11 +195,16 @@ const [statPage,setStatPage] = useState(1)
const [classSelectWindowOpen,setClassSelectWindowOpen] = useState(false)
const [weaponSelectWindowOpen,setWeaponSelectWindowOpen] = useState(false)
const [armorSelectWindowOpen,setArmorSelectWindowOpen] = useState(false)
//Helper variables for Weapon selector with structure: [weapon_type,weapon,potential,potential_tooltip,weapon_existence_data]
const WEAPON_WEAPONTYPE=0;const WEAPON_WEAPON=1;const WEAPON_POTENTIAL=2;const WEAPON_POTENTIAL_TOOLTIP=3;const WEAPON_EXISTENCE_DATA=4;
const [selectedWeapon,setSelectedWeapon] = useState([])
const [selectedArmor1,setSelectedArmor1] = useState([])
const [selectedArmor2,setSelectedArmor2] = useState([])
const [selectedArmor3,setSelectedArmor3] = useState([])
const [armorSlotSelection,setArmorSlotSelection] = useState(1)
function rarityCheck(v) {
return v!==undefined?v.rarity!==undefined?" r"+v.rarity:"":""
@ -295,9 +300,9 @@ useEffect(()=>{
<h1>Equip</h1></div>
<div className="equipPalette">
<div onClick={()=>{setWeaponSelectWindowOpen(true)}} className="equipPaletteSlot"><h3>Weapons</h3><div className={"equipPaletteSlotWrapper"+rarityCheck(selectedWeapon[WEAPON_WEAPON])}><span>1</span><img alt="" className="r4" src={DisplayIcon(selectedWeapon[WEAPON_EXISTENCE_DATA]?.icon)} /></div></div>
<div className="equipPaletteSlot"><h3>Armor 1</h3><div className="equipPaletteSlotWrapper"><img alt="" src={DisplayIcon("https://i.imgur.com/3Gq2JO6.png")} /></div></div>
<div className="equipPaletteSlot"><h3>Armor 2</h3><div className="equipPaletteSlotWrapper"><img alt="" src={DisplayIcon("https://i.imgur.com/fes50s0.png")} /></div></div>
<div className="equipPaletteSlot"><h3>Armor 3</h3><div className="equipPaletteSlotWrapper"><img alt="" src={DisplayIcon("https://i.imgur.com/fyhy1la.png")} /></div></div>
<div onClick={()=>{setArmorSlotSelection(1);setArmorSelectWindowOpen(true)}} className="equipPaletteSlot"><h3>Armor 1</h3><div className="equipPaletteSlotWrapper"><img alt="" className="r3" src={DisplayIcon(selectedArmor1.icon)} /></div></div>
<div onClick={()=>{setArmorSlotSelection(2);setArmorSelectWindowOpen(true)}} className="equipPaletteSlot"><h3>Armor 2</h3><div className="equipPaletteSlotWrapper"><img alt="" className="r3" src={DisplayIcon(selectedArmor2.icon)} /></div></div>
<div onClick={()=>{setArmorSlotSelection(3);setArmorSelectWindowOpen(true)}} className="equipPaletteSlot"><h3>Armor 3</h3><div className="equipPaletteSlotWrapper"><img alt="" className="r3" src={DisplayIcon(selectedArmor3.icon)} /></div></div>
</div>
</div>
@ -558,6 +563,39 @@ AUGMENT
</ExpandTooltip></li>}}
/>
<SelectorWindow title="Armor Selection" modalOpen={armorSelectWindowOpen} setModalOpen={setArmorSelectWindowOpen} GetData={p.GetData}
pageNames={[]}
sortItems={["Standard Sort","Rarity","HP","PP","Melee Potency","Range Potency","Tech Potency"]}
filter={true}
dataFunction={()=>{
var dat1=p.GetData("armor")
return typeof dat1==="object"&&dat1!==null?Object.keys(dat1).map((armor)=>{
return dat1[armor]
}):[]
}}
filterFunction={(page,item)=>true}
searchFieldFunction={(searchText,item)=>searchText.length>0?item.name.toLowerCase().includes(searchText.toLowerCase()):true}
sortOrderFunction={(sort,itemA,itemB)=>{
switch (sort) {
case "Rarity":return itemB.rarity-itemA.rarity
case "HP":return itemB.hp-itemA.hp
case "PP":return itemB.pp-itemA.pp
case "Melee Potency":return itemB.mel_dmg-itemA.mel_dmg
case "Range Potency":return itemB.rng_dmg-itemA.rng_dmg
case "Tech Potency":return itemB.tec_dmg-itemA.tec_dmg
default:return 0
}
}}
displayFunction={(item)=>{
return <li className={"itemwep r"+item.rarity} onClick={()=>{
switch(armorSlotSelection) {
case 1:{setSelectedArmor1(item)}break;
case 2:{setSelectedArmor2(item)}break;
case 3:{setSelectedArmor3(item)}break;
}
setArmorSelectWindowOpen(false)}}><div class="itemWeaponWrapper"><img className="itemimg" alt="" src={DisplayIcon(item?.icon)} /><em className="rifle">{item.name}</em></div><br /><span className="atk">{item.def}</span></li>}}
/>
</>
)
}

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