fix(combat): charge power bar from speed
Read the authored meter direction instead of inferring it from the combat element id, so the bright charge texture grows left-to-right from Speed. Keep the user-approved dark-red middle baseline visible independently and record its exact retail Recklessness visibility edge. Co-Authored-By: Codex <codex@openai.com>
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256c1930bd
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13 changed files with 50 additions and 49 deletions
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@ -66,7 +66,6 @@ public sealed class CombatUiController : IRetainedPanelController
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CombatAttackController attacks,
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Func<GameplaySettings> gameplay,
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Action<GameplaySettings> setGameplay,
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Func<bool> recklessnessTrained,
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CombatUiLabels labels,
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Action<bool> setWindowVisible)
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{
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@ -95,7 +94,6 @@ public sealed class CombatUiController : IRetainedPanelController
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_powerControl.SetScalarPosition(_attacks.DesiredPower);
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_powerControl.ScalarChanged = _attacks.SetDesiredPower;
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_powerControl.ScalarFill = () => _attacks.PowerBarLevel;
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_powerControl.ScalarRangeVisible = recklessnessTrained;
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BindAttackButton(_high, AttackHeight.High);
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BindAttackButton(_medium, AttackHeight.Medium);
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@ -131,7 +129,6 @@ public sealed class CombatUiController : IRetainedPanelController
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CombatAttackController attacks,
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Func<GameplaySettings> gameplay,
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Action<GameplaySettings> setGameplay,
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Func<bool> recklessnessTrained,
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CombatUiLabels labels,
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Action<bool> setWindowVisible)
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{
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@ -140,7 +137,6 @@ public sealed class CombatUiController : IRetainedPanelController
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ArgumentNullException.ThrowIfNull(attacks);
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ArgumentNullException.ThrowIfNull(gameplay);
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ArgumentNullException.ThrowIfNull(setGameplay);
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ArgumentNullException.ThrowIfNull(recklessnessTrained);
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ArgumentNullException.ThrowIfNull(labels);
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ArgumentNullException.ThrowIfNull(setWindowVisible);
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@ -158,8 +154,7 @@ public sealed class CombatUiController : IRetainedPanelController
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return new CombatUiController(
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layout, basic, advanced, power, high, medium, low,
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repeatAttacks, autoTarget, keepInView,
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combat, attacks, gameplay, setGameplay, recklessnessTrained,
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labels, setWindowVisible);
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combat, attacks, gameplay, setGameplay, labels, setWindowVisible);
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}
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public void SyncVisibility() => OnCombatModeChanged(_combat.CurrentMode);
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@ -238,7 +233,6 @@ public sealed class CombatUiController : IRetainedPanelController
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_attacks.StateChanged -= OnAttackStateChanged;
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_powerControl.ScalarChanged = null;
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_powerControl.ScalarFill = () => null;
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_powerControl.ScalarRangeVisible = () => false;
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_high.OnPressed = null;
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_high.OnReleased = null;
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_medium.OnPressed = null;
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