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>
This commit is contained in:
parent
256c1930bd
commit
707add8539
13 changed files with 50 additions and 49 deletions
|
|
@ -40,8 +40,7 @@ public sealed record CombatRuntimeBindings(
|
|||
CombatState State,
|
||||
CombatAttackController Attacks,
|
||||
Func<GameplaySettings> Gameplay,
|
||||
Action<GameplaySettings> SetGameplay,
|
||||
Func<bool> RecklessnessTrained);
|
||||
Action<GameplaySettings> SetGameplay);
|
||||
|
||||
public sealed record ToolbarRuntimeBindings(
|
||||
ClientObjectTable Objects,
|
||||
|
|
@ -481,7 +480,6 @@ public sealed class RetailUiRuntime : IDisposable
|
|||
_bindings.Combat.Attacks,
|
||||
_bindings.Combat.Gameplay,
|
||||
_bindings.Combat.SetGameplay,
|
||||
_bindings.Combat.RecklessnessTrained,
|
||||
labels,
|
||||
visible =>
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue