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:
Erik 2026-07-12 21:25:24 +02:00
parent 256c1930bd
commit 707add8539
13 changed files with 50 additions and 49 deletions

View file

@ -42,11 +42,10 @@ public sealed class UiScrollbar : UiElement
public Func<float?> ScalarFill { get; set; } = () => null;
public uint ScalarFillSprite { get; set; }
/// <summary>
/// Optional authored texture beneath the live scalar fill. gmCombatUI uses
/// element <c>0x100005EF</c> for the trained-Recklessness range.
/// Optional authored texture beneath the live scalar fill. gmCombatUI's
/// dark-red interior media comes from element <c>0x100005EF</c>.
/// </summary>
public uint ScalarRangeSprite { get; set; }
public Func<bool> ScalarRangeVisible { get; set; } = () => false;
public float ScalarRangeLeft { get; set; }
public float ScalarRangeWidth { get; set; } = float.PositiveInfinity;
/// <summary>
@ -139,7 +138,7 @@ public sealed class UiScrollbar : UiElement
{
DrawTiled(ctx, resolve, TrackSprite, 0f, 0f, Width, Height);
(float rangeLeft, float rangeWidth) = ScalarRangeRect();
if (ScalarRangeVisible() && ScalarRangeSprite != 0)
if (ScalarRangeSprite != 0)
DrawTiled(ctx, resolve, ScalarRangeSprite,
rangeLeft, 0f, rangeWidth, Height);
if (ScalarFill() is float fill && ScalarFillSprite != 0)