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SMNGauge: Fix typo, update CS (#2197)
* chore(SMNGauge): update gauge to latest CS struct * chore(SMNGauge): Fix `AttunementTimerRemaining` typo * refactor(SMNGauge): Cast `AttunementType` to a new enum instead of leaving it raw * fix(SMNGauge): Use `AttunementType` for `Is<X>Attuned`
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2 changed files with 50 additions and 5 deletions
27
Dalamud/Game/ClientState/JobGauge/Enums/SummonAttunement.cs
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27
Dalamud/Game/ClientState/JobGauge/Enums/SummonAttunement.cs
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@ -0,0 +1,27 @@
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namespace Dalamud.Game.ClientState.JobGauge.Enums;
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public enum SummonAttunement
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{
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/// <summary>
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/// No attunement.
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/// </summary>
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NONE = 0,
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/// <summary>
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/// Attuned to the summon Ifrit.
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/// Same as <see cref="JobGauge.Types.SMNGauge.IsIfritAttuned"/>.
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/// </summary>
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IFRIT = 1,
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/// <summary>
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/// Attuned to the summon Titan.
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/// Same as <see cref="JobGauge.Types.SMNGauge.IsTitanAttuned"/>.
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/// </summary>
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TITAN = 2,
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/// <summary>
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/// Attuned to the summon Garuda.
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/// Same as <see cref="JobGauge.Types.SMNGauge.IsGarudaAttuned"/>.
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/// </summary>
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GARUDA = 3,
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}
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@ -22,10 +22,13 @@ public unsafe class SMNGauge : JobGaugeBase<SummonerGauge>
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/// </summary>
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public ushort SummonTimerRemaining => this.Struct->SummonTimer;
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[Obsolete("Typo fixed. Use AttunementTimerRemaining instead.", true)]
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public ushort AttunmentTimerRemaining => this.AttunementTimerRemaining;
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/// <summary>
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/// Gets the time remaining for the current attunement.
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/// </summary>
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public ushort AttunmentTimerRemaining => this.Struct->AttunementTimer;
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public ushort AttunementTimerRemaining => this.Struct->AttunementTimer;
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/// <summary>
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/// Gets the summon that will return after the current summon expires.
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@ -40,10 +43,25 @@ public unsafe class SMNGauge : JobGaugeBase<SummonerGauge>
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public PetGlam ReturnSummonGlam => (PetGlam)this.Struct->ReturnSummonGlam;
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/// <summary>
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/// Gets the amount of aspected Attunment remaining.
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/// Gets the amount of aspected Attunement remaining.
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/// </summary>
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/// <remarks>
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/// As of 7.01, this should be treated as a bit field.
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/// Use <see cref="AttunementCount"/> and <see cref="AttunementType"/> instead.
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/// </remarks>
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public byte Attunement => this.Struct->Attunement;
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/// <summary>
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/// Gets the count of attunement cost resource available.
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/// </summary>
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public byte AttunementCount => this.Struct->AttunementCount;
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/// <summary>
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/// Gets the type of attunement available.
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/// Use the summon attuned accessors instead.
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/// </summary>
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public SummonAttunement AttunementType => (SummonAttunement)this.Struct->AttunementType;
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/// <summary>
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/// Gets the current aether flags.
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/// Use the summon accessors instead.
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@ -84,19 +102,19 @@ public unsafe class SMNGauge : JobGaugeBase<SummonerGauge>
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/// Gets a value indicating whether if Ifrit is currently attuned.
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/// </summary>
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/// <returns><c>true</c> or <c>false</c>.</returns>
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public bool IsIfritAttuned => this.AetherFlags.HasFlag(AetherFlags.IfritAttuned) && !this.AetherFlags.HasFlag(AetherFlags.GarudaAttuned);
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public bool IsIfritAttuned => this.AttunementType == SummonAttunement.IFRIT;
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/// <summary>
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/// Gets a value indicating whether if Titan is currently attuned.
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/// </summary>
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/// <returns><c>true</c> or <c>false</c>.</returns>
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public bool IsTitanAttuned => this.AetherFlags.HasFlag(AetherFlags.TitanAttuned) && !this.AetherFlags.HasFlag(AetherFlags.GarudaAttuned);
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public bool IsTitanAttuned => this.AttunementType == SummonAttunement.TITAN;
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/// <summary>
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/// Gets a value indicating whether if Garuda is currently attuned.
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/// </summary>
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/// <returns><c>true</c> or <c>false</c>.</returns>
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public bool IsGarudaAttuned => this.AetherFlags.HasFlag(AetherFlags.GarudaAttuned);
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public bool IsGarudaAttuned => this.AttunementType == SummonAttunement.GARUDA;
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/// <summary>
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/// Gets a value indicating whether there are any Aetherflow stacks available.
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