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chore: convert Dalamud to file-scoped namespaces
This commit is contained in:
parent
b093323acc
commit
987ff8dc8f
368 changed files with 55081 additions and 55450 deletions
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@ -1,28 +1,27 @@
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namespace Dalamud.Game.ClientState.JobGauge.Enums
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namespace Dalamud.Game.ClientState.JobGauge.Enums;
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/// <summary>
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/// MNK Beast Chakra types.
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/// </summary>
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public enum BeastChakra : byte
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{
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/// <summary>
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/// MNK Beast Chakra types.
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/// No card.
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/// </summary>
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public enum BeastChakra : byte
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{
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/// <summary>
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/// No card.
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/// </summary>
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NONE = 0,
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NONE = 0,
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/// <summary>
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/// The Coeurl chakra.
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/// </summary>
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COEURL = 1,
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/// <summary>
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/// The Coeurl chakra.
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/// </summary>
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COEURL = 1,
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/// <summary>
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/// The Opo-Opo chakra.
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/// </summary>
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OPOOPO = 2,
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/// <summary>
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/// The Opo-Opo chakra.
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/// </summary>
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OPOOPO = 2,
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/// <summary>
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/// The Raptor chakra.
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/// </summary>
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RAPTOR = 3,
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}
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/// <summary>
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/// The Raptor chakra.
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/// </summary>
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RAPTOR = 3,
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}
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@ -1,53 +1,52 @@
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namespace Dalamud.Game.ClientState.JobGauge.Enums
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namespace Dalamud.Game.ClientState.JobGauge.Enums;
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/// <summary>
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/// AST Arcanum (card) types.
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/// </summary>
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public enum CardType : byte
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{
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/// <summary>
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/// AST Arcanum (card) types.
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/// No card.
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/// </summary>
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public enum CardType : byte
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{
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/// <summary>
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/// No card.
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/// </summary>
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NONE = 0,
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NONE = 0,
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/// <summary>
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/// The Balance card.
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/// </summary>
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BALANCE = 1,
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/// <summary>
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/// The Balance card.
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/// </summary>
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BALANCE = 1,
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/// <summary>
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/// The Bole card.
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/// </summary>
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BOLE = 2,
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/// <summary>
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/// The Bole card.
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/// </summary>
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BOLE = 2,
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/// <summary>
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/// The Arrow card.
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/// </summary>
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ARROW = 3,
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/// <summary>
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/// The Arrow card.
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/// </summary>
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ARROW = 3,
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/// <summary>
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/// The Spear card.
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/// </summary>
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SPEAR = 4,
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/// <summary>
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/// The Spear card.
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/// </summary>
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SPEAR = 4,
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/// <summary>
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/// The Ewer card.
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/// </summary>
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EWER = 5,
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/// <summary>
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/// The Ewer card.
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/// </summary>
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EWER = 5,
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/// <summary>
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/// The Spire card.
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/// </summary>
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SPIRE = 6,
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/// <summary>
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/// The Spire card.
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/// </summary>
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SPIRE = 6,
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/// <summary>
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/// The Lord of Crowns card.
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/// </summary>
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LORD = 0x70,
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/// <summary>
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/// The Lord of Crowns card.
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/// </summary>
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LORD = 0x70,
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/// <summary>
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/// The Lady of Crowns card.
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/// </summary>
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LADY = 0x80,
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}
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/// <summary>
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/// The Lady of Crowns card.
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/// </summary>
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LADY = 0x80,
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}
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@ -1,18 +1,17 @@
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namespace Dalamud.Game.ClientState.JobGauge.Enums
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namespace Dalamud.Game.ClientState.JobGauge.Enums;
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/// <summary>
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/// SCH Dismissed fairy types.
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/// </summary>
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public enum DismissedFairy : byte
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{
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/// <summary>
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/// SCH Dismissed fairy types.
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/// Dismissed fairy is Eos.
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/// </summary>
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public enum DismissedFairy : byte
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{
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/// <summary>
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/// Dismissed fairy is Eos.
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/// </summary>
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EOS = 6,
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EOS = 6,
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/// <summary>
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/// Dismissed fairy is Selene.
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/// </summary>
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SELENE = 7,
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}
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/// <summary>
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/// Dismissed fairy is Selene.
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/// </summary>
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SELENE = 7,
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}
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@ -1,33 +1,32 @@
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namespace Dalamud.Game.ClientState.JobGauge.Enums
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namespace Dalamud.Game.ClientState.JobGauge.Enums;
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/// <summary>
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/// SAM Kaeshi types.
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/// </summary>
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public enum Kaeshi : byte
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{
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/// <summary>
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/// SAM Kaeshi types.
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/// No Kaeshi is active.
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/// </summary>
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public enum Kaeshi : byte
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{
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/// <summary>
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/// No Kaeshi is active.
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/// </summary>
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NONE = 0,
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NONE = 0,
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/// <summary>
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/// Kaeshi: Higanbana type.
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/// </summary>
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HIGANBANA = 1,
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/// <summary>
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/// Kaeshi: Higanbana type.
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/// </summary>
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HIGANBANA = 1,
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/// <summary>
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/// Kaeshi: Goken type.
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/// </summary>
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GOKEN = 2,
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/// <summary>
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/// Kaeshi: Goken type.
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/// </summary>
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GOKEN = 2,
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/// <summary>
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/// Kaeshi: Setsugekka type.
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/// </summary>
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SETSUGEKKA = 3,
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/// <summary>
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/// Kaeshi: Setsugekka type.
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/// </summary>
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SETSUGEKKA = 3,
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/// <summary>
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/// Kaeshi: Namikiri type.
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/// </summary>
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NAMIKIRI = 4,
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}
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/// <summary>
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/// Kaeshi: Namikiri type.
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/// </summary>
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NAMIKIRI = 4,
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}
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@ -1,23 +1,22 @@
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namespace Dalamud.Game.ClientState.JobGauge.Enums
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namespace Dalamud.Game.ClientState.JobGauge.Enums;
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/// <summary>
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/// NIN Mudra types.
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/// </summary>
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public enum Mudras : byte
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{
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/// <summary>
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/// NIN Mudra types.
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/// Ten mudra.
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/// </summary>
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public enum Mudras : byte
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{
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/// <summary>
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/// Ten mudra.
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/// </summary>
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TEN = 1,
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TEN = 1,
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/// <summary>
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/// Chi mudra.
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/// </summary>
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CHI = 2,
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/// <summary>
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/// Chi mudra.
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/// </summary>
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CHI = 2,
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/// <summary>
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/// Jin mudra.
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/// </summary>
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JIN = 3,
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}
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/// <summary>
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/// Jin mudra.
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/// </summary>
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JIN = 3,
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}
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using System;
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namespace Dalamud.Game.ClientState.JobGauge.Enums
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namespace Dalamud.Game.ClientState.JobGauge.Enums;
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/// <summary>
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/// MNK Nadi types.
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/// </summary>
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[Flags]
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public enum Nadi : byte
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{
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/// <summary>
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/// MNK Nadi types.
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/// No card.
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/// </summary>
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[Flags]
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public enum Nadi : byte
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{
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/// <summary>
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/// No card.
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/// </summary>
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NONE = 0,
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NONE = 0,
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/// <summary>
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/// The Lunar nadi.
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/// </summary>
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LUNAR = 2,
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/// <summary>
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/// The Lunar nadi.
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/// </summary>
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LUNAR = 2,
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/// <summary>
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/// The Solar nadi.
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/// </summary>
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SOLAR = 4,
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}
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/// <summary>
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/// The Solar nadi.
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/// </summary>
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SOLAR = 4,
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}
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@ -1,48 +1,47 @@
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namespace Dalamud.Game.ClientState.JobGauge.Enums
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namespace Dalamud.Game.ClientState.JobGauge.Enums;
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/// <summary>
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/// SMN summoned pet glam types.
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/// </summary>
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public enum PetGlam : byte
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{
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/// <summary>
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/// SMN summoned pet glam types.
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/// No pet glam.
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/// </summary>
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public enum PetGlam : byte
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{
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/// <summary>
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/// No pet glam.
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/// </summary>
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NONE = 0,
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NONE = 0,
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/// <summary>
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/// Emerald carbuncle pet glam.
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/// </summary>
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EMERALD = 1,
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/// <summary>
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/// Emerald carbuncle pet glam.
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/// </summary>
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EMERALD = 1,
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/// <summary>
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/// Topaz carbuncle pet glam.
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/// </summary>
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TOPAZ = 2,
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/// <summary>
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/// Topaz carbuncle pet glam.
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/// </summary>
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TOPAZ = 2,
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/// <summary>
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/// Ruby carbuncle pet glam.
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/// </summary>
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RUBY = 3,
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/// <summary>
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/// Ruby carbuncle pet glam.
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/// </summary>
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RUBY = 3,
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/// <summary>
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/// Normal carbuncle pet glam.
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/// </summary>
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CARBUNCLE = 4,
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/// <summary>
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/// Normal carbuncle pet glam.
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/// </summary>
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CARBUNCLE = 4,
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/// <summary>
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/// Ifrit Egi pet glam.
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/// </summary>
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IFRIT = 5,
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/// <summary>
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/// Ifrit Egi pet glam.
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/// </summary>
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IFRIT = 5,
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/// <summary>
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/// Titan Egi pet glam.
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/// </summary>
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TITAN = 6,
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/// <summary>
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/// Titan Egi pet glam.
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/// </summary>
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TITAN = 6,
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/// <summary>
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/// Garuda Egi pet glam.
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/// </summary>
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GARUDA = 7,
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}
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/// <summary>
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/// Garuda Egi pet glam.
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/// </summary>
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GARUDA = 7,
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}
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@ -1,28 +1,27 @@
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namespace Dalamud.Game.ClientState.JobGauge.Enums
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namespace Dalamud.Game.ClientState.JobGauge.Enums;
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/// <summary>
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/// AST Divination seal types.
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/// </summary>
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public enum SealType : byte
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{
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/// <summary>
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/// AST Divination seal types.
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/// No seal.
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/// </summary>
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public enum SealType : byte
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{
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/// <summary>
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/// No seal.
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/// </summary>
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NONE = 0,
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NONE = 0,
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/// <summary>
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/// Sun seal.
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/// </summary>
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SUN = 1,
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/// <summary>
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/// Sun seal.
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/// </summary>
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SUN = 1,
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/// <summary>
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/// Moon seal.
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/// </summary>
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MOON = 2,
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/// <summary>
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/// Moon seal.
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/// </summary>
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MOON = 2,
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/// <summary>
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/// Celestial seal.
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/// </summary>
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CELESTIAL = 3,
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}
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/// <summary>
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/// Celestial seal.
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/// </summary>
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CELESTIAL = 3,
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}
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@ -1,31 +1,30 @@
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using System;
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namespace Dalamud.Game.ClientState.JobGauge.Enums
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namespace Dalamud.Game.ClientState.JobGauge.Enums;
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/// <summary>
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/// Samurai Sen types.
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/// </summary>
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[Flags]
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public enum Sen : byte
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{
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/// <summary>
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/// Samurai Sen types.
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/// No Sen.
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/// </summary>
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[Flags]
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public enum Sen : byte
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{
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/// <summary>
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/// No Sen.
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/// </summary>
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NONE = 0,
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NONE = 0,
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/// <summary>
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/// Setsu Sen type.
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/// </summary>
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SETSU = 1 << 0,
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/// <summary>
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/// Setsu Sen type.
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/// </summary>
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SETSU = 1 << 0,
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/// <summary>
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/// Getsu Sen type.
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/// </summary>
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GETSU = 1 << 1,
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/// <summary>
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/// Getsu Sen type.
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/// </summary>
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GETSU = 1 << 1,
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/// <summary>
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/// Ka Sen type.
|
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/// </summary>
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KA = 1 << 2,
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}
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/// <summary>
|
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/// Ka Sen type.
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/// </summary>
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KA = 1 << 2,
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}
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|
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@ -1,28 +1,27 @@
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namespace Dalamud.Game.ClientState.JobGauge.Enums
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namespace Dalamud.Game.ClientState.JobGauge.Enums;
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/// <summary>
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/// BRD Song types.
|
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/// </summary>
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public enum Song : byte
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{
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/// <summary>
|
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/// BRD Song types.
|
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/// No song is active type.
|
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/// </summary>
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public enum Song : byte
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{
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/// <summary>
|
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/// No song is active type.
|
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/// </summary>
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NONE = 0,
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NONE = 0,
|
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|
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/// <summary>
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/// Mage's Ballad type.
|
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/// </summary>
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MAGE = 1,
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/// <summary>
|
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/// Mage's Ballad type.
|
||||
/// </summary>
|
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MAGE = 1,
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|
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/// <summary>
|
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/// Army's Paeon type.
|
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/// </summary>
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ARMY = 2,
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/// <summary>
|
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/// Army's Paeon type.
|
||||
/// </summary>
|
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ARMY = 2,
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|
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/// <summary>
|
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/// The Wanderer's Minuet type.
|
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/// </summary>
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WANDERER = 3,
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}
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/// <summary>
|
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/// The Wanderer's Minuet type.
|
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/// </summary>
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WANDERER = 3,
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}
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|
|
|
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|
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@ -1,18 +1,17 @@
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namespace Dalamud.Game.ClientState.JobGauge.Enums
|
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namespace Dalamud.Game.ClientState.JobGauge.Enums;
|
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|
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/// <summary>
|
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/// SMN summoned pet types.
|
||||
/// </summary>
|
||||
public enum SummonPet : byte
|
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{
|
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/// <summary>
|
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/// SMN summoned pet types.
|
||||
/// No pet.
|
||||
/// </summary>
|
||||
public enum SummonPet : byte
|
||||
{
|
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/// <summary>
|
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/// No pet.
|
||||
/// </summary>
|
||||
NONE = 0,
|
||||
NONE = 0,
|
||||
|
||||
/// <summary>
|
||||
/// The summoned pet Carbuncle.
|
||||
/// </summary>
|
||||
CARBUNCLE = 23,
|
||||
}
|
||||
/// <summary>
|
||||
/// The summoned pet Carbuncle.
|
||||
/// </summary>
|
||||
CARBUNCLE = 23,
|
||||
}
|
||||
|
|
|
|||
|
|
@ -7,46 +7,45 @@ using Dalamud.IoC;
|
|||
using Dalamud.IoC.Internal;
|
||||
using Serilog;
|
||||
|
||||
namespace Dalamud.Game.ClientState.JobGauge
|
||||
namespace Dalamud.Game.ClientState.JobGauge;
|
||||
|
||||
/// <summary>
|
||||
/// This class converts in-memory Job gauge data to structs.
|
||||
/// </summary>
|
||||
[PluginInterface]
|
||||
[InterfaceVersion("1.0")]
|
||||
[ServiceManager.BlockingEarlyLoadedService]
|
||||
public class JobGauges : IServiceType
|
||||
{
|
||||
/// <summary>
|
||||
/// This class converts in-memory Job gauge data to structs.
|
||||
/// </summary>
|
||||
[PluginInterface]
|
||||
[InterfaceVersion("1.0")]
|
||||
[ServiceManager.BlockingEarlyLoadedService]
|
||||
public class JobGauges : IServiceType
|
||||
private Dictionary<Type, JobGaugeBase> cache = new();
|
||||
|
||||
[ServiceManager.ServiceConstructor]
|
||||
private JobGauges(ClientState clientState)
|
||||
{
|
||||
private Dictionary<Type, JobGaugeBase> cache = new();
|
||||
this.Address = clientState.AddressResolver.JobGaugeData;
|
||||
|
||||
[ServiceManager.ServiceConstructor]
|
||||
private JobGauges(ClientState clientState)
|
||||
Log.Verbose($"JobGaugeData address 0x{this.Address.ToInt64():X}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the address of the JobGauge data.
|
||||
/// </summary>
|
||||
public IntPtr Address { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Get the JobGauge for a given job.
|
||||
/// </summary>
|
||||
/// <typeparam name="T">A JobGauge struct from ClientState.Structs.JobGauge.</typeparam>
|
||||
/// <returns>A JobGauge.</returns>
|
||||
public T Get<T>() where T : JobGaugeBase
|
||||
{
|
||||
// This is cached to mitigate the effects of using activator for instantiation.
|
||||
// Since the gauge itself reads from live memory, there isn't much downside to doing this.
|
||||
if (!this.cache.TryGetValue(typeof(T), out var gauge))
|
||||
{
|
||||
this.Address = clientState.AddressResolver.JobGaugeData;
|
||||
|
||||
Log.Verbose($"JobGaugeData address 0x{this.Address.ToInt64():X}");
|
||||
gauge = this.cache[typeof(T)] = (T)Activator.CreateInstance(typeof(T), BindingFlags.NonPublic | BindingFlags.Instance, null, new object[] { this.Address }, null);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the address of the JobGauge data.
|
||||
/// </summary>
|
||||
public IntPtr Address { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Get the JobGauge for a given job.
|
||||
/// </summary>
|
||||
/// <typeparam name="T">A JobGauge struct from ClientState.Structs.JobGauge.</typeparam>
|
||||
/// <returns>A JobGauge.</returns>
|
||||
public T Get<T>() where T : JobGaugeBase
|
||||
{
|
||||
// This is cached to mitigate the effects of using activator for instantiation.
|
||||
// Since the gauge itself reads from live memory, there isn't much downside to doing this.
|
||||
if (!this.cache.TryGetValue(typeof(T), out var gauge))
|
||||
{
|
||||
gauge = this.cache[typeof(T)] = (T)Activator.CreateInstance(typeof(T), BindingFlags.NonPublic | BindingFlags.Instance, null, new object[] { this.Address }, null);
|
||||
}
|
||||
|
||||
return (T)gauge;
|
||||
}
|
||||
return (T)gauge;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -3,44 +3,43 @@ using System.Linq;
|
|||
|
||||
using Dalamud.Game.ClientState.JobGauge.Enums;
|
||||
|
||||
namespace Dalamud.Game.ClientState.JobGauge.Types
|
||||
namespace Dalamud.Game.ClientState.JobGauge.Types;
|
||||
|
||||
/// <summary>
|
||||
/// In-memory AST job gauge.
|
||||
/// </summary>
|
||||
public unsafe class ASTGauge : JobGaugeBase<FFXIVClientStructs.FFXIV.Client.Game.Gauge.AstrologianGauge>
|
||||
{
|
||||
/// <summary>
|
||||
/// In-memory AST job gauge.
|
||||
/// Initializes a new instance of the <see cref="ASTGauge"/> class.
|
||||
/// </summary>
|
||||
public unsafe class ASTGauge : JobGaugeBase<FFXIVClientStructs.FFXIV.Client.Game.Gauge.AstrologianGauge>
|
||||
/// <param name="address">Address of the job gauge.</param>
|
||||
internal ASTGauge(IntPtr address)
|
||||
: base(address)
|
||||
{
|
||||
/// <summary>
|
||||
/// Initializes a new instance of the <see cref="ASTGauge"/> class.
|
||||
/// </summary>
|
||||
/// <param name="address">Address of the job gauge.</param>
|
||||
internal ASTGauge(IntPtr address)
|
||||
: base(address)
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the currently drawn <see cref="CardType"/>.
|
||||
/// </summary>
|
||||
/// <returns>Currently drawn <see cref="CardType"/>.</returns>
|
||||
public CardType DrawnCard => (CardType)(this.Struct->Card & 0xF);
|
||||
|
||||
/// <summary>
|
||||
/// Gets the currently drawn crown <see cref="CardType"/>.
|
||||
/// </summary>
|
||||
/// <returns>Currently drawn crown <see cref="CardType"/>.</returns>
|
||||
public CardType DrawnCrownCard => this.Struct->Card - this.DrawnCard;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the <see cref="SealType"/>s currently active.
|
||||
/// </summary>
|
||||
public SealType[] Seals => this.Struct->CurrentSeals.Select(seal => (SealType)seal).ToArray();
|
||||
|
||||
/// <summary>
|
||||
/// Check if a <see cref="SealType"/> is currently active on the divination gauge.
|
||||
/// </summary>
|
||||
/// <param name="seal">The <see cref="SealType"/> to check for.</param>
|
||||
/// <returns>If the given Seal is currently divined.</returns>
|
||||
public unsafe bool ContainsSeal(SealType seal) => this.Seals.Contains(seal);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the currently drawn <see cref="CardType"/>.
|
||||
/// </summary>
|
||||
/// <returns>Currently drawn <see cref="CardType"/>.</returns>
|
||||
public CardType DrawnCard => (CardType)(this.Struct->Card & 0xF);
|
||||
|
||||
/// <summary>
|
||||
/// Gets the currently drawn crown <see cref="CardType"/>.
|
||||
/// </summary>
|
||||
/// <returns>Currently drawn crown <see cref="CardType"/>.</returns>
|
||||
public CardType DrawnCrownCard => this.Struct->Card - this.DrawnCard;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the <see cref="SealType"/>s currently active.
|
||||
/// </summary>
|
||||
public SealType[] Seals => this.Struct->CurrentSeals.Select(seal => (SealType)seal).ToArray();
|
||||
|
||||
/// <summary>
|
||||
/// Check if a <see cref="SealType"/> is currently active on the divination gauge.
|
||||
/// </summary>
|
||||
/// <param name="seal">The <see cref="SealType"/> to check for.</param>
|
||||
/// <returns>If the given Seal is currently divined.</returns>
|
||||
public unsafe bool ContainsSeal(SealType seal) => this.Seals.Contains(seal);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,73 +1,72 @@
|
|||
using System;
|
||||
|
||||
namespace Dalamud.Game.ClientState.JobGauge.Types
|
||||
namespace Dalamud.Game.ClientState.JobGauge.Types;
|
||||
|
||||
/// <summary>
|
||||
/// In-memory BLM job gauge.
|
||||
/// </summary>
|
||||
public unsafe class BLMGauge : JobGaugeBase<FFXIVClientStructs.FFXIV.Client.Game.Gauge.BlackMageGauge>
|
||||
{
|
||||
/// <summary>
|
||||
/// In-memory BLM job gauge.
|
||||
/// Initializes a new instance of the <see cref="BLMGauge"/> class.
|
||||
/// </summary>
|
||||
public unsafe class BLMGauge : JobGaugeBase<FFXIVClientStructs.FFXIV.Client.Game.Gauge.BlackMageGauge>
|
||||
/// <param name="address">Address of the job gauge.</param>
|
||||
internal BLMGauge(IntPtr address)
|
||||
: base(address)
|
||||
{
|
||||
/// <summary>
|
||||
/// Initializes a new instance of the <see cref="BLMGauge"/> class.
|
||||
/// </summary>
|
||||
/// <param name="address">Address of the job gauge.</param>
|
||||
internal BLMGauge(IntPtr address)
|
||||
: base(address)
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the time remaining for the Enochian time in milliseconds.
|
||||
/// </summary>
|
||||
public short EnochianTimer => this.Struct->EnochianTimer;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the time remaining for Astral Fire or Umbral Ice in milliseconds.
|
||||
/// </summary>
|
||||
public short ElementTimeRemaining => this.Struct->ElementTimeRemaining;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the number of Polyglot stacks remaining.
|
||||
/// </summary>
|
||||
public byte PolyglotStacks => this.Struct->PolyglotStacks;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the number of Umbral Hearts remaining.
|
||||
/// </summary>
|
||||
public byte UmbralHearts => this.Struct->UmbralHearts;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the amount of Umbral Ice stacks.
|
||||
/// </summary>
|
||||
public byte UmbralIceStacks => (byte)(this.InUmbralIce ? -this.Struct->ElementStance : 0);
|
||||
|
||||
/// <summary>
|
||||
/// Gets the amount of Astral Fire stacks.
|
||||
/// </summary>
|
||||
public byte AstralFireStacks => (byte)(this.InAstralFire ? this.Struct->ElementStance : 0);
|
||||
|
||||
/// <summary>
|
||||
/// Gets a value indicating whether or not the player is in Umbral Ice.
|
||||
/// </summary>
|
||||
/// <returns><c>true</c> or <c>false</c>.</returns>
|
||||
public bool InUmbralIce => this.Struct->ElementStance < 0;
|
||||
|
||||
/// <summary>
|
||||
/// Gets a value indicating whether or not the player is in Astral fire.
|
||||
/// </summary>
|
||||
/// <returns><c>true</c> or <c>false</c>.</returns>
|
||||
public bool InAstralFire => this.Struct->ElementStance > 0;
|
||||
|
||||
/// <summary>
|
||||
/// Gets a value indicating whether or not Enochian is active.
|
||||
/// </summary>
|
||||
/// <returns><c>true</c> or <c>false</c>.</returns>
|
||||
public bool IsEnochianActive => this.Struct->EnochianActive;
|
||||
|
||||
/// <summary>
|
||||
/// Gets a value indicating whether Paradox is active.
|
||||
/// </summary>
|
||||
/// <returns><c>true</c> or <c>false</c>.</returns>
|
||||
public bool IsParadoxActive => this.Struct->ParadoxActive;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the time remaining for the Enochian time in milliseconds.
|
||||
/// </summary>
|
||||
public short EnochianTimer => this.Struct->EnochianTimer;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the time remaining for Astral Fire or Umbral Ice in milliseconds.
|
||||
/// </summary>
|
||||
public short ElementTimeRemaining => this.Struct->ElementTimeRemaining;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the number of Polyglot stacks remaining.
|
||||
/// </summary>
|
||||
public byte PolyglotStacks => this.Struct->PolyglotStacks;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the number of Umbral Hearts remaining.
|
||||
/// </summary>
|
||||
public byte UmbralHearts => this.Struct->UmbralHearts;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the amount of Umbral Ice stacks.
|
||||
/// </summary>
|
||||
public byte UmbralIceStacks => (byte)(this.InUmbralIce ? -this.Struct->ElementStance : 0);
|
||||
|
||||
/// <summary>
|
||||
/// Gets the amount of Astral Fire stacks.
|
||||
/// </summary>
|
||||
public byte AstralFireStacks => (byte)(this.InAstralFire ? this.Struct->ElementStance : 0);
|
||||
|
||||
/// <summary>
|
||||
/// Gets a value indicating whether or not the player is in Umbral Ice.
|
||||
/// </summary>
|
||||
/// <returns><c>true</c> or <c>false</c>.</returns>
|
||||
public bool InUmbralIce => this.Struct->ElementStance < 0;
|
||||
|
||||
/// <summary>
|
||||
/// Gets a value indicating whether or not the player is in Astral fire.
|
||||
/// </summary>
|
||||
/// <returns><c>true</c> or <c>false</c>.</returns>
|
||||
public bool InAstralFire => this.Struct->ElementStance > 0;
|
||||
|
||||
/// <summary>
|
||||
/// Gets a value indicating whether or not Enochian is active.
|
||||
/// </summary>
|
||||
/// <returns><c>true</c> or <c>false</c>.</returns>
|
||||
public bool IsEnochianActive => this.Struct->EnochianActive;
|
||||
|
||||
/// <summary>
|
||||
/// Gets a value indicating whether Paradox is active.
|
||||
/// </summary>
|
||||
/// <returns><c>true</c> or <c>false</c>.</returns>
|
||||
public bool IsParadoxActive => this.Struct->ParadoxActive;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -3,94 +3,93 @@ using System;
|
|||
using Dalamud.Game.ClientState.JobGauge.Enums;
|
||||
using FFXIVClientStructs.FFXIV.Client.Game.Gauge;
|
||||
|
||||
namespace Dalamud.Game.ClientState.JobGauge.Types
|
||||
namespace Dalamud.Game.ClientState.JobGauge.Types;
|
||||
|
||||
/// <summary>
|
||||
/// In-memory BRD job gauge.
|
||||
/// </summary>
|
||||
public unsafe class BRDGauge : JobGaugeBase<FFXIVClientStructs.FFXIV.Client.Game.Gauge.BardGauge>
|
||||
{
|
||||
/// <summary>
|
||||
/// In-memory BRD job gauge.
|
||||
/// Initializes a new instance of the <see cref="BRDGauge"/> class.
|
||||
/// </summary>
|
||||
public unsafe class BRDGauge : JobGaugeBase<FFXIVClientStructs.FFXIV.Client.Game.Gauge.BardGauge>
|
||||
/// <param name="address">Address of the job gauge.</param>
|
||||
internal BRDGauge(IntPtr address)
|
||||
: base(address)
|
||||
{
|
||||
/// <summary>
|
||||
/// Initializes a new instance of the <see cref="BRDGauge"/> class.
|
||||
/// </summary>
|
||||
/// <param name="address">Address of the job gauge.</param>
|
||||
internal BRDGauge(IntPtr address)
|
||||
: base(address)
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the current song timer in milliseconds.
|
||||
/// </summary>
|
||||
public ushort SongTimer => this.Struct->SongTimer;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the amount of Repertoire accumulated.
|
||||
/// </summary>
|
||||
public byte Repertoire => this.Struct->Repertoire;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the amount of Soul Voice accumulated.
|
||||
/// </summary>
|
||||
public byte SoulVoice => this.Struct->SoulVoice;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the type of song that is active.
|
||||
/// </summary>
|
||||
public Song Song
|
||||
{
|
||||
get
|
||||
{
|
||||
if (this.Struct->SongFlags.HasFlag(SongFlags.WanderersMinuet))
|
||||
return Song.WANDERER;
|
||||
|
||||
if (this.Struct->SongFlags.HasFlag(SongFlags.ArmysPaeon))
|
||||
return Song.ARMY;
|
||||
|
||||
if (this.Struct->SongFlags.HasFlag(SongFlags.MagesBallad))
|
||||
return Song.MAGE;
|
||||
|
||||
return Song.NONE;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the current song timer in milliseconds.
|
||||
/// </summary>
|
||||
public ushort SongTimer => this.Struct->SongTimer;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the amount of Repertoire accumulated.
|
||||
/// </summary>
|
||||
public byte Repertoire => this.Struct->Repertoire;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the amount of Soul Voice accumulated.
|
||||
/// </summary>
|
||||
public byte SoulVoice => this.Struct->SoulVoice;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the type of song that is active.
|
||||
/// </summary>
|
||||
public Song Song
|
||||
/// <summary>
|
||||
/// Gets the type of song that was last played.
|
||||
/// </summary>
|
||||
public Song LastSong
|
||||
{
|
||||
get
|
||||
{
|
||||
get
|
||||
{
|
||||
if (this.Struct->SongFlags.HasFlag(SongFlags.WanderersMinuet))
|
||||
return Song.WANDERER;
|
||||
if (this.Struct->SongFlags.HasFlag(SongFlags.WanderersMinuetLastPlayed))
|
||||
return Song.WANDERER;
|
||||
|
||||
if (this.Struct->SongFlags.HasFlag(SongFlags.ArmysPaeon))
|
||||
return Song.ARMY;
|
||||
if (this.Struct->SongFlags.HasFlag(SongFlags.ArmysPaeonLastPlayed))
|
||||
return Song.ARMY;
|
||||
|
||||
if (this.Struct->SongFlags.HasFlag(SongFlags.MagesBallad))
|
||||
return Song.MAGE;
|
||||
if (this.Struct->SongFlags.HasFlag(SongFlags.MagesBalladLastPlayed))
|
||||
return Song.MAGE;
|
||||
|
||||
return Song.NONE;
|
||||
}
|
||||
return Song.NONE;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the type of song that was last played.
|
||||
/// </summary>
|
||||
public Song LastSong
|
||||
/// <summary>
|
||||
/// Gets the song Coda that are currently active.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This will always return an array of size 3, inactive Coda are represented by <see cref="Song.NONE"/>.
|
||||
/// </remarks>
|
||||
public Song[] Coda
|
||||
{
|
||||
get
|
||||
{
|
||||
get
|
||||
return new[]
|
||||
{
|
||||
if (this.Struct->SongFlags.HasFlag(SongFlags.WanderersMinuetLastPlayed))
|
||||
return Song.WANDERER;
|
||||
|
||||
if (this.Struct->SongFlags.HasFlag(SongFlags.ArmysPaeonLastPlayed))
|
||||
return Song.ARMY;
|
||||
|
||||
if (this.Struct->SongFlags.HasFlag(SongFlags.MagesBalladLastPlayed))
|
||||
return Song.MAGE;
|
||||
|
||||
return Song.NONE;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the song Coda that are currently active.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This will always return an array of size 3, inactive Coda are represented by <see cref="Song.NONE"/>.
|
||||
/// </remarks>
|
||||
public Song[] Coda
|
||||
{
|
||||
get
|
||||
{
|
||||
return new[]
|
||||
{
|
||||
this.Struct->SongFlags.HasFlag(SongFlags.MagesBalladCoda) ? Song.MAGE : Song.NONE,
|
||||
this.Struct->SongFlags.HasFlag(SongFlags.ArmysPaeonCoda) ? Song.ARMY : Song.NONE,
|
||||
this.Struct->SongFlags.HasFlag(SongFlags.WanderersMinuetCoda) ? Song.WANDERER : Song.NONE,
|
||||
};
|
||||
}
|
||||
this.Struct->SongFlags.HasFlag(SongFlags.MagesBalladCoda) ? Song.MAGE : Song.NONE,
|
||||
this.Struct->SongFlags.HasFlag(SongFlags.ArmysPaeonCoda) ? Song.ARMY : Song.NONE,
|
||||
this.Struct->SongFlags.HasFlag(SongFlags.WanderersMinuetCoda) ? Song.WANDERER : Song.NONE,
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,60 +1,59 @@
|
|||
using System;
|
||||
|
||||
namespace Dalamud.Game.ClientState.JobGauge.Types
|
||||
namespace Dalamud.Game.ClientState.JobGauge.Types;
|
||||
|
||||
/// <summary>
|
||||
/// In-memory DNC job gauge.
|
||||
/// </summary>
|
||||
public unsafe class DNCGauge : JobGaugeBase<FFXIVClientStructs.FFXIV.Client.Game.Gauge.DancerGauge>
|
||||
{
|
||||
/// <summary>
|
||||
/// In-memory DNC job gauge.
|
||||
/// Initializes a new instance of the <see cref="DNCGauge"/> class.
|
||||
/// </summary>
|
||||
public unsafe class DNCGauge : JobGaugeBase<FFXIVClientStructs.FFXIV.Client.Game.Gauge.DancerGauge>
|
||||
/// <param name="address">Address of the job gauge.</param>
|
||||
internal DNCGauge(IntPtr address)
|
||||
: base(address)
|
||||
{
|
||||
/// <summary>
|
||||
/// Initializes a new instance of the <see cref="DNCGauge"/> class.
|
||||
/// </summary>
|
||||
/// <param name="address">Address of the job gauge.</param>
|
||||
internal DNCGauge(IntPtr address)
|
||||
: base(address)
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the number of feathers available.
|
||||
/// </summary>
|
||||
public byte Feathers => this.Struct->Feathers;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the amount of Espirit available.
|
||||
/// </summary>
|
||||
public byte Esprit => this.Struct->Esprit;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the number of steps completed for the current dance.
|
||||
/// </summary>
|
||||
public byte CompletedSteps => this.Struct->StepIndex;
|
||||
|
||||
/// <summary>
|
||||
/// Gets all the steps in the current dance.
|
||||
/// </summary>
|
||||
public unsafe uint[] Steps
|
||||
{
|
||||
get
|
||||
{
|
||||
var arr = new uint[4];
|
||||
for (var i = 0; i < 4; i++)
|
||||
arr[i] = this.Struct->DanceSteps[i] + 15999u - 1;
|
||||
return arr;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the next step in the current dance.
|
||||
/// </summary>
|
||||
/// <returns>The next dance step action ID.</returns>
|
||||
public uint NextStep => 15999u + this.Struct->DanceSteps[this.Struct->StepIndex] - 1;
|
||||
|
||||
/// <summary>
|
||||
/// Gets a value indicating whether the player is dancing or not.
|
||||
/// </summary>
|
||||
/// <returns><c>true</c> or <c>false</c>.</returns>
|
||||
public bool IsDancing => this.Struct->DanceSteps[0] != 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the number of feathers available.
|
||||
/// </summary>
|
||||
public byte Feathers => this.Struct->Feathers;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the amount of Espirit available.
|
||||
/// </summary>
|
||||
public byte Esprit => this.Struct->Esprit;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the number of steps completed for the current dance.
|
||||
/// </summary>
|
||||
public byte CompletedSteps => this.Struct->StepIndex;
|
||||
|
||||
/// <summary>
|
||||
/// Gets all the steps in the current dance.
|
||||
/// </summary>
|
||||
public unsafe uint[] Steps
|
||||
{
|
||||
get
|
||||
{
|
||||
var arr = new uint[4];
|
||||
for (var i = 0; i < 4; i++)
|
||||
arr[i] = this.Struct->DanceSteps[i] + 15999u - 1;
|
||||
return arr;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the next step in the current dance.
|
||||
/// </summary>
|
||||
/// <returns>The next dance step action ID.</returns>
|
||||
public uint NextStep => 15999u + this.Struct->DanceSteps[this.Struct->StepIndex] - 1;
|
||||
|
||||
/// <summary>
|
||||
/// Gets a value indicating whether the player is dancing or not.
|
||||
/// </summary>
|
||||
/// <returns><c>true</c> or <c>false</c>.</returns>
|
||||
public bool IsDancing => this.Struct->DanceSteps[0] != 0;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,39 +1,38 @@
|
|||
using System;
|
||||
|
||||
namespace Dalamud.Game.ClientState.JobGauge.Types
|
||||
namespace Dalamud.Game.ClientState.JobGauge.Types;
|
||||
|
||||
/// <summary>
|
||||
/// In-memory DRG job gauge.
|
||||
/// </summary>
|
||||
public unsafe class DRGGauge : JobGaugeBase<FFXIVClientStructs.FFXIV.Client.Game.Gauge.DragoonGauge>
|
||||
{
|
||||
/// <summary>
|
||||
/// In-memory DRG job gauge.
|
||||
/// Initializes a new instance of the <see cref="DRGGauge"/> class.
|
||||
/// </summary>
|
||||
public unsafe class DRGGauge : JobGaugeBase<FFXIVClientStructs.FFXIV.Client.Game.Gauge.DragoonGauge>
|
||||
/// <param name="address">Address of the job gauge.</param>
|
||||
internal DRGGauge(IntPtr address)
|
||||
: base(address)
|
||||
{
|
||||
/// <summary>
|
||||
/// Initializes a new instance of the <see cref="DRGGauge"/> class.
|
||||
/// </summary>
|
||||
/// <param name="address">Address of the job gauge.</param>
|
||||
internal DRGGauge(IntPtr address)
|
||||
: base(address)
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the time remaining for Life of the Dragon in milliseconds.
|
||||
/// </summary>
|
||||
public short LOTDTimer => this.Struct->LotdTimer;
|
||||
|
||||
/// <summary>
|
||||
/// Gets a value indicating whether Life of the Dragon is active.
|
||||
/// </summary>
|
||||
public bool IsLOTDActive => this.Struct->LotdState == 2;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the count of eyes opened during Blood of the Dragon.
|
||||
/// </summary>
|
||||
public byte EyeCount => this.Struct->EyeCount;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the amount of Firstminds' Focus available.
|
||||
/// </summary>
|
||||
public byte FirstmindsFocusCount => this.Struct->FirstmindsFocusCount;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the time remaining for Life of the Dragon in milliseconds.
|
||||
/// </summary>
|
||||
public short LOTDTimer => this.Struct->LotdTimer;
|
||||
|
||||
/// <summary>
|
||||
/// Gets a value indicating whether Life of the Dragon is active.
|
||||
/// </summary>
|
||||
public bool IsLOTDActive => this.Struct->LotdState == 2;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the count of eyes opened during Blood of the Dragon.
|
||||
/// </summary>
|
||||
public byte EyeCount => this.Struct->EyeCount;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the amount of Firstminds' Focus available.
|
||||
/// </summary>
|
||||
public byte FirstmindsFocusCount => this.Struct->FirstmindsFocusCount;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,40 +1,39 @@
|
|||
using System;
|
||||
|
||||
namespace Dalamud.Game.ClientState.JobGauge.Types
|
||||
namespace Dalamud.Game.ClientState.JobGauge.Types;
|
||||
|
||||
/// <summary>
|
||||
/// In-memory DRK job gauge.
|
||||
/// </summary>
|
||||
public unsafe class DRKGauge : JobGaugeBase<FFXIVClientStructs.FFXIV.Client.Game.Gauge.DarkKnightGauge>
|
||||
{
|
||||
/// <summary>
|
||||
/// In-memory DRK job gauge.
|
||||
/// Initializes a new instance of the <see cref="DRKGauge"/> class.
|
||||
/// </summary>
|
||||
public unsafe class DRKGauge : JobGaugeBase<FFXIVClientStructs.FFXIV.Client.Game.Gauge.DarkKnightGauge>
|
||||
/// <param name="address">Address of the job gauge.</param>
|
||||
internal DRKGauge(IntPtr address)
|
||||
: base(address)
|
||||
{
|
||||
/// <summary>
|
||||
/// Initializes a new instance of the <see cref="DRKGauge"/> class.
|
||||
/// </summary>
|
||||
/// <param name="address">Address of the job gauge.</param>
|
||||
internal DRKGauge(IntPtr address)
|
||||
: base(address)
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the amount of blood accumulated.
|
||||
/// </summary>
|
||||
public byte Blood => this.Struct->Blood;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the Darkside time remaining in milliseconds.
|
||||
/// </summary>
|
||||
public ushort DarksideTimeRemaining => this.Struct->DarksideTimer;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the Shadow time remaining in milliseconds.
|
||||
/// </summary>
|
||||
public ushort ShadowTimeRemaining => this.Struct->ShadowTimer;
|
||||
|
||||
/// <summary>
|
||||
/// Gets a value indicating whether the player has Dark Arts or not.
|
||||
/// </summary>
|
||||
/// <returns><c>true</c> or <c>false</c>.</returns>
|
||||
public bool HasDarkArts => this.Struct->DarkArtsState > 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the amount of blood accumulated.
|
||||
/// </summary>
|
||||
public byte Blood => this.Struct->Blood;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the Darkside time remaining in milliseconds.
|
||||
/// </summary>
|
||||
public ushort DarksideTimeRemaining => this.Struct->DarksideTimer;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the Shadow time remaining in milliseconds.
|
||||
/// </summary>
|
||||
public ushort ShadowTimeRemaining => this.Struct->ShadowTimer;
|
||||
|
||||
/// <summary>
|
||||
/// Gets a value indicating whether the player has Dark Arts or not.
|
||||
/// </summary>
|
||||
/// <returns><c>true</c> or <c>false</c>.</returns>
|
||||
public bool HasDarkArts => this.Struct->DarkArtsState > 0;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,34 +1,33 @@
|
|||
using System;
|
||||
|
||||
namespace Dalamud.Game.ClientState.JobGauge.Types
|
||||
namespace Dalamud.Game.ClientState.JobGauge.Types;
|
||||
|
||||
/// <summary>
|
||||
/// In-memory GNB job gauge.
|
||||
/// </summary>
|
||||
public unsafe class GNBGauge : JobGaugeBase<FFXIVClientStructs.FFXIV.Client.Game.Gauge.GunbreakerGauge>
|
||||
{
|
||||
/// <summary>
|
||||
/// In-memory GNB job gauge.
|
||||
/// Initializes a new instance of the <see cref="GNBGauge"/> class.
|
||||
/// </summary>
|
||||
public unsafe class GNBGauge : JobGaugeBase<FFXIVClientStructs.FFXIV.Client.Game.Gauge.GunbreakerGauge>
|
||||
/// <param name="address">Address of the job gauge.</param>
|
||||
internal GNBGauge(IntPtr address)
|
||||
: base(address)
|
||||
{
|
||||
/// <summary>
|
||||
/// Initializes a new instance of the <see cref="GNBGauge"/> class.
|
||||
/// </summary>
|
||||
/// <param name="address">Address of the job gauge.</param>
|
||||
internal GNBGauge(IntPtr address)
|
||||
: base(address)
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the amount of ammo available.
|
||||
/// </summary>
|
||||
public byte Ammo => this.Struct->Ammo;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the max combo time of the Gnashing Fang combo.
|
||||
/// </summary>
|
||||
public short MaxTimerDuration => this.Struct->MaxTimerDuration;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the current step of the Gnashing Fang combo.
|
||||
/// </summary>
|
||||
public byte AmmoComboStep => this.Struct->AmmoComboStep;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the amount of ammo available.
|
||||
/// </summary>
|
||||
public byte Ammo => this.Struct->Ammo;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the max combo time of the Gnashing Fang combo.
|
||||
/// </summary>
|
||||
public short MaxTimerDuration => this.Struct->MaxTimerDuration;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the current step of the Gnashing Fang combo.
|
||||
/// </summary>
|
||||
public byte AmmoComboStep => this.Struct->AmmoComboStep;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,24 +1,23 @@
|
|||
using System;
|
||||
|
||||
namespace Dalamud.Game.ClientState.JobGauge.Types
|
||||
namespace Dalamud.Game.ClientState.JobGauge.Types;
|
||||
|
||||
/// <summary>
|
||||
/// Base job gauge class.
|
||||
/// </summary>
|
||||
public abstract unsafe class JobGaugeBase
|
||||
{
|
||||
/// <summary>
|
||||
/// Base job gauge class.
|
||||
/// Initializes a new instance of the <see cref="JobGaugeBase"/> class.
|
||||
/// </summary>
|
||||
public abstract unsafe class JobGaugeBase
|
||||
/// <param name="address">Address of the job gauge.</param>
|
||||
internal JobGaugeBase(IntPtr address)
|
||||
{
|
||||
/// <summary>
|
||||
/// Initializes a new instance of the <see cref="JobGaugeBase"/> class.
|
||||
/// </summary>
|
||||
/// <param name="address">Address of the job gauge.</param>
|
||||
internal JobGaugeBase(IntPtr address)
|
||||
{
|
||||
this.Address = address;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the address of this job gauge in memory.
|
||||
/// </summary>
|
||||
public IntPtr Address { get; }
|
||||
this.Address = address;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the address of this job gauge in memory.
|
||||
/// </summary>
|
||||
public IntPtr Address { get; }
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,25 +1,24 @@
|
|||
using System;
|
||||
|
||||
namespace Dalamud.Game.ClientState.JobGauge.Types
|
||||
namespace Dalamud.Game.ClientState.JobGauge.Types;
|
||||
|
||||
/// <summary>
|
||||
/// Base job gauge class.
|
||||
/// </summary>
|
||||
/// <typeparam name="T">The underlying FFXIVClientStructs type.</typeparam>
|
||||
public unsafe class JobGaugeBase<T> : JobGaugeBase where T : unmanaged
|
||||
{
|
||||
/// <summary>
|
||||
/// Base job gauge class.
|
||||
/// Initializes a new instance of the <see cref="JobGaugeBase{T}"/> class.
|
||||
/// </summary>
|
||||
/// <typeparam name="T">The underlying FFXIVClientStructs type.</typeparam>
|
||||
public unsafe class JobGaugeBase<T> : JobGaugeBase where T : unmanaged
|
||||
/// <param name="address">Address of the job gauge.</param>
|
||||
internal JobGaugeBase(IntPtr address)
|
||||
: base(address)
|
||||
{
|
||||
/// <summary>
|
||||
/// Initializes a new instance of the <see cref="JobGaugeBase{T}"/> class.
|
||||
/// </summary>
|
||||
/// <param name="address">Address of the job gauge.</param>
|
||||
internal JobGaugeBase(IntPtr address)
|
||||
: base(address)
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets an unsafe struct pointer of this job gauge.
|
||||
/// </summary>
|
||||
private protected T* Struct => (T*)this.Address;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets an unsafe struct pointer of this job gauge.
|
||||
/// </summary>
|
||||
private protected T* Struct => (T*)this.Address;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,56 +1,55 @@
|
|||
using System;
|
||||
|
||||
namespace Dalamud.Game.ClientState.JobGauge.Types
|
||||
namespace Dalamud.Game.ClientState.JobGauge.Types;
|
||||
|
||||
/// <summary>
|
||||
/// In-memory MCH job gauge.
|
||||
/// </summary>
|
||||
public unsafe class MCHGauge : JobGaugeBase<FFXIVClientStructs.FFXIV.Client.Game.Gauge.MachinistGauge>
|
||||
{
|
||||
/// <summary>
|
||||
/// In-memory MCH job gauge.
|
||||
/// Initializes a new instance of the <see cref="MCHGauge"/> class.
|
||||
/// </summary>
|
||||
public unsafe class MCHGauge : JobGaugeBase<FFXIVClientStructs.FFXIV.Client.Game.Gauge.MachinistGauge>
|
||||
/// <param name="address">Address of the job gauge.</param>
|
||||
internal MCHGauge(IntPtr address)
|
||||
: base(address)
|
||||
{
|
||||
/// <summary>
|
||||
/// Initializes a new instance of the <see cref="MCHGauge"/> class.
|
||||
/// </summary>
|
||||
/// <param name="address">Address of the job gauge.</param>
|
||||
internal MCHGauge(IntPtr address)
|
||||
: base(address)
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the time time remaining for Overheat in milliseconds.
|
||||
/// </summary>
|
||||
public short OverheatTimeRemaining => this.Struct->OverheatTimeRemaining;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the time remaining for the Rook or Queen in milliseconds.
|
||||
/// </summary>
|
||||
public short SummonTimeRemaining => this.Struct->SummonTimeRemaining;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the current Heat level.
|
||||
/// </summary>
|
||||
public byte Heat => this.Struct->Heat;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the current Battery level.
|
||||
/// </summary>
|
||||
public byte Battery => this.Struct->Battery;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the battery level of the last summon (robot).
|
||||
/// </summary>
|
||||
public byte LastSummonBatteryPower => this.Struct->LastSummonBatteryPower;
|
||||
|
||||
/// <summary>
|
||||
/// Gets a value indicating whether the player is currently Overheated.
|
||||
/// </summary>
|
||||
/// <returns><c>true</c> or <c>false</c>.</returns>
|
||||
public bool IsOverheated => (this.Struct->TimerActive & 1) != 0;
|
||||
|
||||
/// <summary>
|
||||
/// Gets a value indicating whether the player has an active Robot.
|
||||
/// </summary>
|
||||
/// <returns><c>true</c> or <c>false</c>.</returns>
|
||||
public bool IsRobotActive => (this.Struct->TimerActive & 2) != 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the time time remaining for Overheat in milliseconds.
|
||||
/// </summary>
|
||||
public short OverheatTimeRemaining => this.Struct->OverheatTimeRemaining;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the time remaining for the Rook or Queen in milliseconds.
|
||||
/// </summary>
|
||||
public short SummonTimeRemaining => this.Struct->SummonTimeRemaining;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the current Heat level.
|
||||
/// </summary>
|
||||
public byte Heat => this.Struct->Heat;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the current Battery level.
|
||||
/// </summary>
|
||||
public byte Battery => this.Struct->Battery;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the battery level of the last summon (robot).
|
||||
/// </summary>
|
||||
public byte LastSummonBatteryPower => this.Struct->LastSummonBatteryPower;
|
||||
|
||||
/// <summary>
|
||||
/// Gets a value indicating whether the player is currently Overheated.
|
||||
/// </summary>
|
||||
/// <returns><c>true</c> or <c>false</c>.</returns>
|
||||
public bool IsOverheated => (this.Struct->TimerActive & 1) != 0;
|
||||
|
||||
/// <summary>
|
||||
/// Gets a value indicating whether the player has an active Robot.
|
||||
/// </summary>
|
||||
/// <returns><c>true</c> or <c>false</c>.</returns>
|
||||
public bool IsRobotActive => (this.Struct->TimerActive & 2) != 0;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -3,43 +3,42 @@ using System.Linq;
|
|||
|
||||
using Dalamud.Game.ClientState.JobGauge.Enums;
|
||||
|
||||
namespace Dalamud.Game.ClientState.JobGauge.Types
|
||||
namespace Dalamud.Game.ClientState.JobGauge.Types;
|
||||
|
||||
/// <summary>
|
||||
/// In-memory MNK job gauge.
|
||||
/// </summary>
|
||||
public unsafe class MNKGauge : JobGaugeBase<FFXIVClientStructs.FFXIV.Client.Game.Gauge.MonkGauge>
|
||||
{
|
||||
/// <summary>
|
||||
/// In-memory MNK job gauge.
|
||||
/// Initializes a new instance of the <see cref="MNKGauge"/> class.
|
||||
/// </summary>
|
||||
public unsafe class MNKGauge : JobGaugeBase<FFXIVClientStructs.FFXIV.Client.Game.Gauge.MonkGauge>
|
||||
/// <param name="address">Address of the job gauge.</param>
|
||||
internal MNKGauge(IntPtr address)
|
||||
: base(address)
|
||||
{
|
||||
/// <summary>
|
||||
/// Initializes a new instance of the <see cref="MNKGauge"/> class.
|
||||
/// </summary>
|
||||
/// <param name="address">Address of the job gauge.</param>
|
||||
internal MNKGauge(IntPtr address)
|
||||
: base(address)
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the amount of Chakra available.
|
||||
/// </summary>
|
||||
public byte Chakra => this.Struct->Chakra;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the types of Beast Chakra available.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This will always return an array of size 3, inactive Beast Chakra are represented by <see cref="BeastChakra.NONE"/>.
|
||||
/// </remarks>
|
||||
public BeastChakra[] BeastChakra => this.Struct->BeastChakra.Select(c => (BeastChakra)c).ToArray();
|
||||
|
||||
/// <summary>
|
||||
/// Gets the types of Nadi available.
|
||||
/// </summary>
|
||||
public Nadi Nadi => (Nadi)this.Struct->Nadi;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the time remaining that Blitz is active.
|
||||
/// </summary>
|
||||
public ushort BlitzTimeRemaining => this.Struct->BlitzTimeRemaining;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the amount of Chakra available.
|
||||
/// </summary>
|
||||
public byte Chakra => this.Struct->Chakra;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the types of Beast Chakra available.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This will always return an array of size 3, inactive Beast Chakra are represented by <see cref="BeastChakra.NONE"/>.
|
||||
/// </remarks>
|
||||
public BeastChakra[] BeastChakra => this.Struct->BeastChakra.Select(c => (BeastChakra)c).ToArray();
|
||||
|
||||
/// <summary>
|
||||
/// Gets the types of Nadi available.
|
||||
/// </summary>
|
||||
public Nadi Nadi => (Nadi)this.Struct->Nadi;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the time remaining that Blitz is active.
|
||||
/// </summary>
|
||||
public ushort BlitzTimeRemaining => this.Struct->BlitzTimeRemaining;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,34 +1,33 @@
|
|||
using System;
|
||||
|
||||
namespace Dalamud.Game.ClientState.JobGauge.Types
|
||||
namespace Dalamud.Game.ClientState.JobGauge.Types;
|
||||
|
||||
/// <summary>
|
||||
/// In-memory NIN job gauge.
|
||||
/// </summary>
|
||||
public unsafe class NINGauge : JobGaugeBase<FFXIVClientStructs.FFXIV.Client.Game.Gauge.NinjaGauge>
|
||||
{
|
||||
/// <summary>
|
||||
/// In-memory NIN job gauge.
|
||||
/// Initializes a new instance of the <see cref="NINGauge"/> class.
|
||||
/// </summary>
|
||||
public unsafe class NINGauge : JobGaugeBase<FFXIVClientStructs.FFXIV.Client.Game.Gauge.NinjaGauge>
|
||||
/// <param name="address">The address of the gauge.</param>
|
||||
internal NINGauge(IntPtr address)
|
||||
: base(address)
|
||||
{
|
||||
/// <summary>
|
||||
/// Initializes a new instance of the <see cref="NINGauge"/> class.
|
||||
/// </summary>
|
||||
/// <param name="address">The address of the gauge.</param>
|
||||
internal NINGauge(IntPtr address)
|
||||
: base(address)
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the time left on Huton in milliseconds.
|
||||
/// </summary>
|
||||
public int HutonTimer => this.Struct->HutonTimer;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the amount of Ninki available.
|
||||
/// </summary>
|
||||
public byte Ninki => this.Struct->Ninki;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the number of times Huton has been cast manually.
|
||||
/// </summary>
|
||||
public byte HutonManualCasts => this.Struct->HutonManualCasts;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the time left on Huton in milliseconds.
|
||||
/// </summary>
|
||||
public int HutonTimer => this.Struct->HutonTimer;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the amount of Ninki available.
|
||||
/// </summary>
|
||||
public byte Ninki => this.Struct->Ninki;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the number of times Huton has been cast manually.
|
||||
/// </summary>
|
||||
public byte HutonManualCasts => this.Struct->HutonManualCasts;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,24 +1,23 @@
|
|||
using System;
|
||||
|
||||
namespace Dalamud.Game.ClientState.JobGauge.Types
|
||||
namespace Dalamud.Game.ClientState.JobGauge.Types;
|
||||
|
||||
/// <summary>
|
||||
/// In-memory PLD job gauge.
|
||||
/// </summary>
|
||||
public unsafe class PLDGauge : JobGaugeBase<FFXIVClientStructs.FFXIV.Client.Game.Gauge.PaladinGauge>
|
||||
{
|
||||
/// <summary>
|
||||
/// In-memory PLD job gauge.
|
||||
/// Initializes a new instance of the <see cref="PLDGauge"/> class.
|
||||
/// </summary>
|
||||
public unsafe class PLDGauge : JobGaugeBase<FFXIVClientStructs.FFXIV.Client.Game.Gauge.PaladinGauge>
|
||||
/// <param name="address">Address of the job gauge.</param>
|
||||
internal PLDGauge(IntPtr address)
|
||||
: base(address)
|
||||
{
|
||||
/// <summary>
|
||||
/// Initializes a new instance of the <see cref="PLDGauge"/> class.
|
||||
/// </summary>
|
||||
/// <param name="address">Address of the job gauge.</param>
|
||||
internal PLDGauge(IntPtr address)
|
||||
: base(address)
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the current level of the Oath gauge.
|
||||
/// </summary>
|
||||
public byte OathGauge => this.Struct->OathGauge;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the current level of the Oath gauge.
|
||||
/// </summary>
|
||||
public byte OathGauge => this.Struct->OathGauge;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,34 +1,33 @@
|
|||
using System;
|
||||
|
||||
namespace Dalamud.Game.ClientState.JobGauge.Types
|
||||
namespace Dalamud.Game.ClientState.JobGauge.Types;
|
||||
|
||||
/// <summary>
|
||||
/// In-memory RDM job gauge.
|
||||
/// </summary>
|
||||
public unsafe class RDMGauge : JobGaugeBase<FFXIVClientStructs.FFXIV.Client.Game.Gauge.RedMageGauge>
|
||||
{
|
||||
/// <summary>
|
||||
/// In-memory RDM job gauge.
|
||||
/// Initializes a new instance of the <see cref="RDMGauge"/> class.
|
||||
/// </summary>
|
||||
public unsafe class RDMGauge : JobGaugeBase<FFXIVClientStructs.FFXIV.Client.Game.Gauge.RedMageGauge>
|
||||
/// <param name="address">Address of the job gauge.</param>
|
||||
internal RDMGauge(IntPtr address)
|
||||
: base(address)
|
||||
{
|
||||
/// <summary>
|
||||
/// Initializes a new instance of the <see cref="RDMGauge"/> class.
|
||||
/// </summary>
|
||||
/// <param name="address">Address of the job gauge.</param>
|
||||
internal RDMGauge(IntPtr address)
|
||||
: base(address)
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the level of the White gauge.
|
||||
/// </summary>
|
||||
public byte WhiteMana => this.Struct->WhiteMana;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the level of the Black gauge.
|
||||
/// </summary>
|
||||
public byte BlackMana => this.Struct->BlackMana;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the amount of mana stacks.
|
||||
/// </summary>
|
||||
public byte ManaStacks => this.Struct->ManaStacks;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the level of the White gauge.
|
||||
/// </summary>
|
||||
public byte WhiteMana => this.Struct->WhiteMana;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the level of the Black gauge.
|
||||
/// </summary>
|
||||
public byte BlackMana => this.Struct->BlackMana;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the amount of mana stacks.
|
||||
/// </summary>
|
||||
public byte ManaStacks => this.Struct->ManaStacks;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,44 +1,43 @@
|
|||
using System;
|
||||
|
||||
namespace Dalamud.Game.ClientState.JobGauge.Types
|
||||
namespace Dalamud.Game.ClientState.JobGauge.Types;
|
||||
|
||||
/// <summary>
|
||||
/// In-memory RPR job gauge.
|
||||
/// </summary>
|
||||
public unsafe class RPRGauge : JobGaugeBase<FFXIVClientStructs.FFXIV.Client.Game.Gauge.ReaperGauge>
|
||||
{
|
||||
/// <summary>
|
||||
/// In-memory RPR job gauge.
|
||||
/// Initializes a new instance of the <see cref="RPRGauge"/> class.
|
||||
/// </summary>
|
||||
public unsafe class RPRGauge : JobGaugeBase<FFXIVClientStructs.FFXIV.Client.Game.Gauge.ReaperGauge>
|
||||
/// <param name="address">Address of the job gauge.</param>
|
||||
internal RPRGauge(IntPtr address)
|
||||
: base(address)
|
||||
{
|
||||
/// <summary>
|
||||
/// Initializes a new instance of the <see cref="RPRGauge"/> class.
|
||||
/// </summary>
|
||||
/// <param name="address">Address of the job gauge.</param>
|
||||
internal RPRGauge(IntPtr address)
|
||||
: base(address)
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the amount of Soul available.
|
||||
/// </summary>
|
||||
public byte Soul => this.Struct->Soul;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the amount of Shroud available.
|
||||
/// </summary>
|
||||
public byte Shroud => this.Struct->Shroud;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the time remaining that Enshrouded is active.
|
||||
/// </summary>
|
||||
public ushort EnshroudedTimeRemaining => this.Struct->EnshroudedTimeRemaining;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the amount of Lemure Shroud available.
|
||||
/// </summary>
|
||||
public byte LemureShroud => this.Struct->LemureShroud;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the amount of Void Shroud available.
|
||||
/// </summary>
|
||||
public byte VoidShroud => this.Struct->VoidShroud;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the amount of Soul available.
|
||||
/// </summary>
|
||||
public byte Soul => this.Struct->Soul;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the amount of Shroud available.
|
||||
/// </summary>
|
||||
public byte Shroud => this.Struct->Shroud;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the time remaining that Enshrouded is active.
|
||||
/// </summary>
|
||||
public ushort EnshroudedTimeRemaining => this.Struct->EnshroudedTimeRemaining;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the amount of Lemure Shroud available.
|
||||
/// </summary>
|
||||
public byte LemureShroud => this.Struct->LemureShroud;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the amount of Void Shroud available.
|
||||
/// </summary>
|
||||
public byte VoidShroud => this.Struct->VoidShroud;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -2,58 +2,57 @@ using System;
|
|||
|
||||
using Dalamud.Game.ClientState.JobGauge.Enums;
|
||||
|
||||
namespace Dalamud.Game.ClientState.JobGauge.Types
|
||||
namespace Dalamud.Game.ClientState.JobGauge.Types;
|
||||
|
||||
/// <summary>
|
||||
/// In-memory SAM job gauge.
|
||||
/// </summary>
|
||||
public unsafe class SAMGauge : JobGaugeBase<FFXIVClientStructs.FFXIV.Client.Game.Gauge.SamuraiGauge>
|
||||
{
|
||||
/// <summary>
|
||||
/// In-memory SAM job gauge.
|
||||
/// Initializes a new instance of the <see cref="SAMGauge"/> class.
|
||||
/// </summary>
|
||||
public unsafe class SAMGauge : JobGaugeBase<FFXIVClientStructs.FFXIV.Client.Game.Gauge.SamuraiGauge>
|
||||
/// <param name="address">Address of the job gauge.</param>
|
||||
internal SAMGauge(IntPtr address)
|
||||
: base(address)
|
||||
{
|
||||
/// <summary>
|
||||
/// Initializes a new instance of the <see cref="SAMGauge"/> class.
|
||||
/// </summary>
|
||||
/// <param name="address">Address of the job gauge.</param>
|
||||
internal SAMGauge(IntPtr address)
|
||||
: base(address)
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the currently active Kaeshi ability.
|
||||
/// </summary>
|
||||
public Kaeshi Kaeshi => (Kaeshi)this.Struct->Kaeshi;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the current amount of Kenki available.
|
||||
/// </summary>
|
||||
public byte Kenki => this.Struct->Kenki;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the amount of Meditation stacks.
|
||||
/// </summary>
|
||||
public byte MeditationStacks => this.Struct->MeditationStacks;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the active Sen.
|
||||
/// </summary>
|
||||
public Sen Sen => (Sen)this.Struct->SenFlags;
|
||||
|
||||
/// <summary>
|
||||
/// Gets a value indicating whether the Setsu Sen is active.
|
||||
/// </summary>
|
||||
/// <returns><c>true</c> or <c>false</c>.</returns>
|
||||
public bool HasSetsu => (this.Sen & Sen.SETSU) != 0;
|
||||
|
||||
/// <summary>
|
||||
/// Gets a value indicating whether the Getsu Sen is active.
|
||||
/// </summary>
|
||||
/// <returns><c>true</c> or <c>false</c>.</returns>
|
||||
public bool HasGetsu => (this.Sen & Sen.GETSU) != 0;
|
||||
|
||||
/// <summary>
|
||||
/// Gets a value indicating whether the Ka Sen is active.
|
||||
/// </summary>
|
||||
/// <returns><c>true</c> or <c>false</c>.</returns>
|
||||
public bool HasKa => (this.Sen & Sen.KA) != 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the currently active Kaeshi ability.
|
||||
/// </summary>
|
||||
public Kaeshi Kaeshi => (Kaeshi)this.Struct->Kaeshi;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the current amount of Kenki available.
|
||||
/// </summary>
|
||||
public byte Kenki => this.Struct->Kenki;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the amount of Meditation stacks.
|
||||
/// </summary>
|
||||
public byte MeditationStacks => this.Struct->MeditationStacks;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the active Sen.
|
||||
/// </summary>
|
||||
public Sen Sen => (Sen)this.Struct->SenFlags;
|
||||
|
||||
/// <summary>
|
||||
/// Gets a value indicating whether the Setsu Sen is active.
|
||||
/// </summary>
|
||||
/// <returns><c>true</c> or <c>false</c>.</returns>
|
||||
public bool HasSetsu => (this.Sen & Sen.SETSU) != 0;
|
||||
|
||||
/// <summary>
|
||||
/// Gets a value indicating whether the Getsu Sen is active.
|
||||
/// </summary>
|
||||
/// <returns><c>true</c> or <c>false</c>.</returns>
|
||||
public bool HasGetsu => (this.Sen & Sen.GETSU) != 0;
|
||||
|
||||
/// <summary>
|
||||
/// Gets a value indicating whether the Ka Sen is active.
|
||||
/// </summary>
|
||||
/// <returns><c>true</c> or <c>false</c>.</returns>
|
||||
public bool HasKa => (this.Sen & Sen.KA) != 0;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -2,40 +2,39 @@ using System;
|
|||
|
||||
using Dalamud.Game.ClientState.JobGauge.Enums;
|
||||
|
||||
namespace Dalamud.Game.ClientState.JobGauge.Types
|
||||
namespace Dalamud.Game.ClientState.JobGauge.Types;
|
||||
|
||||
/// <summary>
|
||||
/// In-memory SCH job gauge.
|
||||
/// </summary>
|
||||
public unsafe class SCHGauge : JobGaugeBase<FFXIVClientStructs.FFXIV.Client.Game.Gauge.ScholarGauge>
|
||||
{
|
||||
/// <summary>
|
||||
/// In-memory SCH job gauge.
|
||||
/// Initializes a new instance of the <see cref="SCHGauge"/> class.
|
||||
/// </summary>
|
||||
public unsafe class SCHGauge : JobGaugeBase<FFXIVClientStructs.FFXIV.Client.Game.Gauge.ScholarGauge>
|
||||
/// <param name="address">Address of the job gauge.</param>
|
||||
internal SCHGauge(IntPtr address)
|
||||
: base(address)
|
||||
{
|
||||
/// <summary>
|
||||
/// Initializes a new instance of the <see cref="SCHGauge"/> class.
|
||||
/// </summary>
|
||||
/// <param name="address">Address of the job gauge.</param>
|
||||
internal SCHGauge(IntPtr address)
|
||||
: base(address)
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the amount of Aetherflow stacks available.
|
||||
/// </summary>
|
||||
public byte Aetherflow => this.Struct->Aetherflow;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the current level of the Fairy Gauge.
|
||||
/// </summary>
|
||||
public byte FairyGauge => this.Struct->FairyGauge;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the remaining time Seraph is active in milliseconds.
|
||||
/// </summary>
|
||||
public short SeraphTimer => this.Struct->SeraphTimer;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the last dismissed fairy.
|
||||
/// </summary>
|
||||
public DismissedFairy DismissedFairy => (DismissedFairy)this.Struct->DismissedFairy;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the amount of Aetherflow stacks available.
|
||||
/// </summary>
|
||||
public byte Aetherflow => this.Struct->Aetherflow;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the current level of the Fairy Gauge.
|
||||
/// </summary>
|
||||
public byte FairyGauge => this.Struct->FairyGauge;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the remaining time Seraph is active in milliseconds.
|
||||
/// </summary>
|
||||
public short SeraphTimer => this.Struct->SeraphTimer;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the last dismissed fairy.
|
||||
/// </summary>
|
||||
public DismissedFairy DismissedFairy => (DismissedFairy)this.Struct->DismissedFairy;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,40 +1,39 @@
|
|||
using System;
|
||||
|
||||
namespace Dalamud.Game.ClientState.JobGauge.Types
|
||||
namespace Dalamud.Game.ClientState.JobGauge.Types;
|
||||
|
||||
/// <summary>
|
||||
/// In-memory SGE job gauge.
|
||||
/// </summary>
|
||||
public unsafe class SGEGauge : JobGaugeBase<FFXIVClientStructs.FFXIV.Client.Game.Gauge.SageGauge>
|
||||
{
|
||||
/// <summary>
|
||||
/// In-memory SGE job gauge.
|
||||
/// Initializes a new instance of the <see cref="SGEGauge"/> class.
|
||||
/// </summary>
|
||||
public unsafe class SGEGauge : JobGaugeBase<FFXIVClientStructs.FFXIV.Client.Game.Gauge.SageGauge>
|
||||
/// <param name="address">Address of the job gauge.</param>
|
||||
internal SGEGauge(IntPtr address)
|
||||
: base(address)
|
||||
{
|
||||
/// <summary>
|
||||
/// Initializes a new instance of the <see cref="SGEGauge"/> class.
|
||||
/// </summary>
|
||||
/// <param name="address">Address of the job gauge.</param>
|
||||
internal SGEGauge(IntPtr address)
|
||||
: base(address)
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the amount of milliseconds elapsed until the next Addersgall is available.
|
||||
/// This counts from 0 to 20_000.
|
||||
/// </summary>
|
||||
public short AddersgallTimer => this.Struct->AddersgallTimer;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the amount of Addersgall available.
|
||||
/// </summary>
|
||||
public byte Addersgall => this.Struct->Addersgall;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the amount of Addersting available.
|
||||
/// </summary>
|
||||
public byte Addersting => this.Struct->Addersting;
|
||||
|
||||
/// <summary>
|
||||
/// Gets a value indicating whether Eukrasia is activated.
|
||||
/// </summary>
|
||||
public bool Eukrasia => this.Struct->Eukrasia == 1;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the amount of milliseconds elapsed until the next Addersgall is available.
|
||||
/// This counts from 0 to 20_000.
|
||||
/// </summary>
|
||||
public short AddersgallTimer => this.Struct->AddersgallTimer;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the amount of Addersgall available.
|
||||
/// </summary>
|
||||
public byte Addersgall => this.Struct->Addersgall;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the amount of Addersting available.
|
||||
/// </summary>
|
||||
public byte Addersting => this.Struct->Addersting;
|
||||
|
||||
/// <summary>
|
||||
/// Gets a value indicating whether Eukrasia is activated.
|
||||
/// </summary>
|
||||
public bool Eukrasia => this.Struct->Eukrasia == 1;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -3,112 +3,111 @@ using System;
|
|||
using Dalamud.Game.ClientState.JobGauge.Enums;
|
||||
using FFXIVClientStructs.FFXIV.Client.Game.Gauge;
|
||||
|
||||
namespace Dalamud.Game.ClientState.JobGauge.Types
|
||||
namespace Dalamud.Game.ClientState.JobGauge.Types;
|
||||
|
||||
/// <summary>
|
||||
/// In-memory SMN job gauge.
|
||||
/// </summary>
|
||||
public unsafe class SMNGauge : JobGaugeBase<SummonerGauge>
|
||||
{
|
||||
/// <summary>
|
||||
/// In-memory SMN job gauge.
|
||||
/// Initializes a new instance of the <see cref="SMNGauge"/> class.
|
||||
/// </summary>
|
||||
public unsafe class SMNGauge : JobGaugeBase<SummonerGauge>
|
||||
/// <param name="address">Address of the job gauge.</param>
|
||||
internal SMNGauge(IntPtr address)
|
||||
: base(address)
|
||||
{
|
||||
/// <summary>
|
||||
/// Initializes a new instance of the <see cref="SMNGauge"/> class.
|
||||
/// </summary>
|
||||
/// <param name="address">Address of the job gauge.</param>
|
||||
internal SMNGauge(IntPtr address)
|
||||
: base(address)
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the time remaining for the current summon.
|
||||
/// </summary>
|
||||
public ushort SummonTimerRemaining => this.Struct->SummonTimer;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the time remaining for the current attunement.
|
||||
/// </summary>
|
||||
public ushort AttunmentTimerRemaining => this.Struct->AttunementTimer;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the summon that will return after the current summon expires.
|
||||
/// This maps to the <see cref="Lumina.Excel.GeneratedSheets.Pet"/> sheet.
|
||||
/// </summary>
|
||||
public SummonPet ReturnSummon => (SummonPet)this.Struct->ReturnSummon;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the summon glam for the <see cref="ReturnSummon"/>.
|
||||
/// This maps to the <see cref="Lumina.Excel.GeneratedSheets.PetMirage"/> sheet.
|
||||
/// </summary>
|
||||
public PetGlam ReturnSummonGlam => (PetGlam)this.Struct->ReturnSummonGlam;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the amount of aspected Attunment remaining.
|
||||
/// </summary>
|
||||
public byte Attunement => this.Struct->Attunement;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the current aether flags.
|
||||
/// Use the summon accessors instead.
|
||||
/// </summary>
|
||||
public AetherFlags AetherFlags => this.Struct->AetherFlags;
|
||||
|
||||
/// <summary>
|
||||
/// Gets a value indicating whether Bahamut is ready to be summoned.
|
||||
/// </summary>
|
||||
/// <returns><c>true</c> or <c>false</c>.</returns>
|
||||
public bool IsBahamutReady => !this.AetherFlags.HasFlag(AetherFlags.PhoenixReady);
|
||||
|
||||
/// <summary>
|
||||
/// Gets a value indicating whether if Phoenix is ready to be summoned.
|
||||
/// </summary>
|
||||
/// <returns><c>true</c> or <c>false</c>.</returns>
|
||||
public bool IsPhoenixReady => this.AetherFlags.HasFlag(AetherFlags.PhoenixReady);
|
||||
|
||||
/// <summary>
|
||||
/// Gets a value indicating whether if Ifrit is ready to be summoned.
|
||||
/// </summary>
|
||||
/// <returns><c>true</c> or <c>false</c>.</returns>
|
||||
public bool IsIfritReady => this.AetherFlags.HasFlag(AetherFlags.IfritReady);
|
||||
|
||||
/// <summary>
|
||||
/// Gets a value indicating whether if Titan is ready to be summoned.
|
||||
/// </summary>
|
||||
/// <returns><c>true</c> or <c>false</c>.</returns>
|
||||
public bool IsTitanReady => this.AetherFlags.HasFlag(AetherFlags.TitanReady);
|
||||
|
||||
/// <summary>
|
||||
/// Gets a value indicating whether if Garuda is ready to be summoned.
|
||||
/// </summary>
|
||||
/// <returns><c>true</c> or <c>false</c>.</returns>
|
||||
public bool IsGarudaReady => this.AetherFlags.HasFlag(AetherFlags.GarudaReady);
|
||||
|
||||
/// <summary>
|
||||
/// Gets a value indicating whether if Ifrit is currently attuned.
|
||||
/// </summary>
|
||||
/// <returns><c>true</c> or <c>false</c>.</returns>
|
||||
public bool IsIfritAttuned => this.AetherFlags.HasFlag(AetherFlags.IfritAttuned) && !this.AetherFlags.HasFlag(AetherFlags.GarudaAttuned);
|
||||
|
||||
/// <summary>
|
||||
/// Gets a value indicating whether if Titan is currently attuned.
|
||||
/// </summary>
|
||||
/// <returns><c>true</c> or <c>false</c>.</returns>
|
||||
public bool IsTitanAttuned => this.AetherFlags.HasFlag(AetherFlags.TitanAttuned) && !this.AetherFlags.HasFlag(AetherFlags.GarudaAttuned);
|
||||
|
||||
/// <summary>
|
||||
/// Gets a value indicating whether if Garuda is currently attuned.
|
||||
/// </summary>
|
||||
/// <returns><c>true</c> or <c>false</c>.</returns>
|
||||
public bool IsGarudaAttuned => this.AetherFlags.HasFlag(AetherFlags.GarudaAttuned);
|
||||
|
||||
/// <summary>
|
||||
/// Gets a value indicating whether there are any Aetherflow stacks available.
|
||||
/// </summary>
|
||||
/// <returns><c>true</c> or <c>false</c>.</returns>
|
||||
public bool HasAetherflowStacks => this.AetherflowStacks > 0;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the amount of Aetherflow available.
|
||||
/// </summary>
|
||||
public byte AetherflowStacks => (byte)(this.AetherFlags & AetherFlags.Aetherflow);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the time remaining for the current summon.
|
||||
/// </summary>
|
||||
public ushort SummonTimerRemaining => this.Struct->SummonTimer;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the time remaining for the current attunement.
|
||||
/// </summary>
|
||||
public ushort AttunmentTimerRemaining => this.Struct->AttunementTimer;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the summon that will return after the current summon expires.
|
||||
/// This maps to the <see cref="Lumina.Excel.GeneratedSheets.Pet"/> sheet.
|
||||
/// </summary>
|
||||
public SummonPet ReturnSummon => (SummonPet)this.Struct->ReturnSummon;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the summon glam for the <see cref="ReturnSummon"/>.
|
||||
/// This maps to the <see cref="Lumina.Excel.GeneratedSheets.PetMirage"/> sheet.
|
||||
/// </summary>
|
||||
public PetGlam ReturnSummonGlam => (PetGlam)this.Struct->ReturnSummonGlam;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the amount of aspected Attunment remaining.
|
||||
/// </summary>
|
||||
public byte Attunement => this.Struct->Attunement;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the current aether flags.
|
||||
/// Use the summon accessors instead.
|
||||
/// </summary>
|
||||
public AetherFlags AetherFlags => this.Struct->AetherFlags;
|
||||
|
||||
/// <summary>
|
||||
/// Gets a value indicating whether Bahamut is ready to be summoned.
|
||||
/// </summary>
|
||||
/// <returns><c>true</c> or <c>false</c>.</returns>
|
||||
public bool IsBahamutReady => !this.AetherFlags.HasFlag(AetherFlags.PhoenixReady);
|
||||
|
||||
/// <summary>
|
||||
/// Gets a value indicating whether if Phoenix is ready to be summoned.
|
||||
/// </summary>
|
||||
/// <returns><c>true</c> or <c>false</c>.</returns>
|
||||
public bool IsPhoenixReady => this.AetherFlags.HasFlag(AetherFlags.PhoenixReady);
|
||||
|
||||
/// <summary>
|
||||
/// Gets a value indicating whether if Ifrit is ready to be summoned.
|
||||
/// </summary>
|
||||
/// <returns><c>true</c> or <c>false</c>.</returns>
|
||||
public bool IsIfritReady => this.AetherFlags.HasFlag(AetherFlags.IfritReady);
|
||||
|
||||
/// <summary>
|
||||
/// Gets a value indicating whether if Titan is ready to be summoned.
|
||||
/// </summary>
|
||||
/// <returns><c>true</c> or <c>false</c>.</returns>
|
||||
public bool IsTitanReady => this.AetherFlags.HasFlag(AetherFlags.TitanReady);
|
||||
|
||||
/// <summary>
|
||||
/// Gets a value indicating whether if Garuda is ready to be summoned.
|
||||
/// </summary>
|
||||
/// <returns><c>true</c> or <c>false</c>.</returns>
|
||||
public bool IsGarudaReady => this.AetherFlags.HasFlag(AetherFlags.GarudaReady);
|
||||
|
||||
/// <summary>
|
||||
/// Gets a value indicating whether if Ifrit is currently attuned.
|
||||
/// </summary>
|
||||
/// <returns><c>true</c> or <c>false</c>.</returns>
|
||||
public bool IsIfritAttuned => this.AetherFlags.HasFlag(AetherFlags.IfritAttuned) && !this.AetherFlags.HasFlag(AetherFlags.GarudaAttuned);
|
||||
|
||||
/// <summary>
|
||||
/// Gets a value indicating whether if Titan is currently attuned.
|
||||
/// </summary>
|
||||
/// <returns><c>true</c> or <c>false</c>.</returns>
|
||||
public bool IsTitanAttuned => this.AetherFlags.HasFlag(AetherFlags.TitanAttuned) && !this.AetherFlags.HasFlag(AetherFlags.GarudaAttuned);
|
||||
|
||||
/// <summary>
|
||||
/// Gets a value indicating whether if Garuda is currently attuned.
|
||||
/// </summary>
|
||||
/// <returns><c>true</c> or <c>false</c>.</returns>
|
||||
public bool IsGarudaAttuned => this.AetherFlags.HasFlag(AetherFlags.GarudaAttuned);
|
||||
|
||||
/// <summary>
|
||||
/// Gets a value indicating whether there are any Aetherflow stacks available.
|
||||
/// </summary>
|
||||
/// <returns><c>true</c> or <c>false</c>.</returns>
|
||||
public bool HasAetherflowStacks => this.AetherflowStacks > 0;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the amount of Aetherflow available.
|
||||
/// </summary>
|
||||
public byte AetherflowStacks => (byte)(this.AetherFlags & AetherFlags.Aetherflow);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,24 +1,23 @@
|
|||
using System;
|
||||
|
||||
namespace Dalamud.Game.ClientState.JobGauge.Types
|
||||
namespace Dalamud.Game.ClientState.JobGauge.Types;
|
||||
|
||||
/// <summary>
|
||||
/// In-memory WAR job gauge.
|
||||
/// </summary>
|
||||
public unsafe class WARGauge : JobGaugeBase<FFXIVClientStructs.FFXIV.Client.Game.Gauge.WarriorGauge>
|
||||
{
|
||||
/// <summary>
|
||||
/// In-memory WAR job gauge.
|
||||
/// Initializes a new instance of the <see cref="WARGauge"/> class.
|
||||
/// </summary>
|
||||
public unsafe class WARGauge : JobGaugeBase<FFXIVClientStructs.FFXIV.Client.Game.Gauge.WarriorGauge>
|
||||
/// <param name="address">Address of the job gauge.</param>
|
||||
internal WARGauge(IntPtr address)
|
||||
: base(address)
|
||||
{
|
||||
/// <summary>
|
||||
/// Initializes a new instance of the <see cref="WARGauge"/> class.
|
||||
/// </summary>
|
||||
/// <param name="address">Address of the job gauge.</param>
|
||||
internal WARGauge(IntPtr address)
|
||||
: base(address)
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the amount of wrath in the Beast gauge.
|
||||
/// </summary>
|
||||
public byte BeastGauge => this.Struct->BeastGauge;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the amount of wrath in the Beast gauge.
|
||||
/// </summary>
|
||||
public byte BeastGauge => this.Struct->BeastGauge;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,34 +1,33 @@
|
|||
using System;
|
||||
|
||||
namespace Dalamud.Game.ClientState.JobGauge.Types
|
||||
namespace Dalamud.Game.ClientState.JobGauge.Types;
|
||||
|
||||
/// <summary>
|
||||
/// In-memory WHM job gauge.
|
||||
/// </summary>
|
||||
public unsafe class WHMGauge : JobGaugeBase<FFXIVClientStructs.FFXIV.Client.Game.Gauge.WhiteMageGauge>
|
||||
{
|
||||
/// <summary>
|
||||
/// In-memory WHM job gauge.
|
||||
/// Initializes a new instance of the <see cref="WHMGauge"/> class.
|
||||
/// </summary>
|
||||
public unsafe class WHMGauge : JobGaugeBase<FFXIVClientStructs.FFXIV.Client.Game.Gauge.WhiteMageGauge>
|
||||
/// <param name="address">Address of the job gauge.</param>
|
||||
internal WHMGauge(IntPtr address)
|
||||
: base(address)
|
||||
{
|
||||
/// <summary>
|
||||
/// Initializes a new instance of the <see cref="WHMGauge"/> class.
|
||||
/// </summary>
|
||||
/// <param name="address">Address of the job gauge.</param>
|
||||
internal WHMGauge(IntPtr address)
|
||||
: base(address)
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the time to next lily in milliseconds.
|
||||
/// </summary>
|
||||
public short LilyTimer => this.Struct->LilyTimer;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the number of Lilies.
|
||||
/// </summary>
|
||||
public byte Lily => this.Struct->Lily;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the number of times the blood lily has been nourished.
|
||||
/// </summary>
|
||||
public byte BloodLily => this.Struct->BloodLily;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the time to next lily in milliseconds.
|
||||
/// </summary>
|
||||
public short LilyTimer => this.Struct->LilyTimer;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the number of Lilies.
|
||||
/// </summary>
|
||||
public byte Lily => this.Struct->Lily;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the number of times the blood lily has been nourished.
|
||||
/// </summary>
|
||||
public byte BloodLily => this.Struct->BloodLily;
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue