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refactor(Dalamud): switch to file-scoped namespaces
This commit is contained in:
parent
13cf3d93dc
commit
b5f34c3199
325 changed files with 45878 additions and 46218 deletions
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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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/// DRG Blood of the Dragon state types.
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/// </summary>
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public enum BOTDState : byte
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{
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/// <summary>
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/// DRG Blood of the Dragon state types.
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/// Inactive type.
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/// </summary>
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public enum BOTDState : byte
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{
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/// <summary>
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/// Inactive type.
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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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/// Blood of the Dragon is active.
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/// </summary>
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BOTD = 1,
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/// <summary>
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/// Blood of the Dragon is active.
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/// </summary>
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BOTD = 1,
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/// <summary>
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/// Life of the Dragon is active.
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/// </summary>
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LOTD = 2,
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}
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/// <summary>
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/// Life of the Dragon is active.
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/// </summary>
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LOTD = 2,
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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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@ -1,23 +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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@ -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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/// 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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}
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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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}
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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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@ -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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/// <summary>
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/// Mage's Ballad type.
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/// </summary>
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MAGE = 5,
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/// <summary>
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/// Mage's Ballad type.
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/// </summary>
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MAGE = 5,
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/// <summary>
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/// Army's Paeon type.
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/// </summary>
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ARMY = 10,
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/// <summary>
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/// Army's Paeon type.
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/// </summary>
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ARMY = 10,
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/// <summary>
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/// The Wanderer's Minuet type.
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/// </summary>
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WANDERER = 15,
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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 = 15,
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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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/// SMN summoned pet types.
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/// </summary>
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public enum SummonPet : byte
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{
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/// <summary>
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/// SMN summoned pet types.
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/// No pet.
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/// </summary>
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public enum SummonPet : byte
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{
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/// <summary>
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/// No pet.
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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 summoned pet Ifrit.
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/// </summary>
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IFRIT = 3,
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/// <summary>
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/// The summoned pet Ifrit.
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/// </summary>
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IFRIT = 3,
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/// <summary>
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/// The summoned pet Titan.
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/// </summary>
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TITAN = 4,
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/// <summary>
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/// The summoned pet Titan.
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/// </summary>
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TITAN = 4,
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/// <summary>
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/// The summoned pet Garuda.
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/// </summary>
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GARUDA = 5,
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}
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/// <summary>
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/// The summoned pet Garuda.
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/// </summary>
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GARUDA = 5,
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}
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@ -7,48 +7,47 @@ using Dalamud.IoC;
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using Dalamud.IoC.Internal;
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using Serilog;
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namespace Dalamud.Game.ClientState.JobGauge
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namespace Dalamud.Game.ClientState.JobGauge;
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/// <summary>
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/// This class converts in-memory Job gauge data to structs.
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/// </summary>
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[PluginInterface]
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[InterfaceVersion("1.0")]
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public class JobGauges
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{
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private Dictionary<Type, JobGaugeBase> cache = new();
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/// <summary>
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/// This class converts in-memory Job gauge data to structs.
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/// Initializes a new instance of the <see cref="JobGauges"/> class.
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/// </summary>
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[PluginInterface]
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[InterfaceVersion("1.0")]
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public class JobGauges
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/// <param name="addressResolver">Address resolver with the JobGauge memory location(s).</param>
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public JobGauges(ClientStateAddressResolver addressResolver)
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{
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private Dictionary<Type, JobGaugeBase> cache = new();
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this.Address = addressResolver.JobGaugeData;
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/// <summary>
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/// Initializes a new instance of the <see cref="JobGauges"/> class.
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/// </summary>
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/// <param name="addressResolver">Address resolver with the JobGauge memory location(s).</param>
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public JobGauges(ClientStateAddressResolver addressResolver)
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Log.Verbose($"JobGaugeData address 0x{this.Address.ToInt64():X}");
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}
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/// <summary>
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/// Gets the address of the JobGauge data.
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/// </summary>
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public IntPtr Address { get; }
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/// <summary>
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/// Get the JobGauge for a given job.
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/// </summary>
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/// <typeparam name="T">A JobGauge struct from ClientState.Structs.JobGauge.</typeparam>
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/// <returns>A JobGauge.</returns>
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public T Get<T>() where T : JobGaugeBase
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{
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// This is cached to mitigate the effects of using activator for instantiation.
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// Since the gauge itself reads from live memory, there isn't much downside to doing this.
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if (!this.cache.TryGetValue(typeof(T), out var gauge))
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{
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this.Address = addressResolver.JobGaugeData;
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Log.Verbose($"JobGaugeData address 0x{this.Address.ToInt64():X}");
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gauge = this.cache[typeof(T)] = (T)Activator.CreateInstance(typeof(T), BindingFlags.NonPublic | BindingFlags.Instance, null, new object[] { this.Address }, null);
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}
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/// <summary>
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/// Gets the address of the JobGauge data.
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/// </summary>
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public IntPtr Address { get; }
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/// <summary>
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/// Get the JobGauge for a given job.
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/// </summary>
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/// <typeparam name="T">A JobGauge struct from ClientState.Structs.JobGauge.</typeparam>
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/// <returns>A JobGauge.</returns>
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public T Get<T>() where T : JobGaugeBase
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{
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// This is cached to mitigate the effects of using activator for instantiation.
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// Since the gauge itself reads from live memory, there isn't much downside to doing this.
|
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if (!this.cache.TryGetValue(typeof(T), out var gauge))
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{
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gauge = this.cache[typeof(T)] = (T)Activator.CreateInstance(typeof(T), BindingFlags.NonPublic | BindingFlags.Instance, null, new object[] { this.Address }, null);
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}
|
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|
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return (T)gauge;
|
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}
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return (T)gauge;
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}
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}
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@ -2,39 +2,38 @@ using System;
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|
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using Dalamud.Game.ClientState.JobGauge.Enums;
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namespace Dalamud.Game.ClientState.JobGauge.Types
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namespace Dalamud.Game.ClientState.JobGauge.Types;
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/// <summary>
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/// In-memory AST job gauge.
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/// </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;
|
||||
/// <summary>
|
||||
/// Gets the currently drawn <see cref="CardType"/>.
|
||||
/// </summary>
|
||||
/// <returns>Currently drawn <see cref="CardType"/>.</returns>
|
||||
public CardType DrawnCard => (CardType)this.Struct->Card;
|
||||
|
||||
/// <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)
|
||||
{
|
||||
if (this.Struct->Seals[0] == (byte)seal) return true;
|
||||
if (this.Struct->Seals[1] == (byte)seal) return true;
|
||||
if (this.Struct->Seals[2] == (byte)seal) return true;
|
||||
return false;
|
||||
}
|
||||
/// <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)
|
||||
{
|
||||
if (this.Struct->Seals[0] == (byte)seal) return true;
|
||||
if (this.Struct->Seals[1] == (byte)seal) return true;
|
||||
if (this.Struct->Seals[2] == (byte)seal) return true;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,67 +1,66 @@
|
|||
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 if 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 if 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 if Enochian is active.
|
||||
/// </summary>
|
||||
/// <returns><c>true</c> or <c>false</c>.</returns>
|
||||
public bool IsEnochianActive => this.Struct->Enochian != 0;
|
||||
}
|
||||
|
||||
/// <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 if 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 if 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 if Enochian is active.
|
||||
/// </summary>
|
||||
/// <returns><c>true</c> or <c>false</c>.</returns>
|
||||
public bool IsEnochianActive => this.Struct->Enochian != 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 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 short 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 => (Song)this.Struct->Song;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the current song timer in milliseconds.
|
||||
/// </summary>
|
||||
public short 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 => (Song)this.Struct->Song;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -2,35 +2,34 @@ using System;
|
|||
|
||||
using Dalamud.Game.ClientState.JobGauge.Enums;
|
||||
|
||||
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 Blood of the Dragon in milliseconds.
|
||||
/// </summary>
|
||||
public short BOTDTimer => this.Struct->BotdTimer;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the current state of Blood of the Dragon.
|
||||
/// </summary>
|
||||
public BOTDState BOTDState => (BOTDState)this.Struct->BotdState;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the count of eyes opened during Blood of the Dragon.
|
||||
/// </summary>
|
||||
public byte EyeCount => this.Struct->EyeCount;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the time remaining for Blood of the Dragon in milliseconds.
|
||||
/// </summary>
|
||||
public short BOTDTimer => this.Struct->BotdTimer;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the current state of Blood of the Dragon.
|
||||
/// </summary>
|
||||
public BOTDState BOTDState => (BOTDState)this.Struct->BotdState;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the count of eyes opened during Blood of the Dragon.
|
||||
/// </summary>
|
||||
public byte EyeCount => this.Struct->EyeCount;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,24 +1,23 @@
|
|||
using System;
|
||||
|
||||
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 number of Chakra available.
|
||||
/// </summary>
|
||||
public byte Chakra => this.Struct->Chakra;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the number of Chakra available.
|
||||
/// </summary>
|
||||
public byte Chakra => this.Struct->Chakra;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,29 +1,28 @@
|
|||
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 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;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -2,53 +2,52 @@ 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 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 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 Seraph time remaiSCHg 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 Seraph time remaiSCHg in milliseconds.
|
||||
/// </summary>
|
||||
public short SeraphTimer => this.Struct->SeraphTimer;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the last dismissed fairy.
|
||||
/// </summary>
|
||||
public DismissedFairy DismissedFairy => (DismissedFairy)this.Struct->DismissedFairy;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -2,59 +2,58 @@ using System;
|
|||
|
||||
using Dalamud.Game.ClientState.JobGauge.Enums;
|
||||
|
||||
namespace Dalamud.Game.ClientState.JobGauge.Types
|
||||
namespace Dalamud.Game.ClientState.JobGauge.Types;
|
||||
|
||||
/// <summary>
|
||||
/// In-memory SMN job gauge.
|
||||
/// </summary>
|
||||
public unsafe class SMNGauge : JobGaugeBase<FFXIVClientStructs.FFXIV.Client.Game.Gauge.SummonerGauge>
|
||||
{
|
||||
/// <summary>
|
||||
/// In-memory SMN job gauge.
|
||||
/// Initializes a new instance of the <see cref="SMNGauge"/> class.
|
||||
/// </summary>
|
||||
public unsafe class SMNGauge : JobGaugeBase<FFXIVClientStructs.FFXIV.Client.Game.Gauge.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 short TimerRemaining => this.Struct->TimerRemaining;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the summon that will return after the current summon expires.
|
||||
/// </summary>
|
||||
public SummonPet ReturnSummon => (SummonPet)this.Struct->ReturnSummon;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the summon glam for the <see cref="ReturnSummon"/>.
|
||||
/// </summary>
|
||||
public PetGlam ReturnSummonGlam => (PetGlam)this.Struct->ReturnSummonGlam;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the current aether flags.
|
||||
/// Use the summon accessors instead.
|
||||
/// </summary>
|
||||
public byte AetherFlags => this.Struct->AetherFlags;
|
||||
|
||||
/// <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 & 0x10) > 0;
|
||||
|
||||
/// <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 & 8) > 0;
|
||||
|
||||
/// <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.AetherFlags & 3) > 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the time remaining for the current summon.
|
||||
/// </summary>
|
||||
public short TimerRemaining => this.Struct->TimerRemaining;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the summon that will return after the current summon expires.
|
||||
/// </summary>
|
||||
public SummonPet ReturnSummon => (SummonPet)this.Struct->ReturnSummon;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the summon glam for the <see cref="ReturnSummon"/>.
|
||||
/// </summary>
|
||||
public PetGlam ReturnSummonGlam => (PetGlam)this.Struct->ReturnSummonGlam;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the current aether flags.
|
||||
/// Use the summon accessors instead.
|
||||
/// </summary>
|
||||
public byte AetherFlags => this.Struct->AetherFlags;
|
||||
|
||||
/// <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 & 0x10) > 0;
|
||||
|
||||
/// <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 & 8) > 0;
|
||||
|
||||
/// <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.AetherFlags & 3) > 0;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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