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Fix more overview issues
Previous changes had overview become empty when collapsing it, which broke the collapse animation. It also would have broken use of the player-visible hooks, because those would have been removed from the document on collapse. Now a context is used to store whether the overview is being shown or not, and components that update themselves will only do so when they are being shown.
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@ -1,5 +1,5 @@
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// Root React Component for the Corporation UI
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// Root React Component for the Corporation UI
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import React, { useMemo, useState, useEffect } from "react";
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import React, { useMemo, useState, useEffect, createContext, useContext } from "react";
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import { Theme, useTheme } from "@mui/material/styles";
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import { Theme, useTheme } from "@mui/material/styles";
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import makeStyles from "@mui/styles/makeStyles";
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import makeStyles from "@mui/styles/makeStyles";
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@ -43,6 +43,7 @@ import { calculateSkillProgress } from "../../PersonObjects/formulas/skill";
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type SkillRowName = "Hack" | "Str" | "Def" | "Dex" | "Agi" | "Cha" | "Int";
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type SkillRowName = "Hack" | "Str" | "Def" | "Dex" | "Agi" | "Cha" | "Int";
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type RowName = SkillRowName | "HP" | "Money";
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type RowName = SkillRowName | "HP" | "Money";
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const ShownContext = createContext(true); //Context for whether to update components
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// These values aren't displayed, they're just used for comparison to check if state has changed
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// These values aren't displayed, they're just used for comparison to check if state has changed
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const valUpdaters: Record<RowName, () => any> = {
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const valUpdaters: Record<RowName, () => any> = {
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@ -96,17 +97,17 @@ interface SkillBarProps {
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color?: string;
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color?: string;
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}
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}
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function SkillBar({ name, color }: SkillBarProps): React.ReactElement {
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function SkillBar({ name, color }: SkillBarProps): React.ReactElement {
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const shown = useContext(ShownContext);
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const [mult, setMult] = useState(skillMultUpdaters[name]?.());
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const [mult, setMult] = useState(skillMultUpdaters[name]?.());
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const [progress, setProgress] = useState(calculateSkillProgress(Player.exp[skillNameMap[name]], mult));
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const [progress, setProgress] = useState(calculateSkillProgress(Player.exp[skillNameMap[name]], mult));
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useEffect(() => {
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useEffect(() => {
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if (!shown) return;
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const interval = setInterval(() => {
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const interval = setInterval(() => {
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setMult(skillMultUpdaters[name]());
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setMult(skillMultUpdaters[name]());
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setProgress(calculateSkillProgress(Player.exp[skillNameMap[name] as keyof Skills], mult));
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setProgress(calculateSkillProgress(Player.exp[skillNameMap[name] as keyof Skills], mult));
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}, 600);
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}, 600);
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return () => {
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return () => clearInterval(interval);
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clearInterval(interval);
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}, [shown]);
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};
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}, []);
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return (
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return (
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<TableRow>
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<TableRow>
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<StatsProgressOverviewCell progress={progress} color={color} />
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<StatsProgressOverviewCell progress={progress} color={color} />
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@ -121,10 +122,12 @@ interface ValProps {
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export function Val({ name, color }: ValProps): React.ReactElement {
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export function Val({ name, color }: ValProps): React.ReactElement {
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//val isn't actually used here, the update of val just forces a refresh of the formattedVal that gets shown
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//val isn't actually used here, the update of val just forces a refresh of the formattedVal that gets shown
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const setVal = useState(valUpdaters[name]())[1];
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const setVal = useState(valUpdaters[name]())[1];
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const shown = useContext(ShownContext);
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useEffect(() => {
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useEffect(() => {
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const interval = setInterval(() => setVal(valUpdaters[name]()));
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if (!shown) return;
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const interval = setInterval(() => setVal(valUpdaters[name]()), 600);
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return () => clearInterval(interval);
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return () => clearInterval(interval);
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}, []);
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}, [shown]);
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return <Typography color={color}>{formattedVals[name]()}</Typography>;
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return <Typography color={color}>{formattedVals[name]()}</Typography>;
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}
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}
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@ -178,8 +181,8 @@ export function CharacterOverview({ parentOpen, save, killScripts }: OverviewPro
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}, []);
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}, []);
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const classes = useStyles();
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const classes = useStyles();
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const theme = useTheme();
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const theme = useTheme();
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return parentOpen ? (
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return (
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<>
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<ShownContext.Provider value={parentOpen}>
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<Table sx={{ display: "block", m: 1 }}>
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<Table sx={{ display: "block", m: 1 }}>
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<TableBody>
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<TableBody>
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<DataRow name="HP" showBar={false} color={theme.colors.hp} cellType={"cellNone"} />
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<DataRow name="HP" showBar={false} color={theme.colors.hp} cellType={"cellNone"} />
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@ -233,9 +236,7 @@ export function CharacterOverview({ parentOpen, save, killScripts }: OverviewPro
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</Box>
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</Box>
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</Box>
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</Box>
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<KillScriptsModal open={killOpen} onClose={() => setKillOpen(false)} killScripts={killScripts} />
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<KillScriptsModal open={killOpen} onClose={() => setKillOpen(false)} killScripts={killScripts} />
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</>
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</ShownContext.Provider>
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) : (
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<></>
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);
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);
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}
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}
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@ -250,12 +251,14 @@ function ActionText(props: { action: ActionIdentifier }): React.ReactElement {
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}
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}
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function BladeburnerText(): React.ReactElement {
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function BladeburnerText(): React.ReactElement {
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const shown = useContext(ShownContext);
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const classes = useStyles();
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const classes = useStyles();
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const setRerender = useState(false)[1];
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const setRerender = useState(false)[1];
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useEffect(() => {
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useEffect(() => {
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if (!shown) return;
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const interval = setInterval(() => setRerender((old) => !old), 600);
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const interval = setInterval(() => setRerender((old) => !old), 600);
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return () => clearInterval(interval);
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return () => clearInterval(interval);
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}, []);
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}, [shown]);
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const action = Player.bladeburner?.action;
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const action = Player.bladeburner?.action;
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return useMemo(
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return useMemo(
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@ -327,11 +330,13 @@ function WorkInProgressOverview({ tooltip, children, header }: WorkInProgressOve
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}
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}
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function Work(): React.ReactElement {
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function Work(): React.ReactElement {
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const shown = useContext(ShownContext);
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const setRerender = useState(false)[1];
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const setRerender = useState(false)[1];
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useEffect(() => {
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useEffect(() => {
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if (!shown) return;
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const interval = setInterval(() => setRerender((old) => !old), 600);
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const interval = setInterval(() => setRerender((old) => !old), 600);
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return () => clearInterval(interval);
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return () => clearInterval(interval);
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}, []);
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}, [shown]);
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if (Player.currentWork === null || Player.focus) return <></>;
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if (Player.currentWork === null || Player.focus) return <></>;
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