mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-12-24 07:02:26 +01:00
UI: Fix broken overview (#273)
Fixes the broken overview where improper hook use was causing React errors for certain prop changes. Overview no longer rerenders itself on a timer. Instead individual items that need to check for state updates do so themselves on a timer.
This commit is contained in:
parent
fb1f95c26e
commit
62a2532d05
@ -7,7 +7,7 @@ import createStyles from "@mui/styles/createStyles";
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import { numeralWrapper } from "../numeralFormat";
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import { Reputation } from "./Reputation";
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import { KillScriptsModal } from "./KillScriptsModal";
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import { convertTimeMsToTimeElapsedString, formatNumber } from "../../utils/StringHelperFunctions";
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import { convertTimeMsToTimeElapsedString } from "../../utils/StringHelperFunctions";
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import Table from "@mui/material/Table";
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import TableBody from "@mui/material/TableBody";
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@ -36,44 +36,249 @@ import { isFactionWork } from "../../Work/FactionWork";
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import { ReputationRate } from "./ReputationRate";
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import { isCompanyWork } from "../../Work/CompanyWork";
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import { isCrimeWork } from "../../Work/CrimeWork";
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import { ActionIdentifier } from "../../Bladeburner/ActionIdentifier";
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import { Bladeburner } from "../../Bladeburner/Bladeburner";
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import { Skills } from "../../PersonObjects/Skills";
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import { calculateSkillProgress } from "../../PersonObjects/formulas/skill";
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interface IProps {
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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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// 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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HP: () => Player.hp.current + "|" + Player.hp.max, // This isn't displayed, it's just compared for updates.
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Money: () => Player.money,
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Hack: () => Player.skills.hacking,
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Str: () => Player.skills.strength,
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Def: () => Player.skills.defense,
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Dex: () => Player.skills.dexterity,
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Agi: () => Player.skills.agility,
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Cha: () => Player.skills.charisma,
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Int: () => Player.skills.intelligence,
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};
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//These formattedVals functions don't take in a value because of the weirdness around HP.
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const formattedVals: Record<RowName, () => string> = {
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HP: () => `${numeralWrapper.formatHp(Player.hp.current)} / ${numeralWrapper.formatHp(Player.hp.max)}`,
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Money: () => numeralWrapper.formatMoney(Player.money),
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Hack: () => numeralWrapper.formatSkill(Player.skills.hacking),
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Str: () => numeralWrapper.formatSkill(Player.skills.strength),
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Def: () => numeralWrapper.formatSkill(Player.skills.defense),
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Dex: () => numeralWrapper.formatSkill(Player.skills.dexterity),
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Agi: () => numeralWrapper.formatSkill(Player.skills.agility),
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Cha: () => numeralWrapper.formatSkill(Player.skills.charisma),
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Int: () => numeralWrapper.formatSkill(Player.skills.intelligence),
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};
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const skillMultUpdaters: Record<SkillRowName, () => number> = {
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//Used by skill bars to calculate the mult
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Hack: () => Player.mults.hacking * BitNodeMultipliers.HackingLevelMultiplier,
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Str: () => Player.mults.hacking * BitNodeMultipliers.HackingLevelMultiplier,
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Def: () => Player.mults.hacking * BitNodeMultipliers.HackingLevelMultiplier,
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Dex: () => Player.mults.hacking * BitNodeMultipliers.HackingLevelMultiplier,
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Agi: () => Player.mults.hacking * BitNodeMultipliers.HackingLevelMultiplier,
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Cha: () => Player.mults.hacking * BitNodeMultipliers.HackingLevelMultiplier,
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Int: () => 1,
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};
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const skillNameMap: Record<SkillRowName, keyof Skills> = {
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Hack: "hacking",
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Str: "strength",
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Def: "defense",
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Dex: "dexterity",
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Agi: "agility",
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Cha: "charisma",
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Int: "intelligence",
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};
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interface SkillBarProps {
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name: SkillRowName;
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color?: string;
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}
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function SkillBar({ name, color }: SkillBarProps): React.ReactElement {
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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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useEffect(() => {
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const interval = setInterval(() => {
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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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}, 600);
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return () => {
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clearInterval(interval);
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};
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}, []);
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return (
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<TableRow>
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<StatsProgressOverviewCell progress={progress} color={color} />
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</TableRow>
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);
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}
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interface ValProps {
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name: RowName;
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color?: string;
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}
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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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const setVal = useState(valUpdaters[name]())[1];
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useEffect(() => {
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const interval = setInterval(() => setVal(valUpdaters[name]()));
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return () => clearInterval(interval);
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}, []);
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return <Typography color={color}>{formattedVals[name]()}</Typography>;
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}
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interface DataRowProps {
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name: RowName; //name for UI display
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showBar: boolean;
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color?: string;
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cellType: "cellNone" | "cell";
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}
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export function DataRow({ name, showBar, color, cellType }: DataRowProps): React.ReactElement {
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const classes = useStyles();
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const isSkill = name in skillNameMap;
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const skillBar = showBar && isSkill ? <SkillBar name={name as SkillRowName} color={color} /> : <></>;
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return (
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<>
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<TableRow>
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<TableCell component="th" scope="row" classes={{ root: classes[cellType] }}>
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<Typography color={color}>{name} </Typography>
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</TableCell>
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<TableCell align="right" classes={{ root: classes[cellType] }}>
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<Val name={name} color={color} />
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</TableCell>
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<TableCell align="right" classes={{ root: classes[cellType] }}>
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<Typography id={"overview-" + name + "-hook"} color={color}>
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{}
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</Typography>
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</TableCell>
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</TableRow>
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{skillBar}
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</>
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);
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}
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interface OverviewProps {
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parentOpen: boolean;
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save: () => void;
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killScripts: () => void;
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}
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function Bladeburner(): React.ReactElement {
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export function CharacterOverview({ parentOpen, save, killScripts }: OverviewProps): React.ReactElement {
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const [killOpen, setKillOpen] = useState(false);
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const [hasIntelligence, setHasIntelligence] = useState(Player.skills.intelligence > 0);
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const [showBars, setShowBars] = useState(!Settings.DisableOverviewProgressBars);
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useEffect(() => {
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const interval = setInterval(() => {
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//Todo: Consider making these event-based instead of requiring interval polling?
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setHasIntelligence(Player.skills.intelligence > 0);
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setShowBars(!Settings.DisableOverviewProgressBars);
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}, 1000);
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return () => clearInterval(interval);
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}, []);
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const classes = useStyles();
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const bladeburner = Player.bladeburner;
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if (bladeburner === null) return <></>;
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const action = bladeburner.getTypeAndNameFromActionId(bladeburner.action);
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if (action.type === "Idle") return <></>;
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return (
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const theme = useTheme();
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return parentOpen ? (
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<>
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<Table sx={{ display: "block", m: 1 }}>
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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="Money" showBar={false} color={theme.colors.money} cellType={"cell"} />
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<DataRow name="Hack" showBar={showBars} color={theme.colors.hack} cellType={"cell"} />
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<DataRow name="Str" showBar={showBars} color={theme.colors.combat} cellType={"cellNone"} />
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<DataRow name="Def" showBar={showBars} color={theme.colors.combat} cellType={"cellNone"} />
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<DataRow name="Dex" showBar={showBars} color={theme.colors.combat} cellType={"cellNone"} />
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<DataRow name="Agi" showBar={showBars} color={theme.colors.combat} cellType={"cell"} />
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<DataRow name="Cha" showBar={showBars} color={theme.colors.cha} cellType={"cell"} />
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{hasIntelligence ? (
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<DataRow name="Int" showBar={showBars} color={theme.colors.int} cellType={"cell"} />
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) : (
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<></>
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)}
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<TableRow>
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<TableCell component="th" scope="row" classes={{ root: classes.cell }}>
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<Typography id="overview-extra-hook-0" color={theme.colors.hack}>
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{}
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</Typography>
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</TableCell>
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<TableCell component="th" scope="row" align="right" classes={{ root: classes.cell }}>
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<Typography id="overview-extra-hook-1" color={theme.colors.hack}>
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{}
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</Typography>
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</TableCell>
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<TableCell component="th" scope="row" align="right" classes={{ root: classes.cell }}>
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<Typography id="overview-extra-hook-2" color={theme.colors.hack}>
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{}
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</Typography>
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</TableCell>
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</TableRow>
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<Work />
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<BladeburnerText />
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</TableBody>
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</Table>
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<Box sx={{ display: "flex", borderTop: `1px solid ${Settings.theme.welllight}` }}>
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<Box sx={{ display: "flex", flex: 1, justifyContent: "flex-start", alignItems: "center" }}>
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<IconButton aria-label="save game" onClick={save}>
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<Tooltip title={Settings.AutosaveInterval !== 0 ? "Save game" : "Save game (auto-saves are disabled!)"}>
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<SaveIcon color={Settings.AutosaveInterval !== 0 ? "primary" : "error"} />
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</Tooltip>
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</IconButton>
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</Box>
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<Box sx={{ display: "flex", flex: 1, justifyContent: "flex-end", alignItems: "center" }}>
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<IconButton aria-label="kill all scripts" onClick={() => setKillOpen(true)}>
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<Tooltip title="Kill all running scripts">
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<ClearAllIcon color="error" />
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</Tooltip>
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</IconButton>
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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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</>
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) : (
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<></>
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);
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}
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function ActionText(props: { action: ActionIdentifier }): React.ReactElement {
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// This component should never be called if Bladeburner is null, due to conditional checks in BladeburnerText
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const action = (Player.bladeburner as Bladeburner).getTypeAndNameFromActionId(props.action);
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return (
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<Typography>
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{action.type}: {action.name}
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</Typography>
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);
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}
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function BladeburnerText(): React.ReactElement {
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const classes = useStyles();
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const setRerender = useState(false)[1];
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useEffect(() => {
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const interval = setInterval(() => setRerender((old) => !old), 600);
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return () => clearInterval(interval);
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}, []);
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const action = Player.bladeburner?.action;
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return useMemo(
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() =>
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//Action type 1 is Idle, see ActionTypes.ts
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//TODO 2.3: Revamp typing in bladeburner
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!action || action.type === 1 ? (
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<></>
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) : (
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<>
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{useMemo(
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() => (
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<TableRow>
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<TableCell component="th" scope="row" colSpan={2} classes={{ root: classes.cellNone }}>
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<Typography>Bladeburner:</Typography>
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</TableCell>
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</TableRow>
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),
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[classes.cellNone],
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)}
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{useMemo(
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() => (
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<TableRow>
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<TableCell component="th" scope="row" colSpan={2} classes={{ root: classes.cellNone }}>
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<Typography>
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{action.type}: {action.name}
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</Typography>
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<ActionText action={action} />
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</TableCell>
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</TableRow>
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),
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[classes.cellNone, action.type, action.name],
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)}
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</>
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),
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[action, classes.cellNone],
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);
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}
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@ -122,6 +327,12 @@ function WorkInProgressOverview({ tooltip, children, header }: WorkInProgressOve
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}
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function Work(): React.ReactElement {
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const setRerender = useState(false)[1];
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useEffect(() => {
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const interval = setInterval(() => setRerender((old) => !old), 600);
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return () => clearInterval(interval);
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}, []);
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if (Player.currentWork === null || Player.focus) return <></>;
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let details = <></>;
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@ -253,232 +464,3 @@ const useStyles = makeStyles((theme: Theme) =>
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);
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export { useStyles as characterOverviewStyles };
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function rowWithHook(name: string, value: string, className: string, cellNone: string): React.ReactElement {
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return useMemo(
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() => (
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<TableRow>
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<TableCell component="th" scope="row" classes={{ root: cellNone }}>
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<Typography classes={{ root: className }}>{name} </Typography>
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</TableCell>
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<TableCell align="right" classes={{ root: cellNone }}>
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<Typography classes={{ root: className }}>{value}</Typography>
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</TableCell>
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<TableCell align="right" classes={{ root: cellNone }}>
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<Typography id={"overview-" + name.toLowerCase() + "-str-hook"} classes={{ root: className }}>
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{/*Hook for player scripts*/}
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</Typography>
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</TableCell>
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</TableRow>
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),
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[name, value, className, cellNone],
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);
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}
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function statItem(
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name: string,
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value: number,
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className: string,
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cellNone: string,
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themeColor: React.CSSProperties["color"],
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exp: number,
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mult: number,
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bitNodeMult: number,
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): React.ReactElement[] {
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return [
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rowWithHook(name, formatNumber(value, 0), className, cellNone),
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useMemo(() => {
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const progress = Player.calculateSkillProgress(exp, mult * bitNodeMult);
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return (
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<TableRow>
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{!Settings.DisableOverviewProgressBars && (
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<StatsProgressOverviewCell progress={progress} color={themeColor} />
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)}
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</TableRow>
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);
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}, [Settings.DisableOverviewProgressBars, themeColor, exp, mult, bitNodeMult]),
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];
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}
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export function CharacterOverview({ parentOpen, save, killScripts }: IProps): React.ReactElement {
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const [killOpen, setKillOpen] = useState(false);
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const setRerender = useState(false)[1];
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// Don't rerender while the overview is closed.
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useEffect(() => {
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if (parentOpen) {
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const id = setInterval(() => setRerender((old) => !old), 600);
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return () => clearInterval(id);
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}
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return () => null;
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}, [parentOpen]);
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const classes = useStyles();
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const theme = useTheme();
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const hackingProgress = Player.calculateSkillProgress(
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Player.exp.hacking,
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Player.mults.hacking * BitNodeMultipliers.HackingLevelMultiplier,
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);
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return (
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<>
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<Table sx={{ display: "block", m: 1 }}>
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<TableBody>
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{rowWithHook(
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"HP",
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numeralWrapper.formatHp(Player.hp.current) + "\u00a0/\u00a0" + numeralWrapper.formatHp(Player.hp.max),
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classes.hp,
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classes.cellNone,
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)}
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{rowWithHook("Money", numeralWrapper.formatMoney(Player.money), classes.money, classes.cellNone)}
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{useMemo(
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// Hack is a special-case, because of its overview-hack-hook placement
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() => (
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<TableRow>
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<TableCell component="th" scope="row" classes={{ root: classes.cellNone }}>
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<Typography classes={{ root: classes.hack }}>Hack </Typography>
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</TableCell>
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<TableCell align="right" classes={{ root: classes.cellNone }}>
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<Typography classes={{ root: classes.hack }}>{formatNumber(Player.skills.hacking, 0)}</Typography>
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</TableCell>
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</TableRow>
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),
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[Player.skills.hacking, classes.hack, classes.cellNone],
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)}
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{useMemo(
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() => (
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<TableRow>
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{!Settings.DisableOverviewProgressBars && (
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<StatsProgressOverviewCell progress={hackingProgress} color={theme.colors.hack} />
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)}
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</TableRow>
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),
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[Settings.DisableOverviewProgressBars, Player.exp.hacking, Player.mults.hacking, theme.colors.hack],
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)}
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{useMemo(
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() => (
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<TableRow>
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<TableCell component="th" scope="row" classes={{ root: classes.cell }}>
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<Typography classes={{ root: classes.hack }}></Typography>
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</TableCell>
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<TableCell align="right" classes={{ root: classes.cell }}>
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<Typography id="overview-hack-hook" classes={{ root: classes.hack }}>
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{/*Hook for player scripts*/}
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</Typography>
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</TableCell>
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</TableRow>
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),
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[classes.cell, classes.hack],
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)}
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{statItem(
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"Str",
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Player.skills.strength,
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classes.combat,
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classes.cellNone,
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theme.colors.combat,
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Player.exp.strength,
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Player.mults.strength,
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BitNodeMultipliers.StrengthLevelMultiplier,
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)}
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{statItem(
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"Def",
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Player.skills.defense,
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classes.combat,
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classes.cellNone,
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theme.colors.combat,
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Player.exp.defense,
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Player.mults.defense,
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BitNodeMultipliers.DefenseLevelMultiplier,
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)}
|
||||
{statItem(
|
||||
"Dex",
|
||||
Player.skills.dexterity,
|
||||
classes.combat,
|
||||
classes.cellNone,
|
||||
theme.colors.combat,
|
||||
Player.exp.dexterity,
|
||||
Player.mults.dexterity,
|
||||
BitNodeMultipliers.DexterityLevelMultiplier,
|
||||
)}
|
||||
{statItem(
|
||||
"Agi",
|
||||
Player.skills.agility,
|
||||
classes.combat,
|
||||
classes.cellNone,
|
||||
theme.colors.combat,
|
||||
Player.exp.agility,
|
||||
Player.mults.agility,
|
||||
BitNodeMultipliers.AgilityLevelMultiplier,
|
||||
)}
|
||||
{statItem(
|
||||
"Cha",
|
||||
Player.skills.charisma,
|
||||
classes.cha,
|
||||
classes.cellNone,
|
||||
theme.colors.cha,
|
||||
Player.exp.charisma,
|
||||
Player.mults.charisma,
|
||||
BitNodeMultipliers.CharismaLevelMultiplier,
|
||||
)}
|
||||
{Player.skills.intelligence !== 0 &&
|
||||
statItem(
|
||||
"Int",
|
||||
Player.skills.intelligence,
|
||||
classes.int,
|
||||
classes.cellNone,
|
||||
theme.colors.int,
|
||||
Player.exp.intelligence,
|
||||
1,
|
||||
1,
|
||||
)}
|
||||
{useMemo(
|
||||
() => (
|
||||
<TableRow>
|
||||
<TableCell component="th" scope="row" classes={{ root: classes.cell }}>
|
||||
<Typography id="overview-extra-hook-0" classes={{ root: classes.hack }}>
|
||||
{/*Hook for player scripts*/}
|
||||
</Typography>
|
||||
</TableCell>
|
||||
<TableCell component="th" scope="row" align="right" classes={{ root: classes.cell }}>
|
||||
<Typography id="overview-extra-hook-1" classes={{ root: classes.hack }}>
|
||||
{/*Hook for player scripts*/}
|
||||
</Typography>
|
||||
</TableCell>
|
||||
<TableCell component="th" scope="row" align="right" classes={{ root: classes.cell }}>
|
||||
<Typography id="overview-extra-hook-2" classes={{ root: classes.hack }}>
|
||||
{/*Hook for player scripts*/}
|
||||
</Typography>
|
||||
</TableCell>
|
||||
</TableRow>
|
||||
),
|
||||
[classes.cell, classes.hack],
|
||||
)}
|
||||
<Work />
|
||||
<Bladeburner />
|
||||
</TableBody>
|
||||
</Table>
|
||||
{useMemo(
|
||||
() => (
|
||||
<Box sx={{ display: "flex", borderTop: `1px solid ${Settings.theme.welllight}` }}>
|
||||
<Box sx={{ display: "flex", flex: 1, justifyContent: "flex-start", alignItems: "center" }}>
|
||||
<IconButton aria-label="save game" onClick={save}>
|
||||
<Tooltip title={Settings.AutosaveInterval !== 0 ? "Save game" : "Save game (auto-saves are disabled!)"}>
|
||||
<SaveIcon color={Settings.AutosaveInterval !== 0 ? "primary" : "error"} />
|
||||
</Tooltip>
|
||||
</IconButton>
|
||||
</Box>
|
||||
<Box sx={{ display: "flex", flex: 1, justifyContent: "flex-end", alignItems: "center" }}>
|
||||
<IconButton aria-label="kill all scripts" onClick={() => setKillOpen(true)}>
|
||||
<Tooltip title="Kill all running scripts">
|
||||
<ClearAllIcon color="error" />
|
||||
</Tooltip>
|
||||
</IconButton>
|
||||
</Box>
|
||||
</Box>
|
||||
),
|
||||
[Settings.theme.welllight, save, Settings.AutosaveInterval],
|
||||
)}
|
||||
<KillScriptsModal open={killOpen} onClose={() => setKillOpen(false)} killScripts={killScripts} />
|
||||
</>
|
||||
);
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user