Polish some UI

This commit is contained in:
nickofolas 2022-03-19 11:04:15 -05:00
parent fef5ab31b2
commit d2dd88c5ca
3 changed files with 62 additions and 48 deletions

@ -1372,7 +1372,7 @@ export function craftAugmentationWork(this: IPlayer, numCycles: number): boolean
export function finishCraftAugmentationWork(this: IPlayer, cancelled: boolean): string { export function finishCraftAugmentationWork(this: IPlayer, cancelled: boolean): string {
const augName = this.craftAugmentationName; const augName = this.craftAugmentationName;
if (cancelled === false) { if (cancelled === false) {
dialogBoxCreate(`You've finished crafting ${augName}.<br>The augmentation has been grafted to you, but you feel slightly lightheaded.`) dialogBoxCreate(`You've finished crafting ${augName}.<br>The augmentation has been grafted to your body, but you feel a bit off.`)
applyAugmentation(Augmentations[augName]); applyAugmentation(Augmentations[augName]);
} else { } else {

@ -143,51 +143,66 @@ function Work(): React.ReactElement {
let details = <></>; let details = <></>;
let header = <></>; let header = <></>;
let innerText = <></>; let innerText = <></>;
if (player.workType === CONSTANTS.WorkTypeCompanyPartTime || player.workType === CONSTANTS.WorkTypeCompany) { switch (player.workType) {
details = ( case CONSTANTS.WorkTypeCompanyPartTime:
<> case CONSTANTS.WorkTypeCompany:
{player.jobs[player.companyName]} at <strong>{player.companyName}</strong> details = (
</> <>
); {player.jobs[player.companyName]} at <strong>{player.companyName}</strong>
header = ( </>
<> );
Working at <strong>{player.companyName}</strong> header = (
</> <>
); Working at <strong>{player.companyName}</strong>
innerText = ( </>
<> );
+<Reputation reputation={player.workRepGained} /> rep innerText = (
</> <>
); +<Reputation reputation={player.workRepGained} /> rep
} else if (player.workType === CONSTANTS.WorkTypeFaction) { </>
details = ( );
<> break;
{player.factionWorkType} for <strong>{player.currentWorkFactionName}</strong> case CONSTANTS.WorkTypeFaction:
</> details = (
); <>
header = ( {player.factionWorkType} for <strong>{player.currentWorkFactionName}</strong>
<> </>
Working for <strong>{player.currentWorkFactionName}</strong> );
</> header = (
); <>
innerText = ( Working for <strong>{player.currentWorkFactionName}</strong>
<> </>
+<Reputation reputation={player.workRepGained} /> rep );
</> innerText = (
); <>
} else if (player.workType === CONSTANTS.WorkTypeStudyClass) { +<Reputation reputation={player.workRepGained} /> rep
details = <>{player.workType}</>; </>
header = <>You are {player.className}</>; );
innerText = <>{convertTimeMsToTimeElapsedString(player.timeWorked)}</>; break;
} else if (player.workType === CONSTANTS.WorkTypeCreateProgram) { case CONSTANTS.WorkTypeStudyClass:
details = <>Coding {player.createProgramName}</>; details = <>{player.workType}</>;
header = <>Creating a program</>; header = <>You are {player.className}</>;
innerText = ( innerText = <>{convertTimeMsToTimeElapsedString(player.timeWorked)}</>;
<> break;
{player.createProgramName}{" "} case CONSTANTS.WorkTypeCreateProgram:
{((player.timeWorkedCreateProgram / player.timeNeededToCompleteWork) * 100).toFixed(2)}% details = <>Coding {player.createProgramName}</>;
</> header = <>Creating a program</>;
); innerText = (
<>
{player.createProgramName}{" "}
{((player.timeWorkedCreateProgram / player.timeNeededToCompleteWork) * 100).toFixed(2)}%
</>
);
break;
case CONSTANTS.WorkTypeCraftAugmentation:
details = <>Crafting {player.craftAugmentationName}</>;
header = <>Crafting an Augmentation</>;
innerText = (
<>
<strong>{convertTimeMsToTimeElapsedString(player.timeNeededToCompleteWork - player.timeWorkedCraftAugmentation)}</strong>
{" "}remaining
</>
);
} }
return ( return (

@ -511,8 +511,7 @@ export function WorkInProgressRoot(): React.ReactElement {
<br /><br /> <br /><br />
You have been working for {convertTimeMsToTimeElapsedString(player.timeWorked)} You have been working for {convertTimeMsToTimeElapsedString(player.timeWorked)}
<br /><br /> <br /><br />
The augumentation if {((player.timeWorkedCraftAugmentation / player.timeNeededToCompleteWork) * 100).toFixed(2)} The augmentation will be done in {convertTimeMsToTimeElapsedString(player.timeNeededToCompleteWork - player.timeWorkedCraftAugmentation)}.<br />
% complete. <br />
If you cancel, your work will <b>not</b> be saved, and the money you spent will <b>not</b> be returned. If you cancel, your work will <b>not</b> be saved, and the money you spent will <b>not</b> be returned.
</Typography> </Typography>
</Grid> </Grid>