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Fix build
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NoahStolk committed Aug 30, 2022
1 parent 7e3b626 commit bd4137d
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Expand Up @@ -18,8 +18,8 @@

private string GetHandLevelHexColor(HandLevel handLevel) => handLevel switch
{
HandLevel.Level3 => UpgradesV3_2.Level3.Color.HexCode,
HandLevel.Level4 => UpgradesV3_2.Level4.Color.HexCode,
HandLevel.Level3 => Upgrades.Level3.Color.HexCode,
HandLevel.Level4 => Upgrades.Level4.Color.HexCode,
_ => "#f00",
};
}
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Expand Up @@ -13,7 +13,7 @@ public static class CustomLeaderboardCriteriaTypeExtensions
CustomLeaderboardCriteriaType.EnemiesKilled => "#f80", // TODO: Use same color as graph
CustomLeaderboardCriteriaType.DaggersFired => "#f80", // TODO: Use same color as graph
CustomLeaderboardCriteriaType.DaggersHit => "#f80", // TODO: Use same color as graph
CustomLeaderboardCriteriaType.HomingStored => UpgradesV3_2.Level4.Color.HexCode,
CustomLeaderboardCriteriaType.HomingStored => Upgrades.Level4.Color.HexCode,
CustomLeaderboardCriteriaType.HomingEaten => EnemiesV3_2.Ghostpede.Color.HexCode,
CustomLeaderboardCriteriaType.Skull1Kills => EnemiesV3_2.Skull1.Color.HexCode,
CustomLeaderboardCriteriaType.Skull2Kills => EnemiesV3_2.Skull2.Color.HexCode,
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Expand Up @@ -264,7 +264,7 @@
<li class="list-disc">The goal in <b>Race</b> is simply to grab the dagger that's located somewhere on the arena. This game mode also doesn't have an end loop.</li>
</ul>
</li>
<li class="list-disc"><b>The player settings (initial hand and additional gems/homing)</b>; these are given to the player when the run starts. The editor shows the effective player settings under the text boxes, since you can't have @MarkupUtils.UpgradeString(UpgradesV3_2.Level1) with 70 additional gems for example (this is interpreted by the game as @MarkupUtils.UpgradeString(UpgradesV3_2.Level3) with 0 additional homing).</li>
<li class="list-disc"><b>The player settings (initial hand and additional gems/homing)</b>; these are given to the player when the run starts. The editor shows the effective player settings under the text boxes, since you can't have @MarkupUtils.UpgradeString(Upgrades.Level1) with 70 additional gems for example (this is interpreted by the game as @MarkupUtils.UpgradeString(Upgrades.Level3) with 0 additional homing).</li>
<li class="list-disc"><b>The initial timer start value</b>; useful for practice (for example when starting at the @MarkupUtils.EnemyString(EnemiesV3_2.Gigapede) section in the real game, the timer start value can be set to 259 to make the spawn times match with the real game). Note that this value does not affect anything other than the displayed time. The "real" timer will always start at 0 regardless of this setting.</li>
</ul>

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Expand Up @@ -115,9 +115,9 @@ void SetScoreChart(IEnumerable<KeyValuePair<int, int>> data, double scale, ref B

List<BarData> upgradesSet = new()
{
new(UpgradesV3_2.Level1.Color.HexCode, _statistics.PlayersWithLevel1, _statistics.PlayersWithLevel1),
new(UpgradesV3_2.Level2.Color.HexCode, _statistics.PlayersWithLevel2, _statistics.PlayersWithLevel2),
new(UpgradesV3_2.Level3.Color.HexCode, _statistics.PlayersWithLevel3Or4, _statistics.PlayersWithLevel3Or4),
new(Upgrades.Level1.Color.HexCode, _statistics.PlayersWithLevel1, _statistics.PlayersWithLevel1),
new(Upgrades.Level2.Color.HexCode, _statistics.PlayersWithLevel2, _statistics.PlayersWithLevel2),
new(Upgrades.Level3.Color.HexCode, _statistics.PlayersWithLevel3Or4, _statistics.PlayersWithLevel3Or4),
};
const double upgradesScale = 50000.0;
_upgradesDataOptions = new(0, upgradesScale, Math.Ceiling(new[] { _statistics.PlayersWithLevel1, _statistics.PlayersWithLevel2, _statistics.PlayersWithLevel3Or4 }.Max() / upgradesScale) * upgradesScale);
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