feat(ui/hud): barras EXP/JOB em % via exp-to-next do snapshot
FZMMOAttributesSnapshot ganha BaseExpToNext/JobExpToNext espelhando o wire do server. ApplySnapshot liga ExpBar/JobBar pelo ratio (exp / exp-to-next) e os readouts mostram a porcentagem (ou "MAX" no cap). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -19,9 +19,11 @@ namespace
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S.EntityId = P.EntityId;
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S.ClassId = P.ClassId;
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S.BaseLevel = P.BaseLevel;
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S.BaseExp = P.BaseExp;
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S.BaseExp = P.BaseExp;
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S.BaseExpToNext = P.BaseExpToNext;
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S.JobLevel = P.JobLevel;
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S.JobExp = P.JobExp;
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S.JobExp = P.JobExp;
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S.JobExpToNext = P.JobExpToNext;
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S.Str = P.Str;
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S.Agi = P.Agi;
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S.Vit = P.Vit;
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@@ -26,8 +26,13 @@ struct ZMMOATTRIBUTES_API FZMMOAttributesSnapshot
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// === Progressao ===
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UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes") int32 BaseLevel = 1;
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UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes") int64 BaseExp = 0;
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/** EXP pra subir o proximo base level (server resolve via JobsDatabase).
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* 0 = ja' em cap -> barra cheia. % = BaseExp / BaseExpToNext. */
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UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes") int64 BaseExpToNext = 0;
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UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes") int32 JobLevel = 1;
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UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes") int64 JobExp = 0;
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/** EXP pra subir o proximo job level. 0 = ja' em cap -> barra cheia. */
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UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes") int64 JobExpToNext = 0;
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// === Stats primarios (Camada 1 base; efetivos vao em derivados) ===
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UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Stats") int32 Str = 1;
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