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fixes for rel effects cleanup and damage effect bonus usage
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Konstantin V. Krupovich committed Aug 27, 2023
1 parent 836305b commit 319ee32
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Showing 4 changed files with 4 additions and 5 deletions.
3 changes: 2 additions & 1 deletion Assets/Scripts/ECS/EcsRelationEffectsExtensions.cs
Original file line number Diff line number Diff line change
Expand Up @@ -488,7 +488,7 @@ private static AdjustmentType TryGetAdjustment(RelationEffectKey key, ref Effect
return GetDmgEffectKeyAdjustment(ref relEffect, out factor, out value);
break;
case RelationsEffectType.DmgEffectBonusKey:
if (relEffect.Rule.Key.RelationsEffectType switch
if (relEffect.Rule.EffectType switch
{
RelationsEffectType.DmgEffectBonusAbs => true,
RelationsEffectType.DmgEffectBonusPercent => true,
Expand Down Expand Up @@ -523,6 +523,7 @@ public static AdjustmentType GetRelationAdjustment(this EcsWorld world, int subj
continue;

var retval = TryGetAdjustment(key, ref relEffect, out factor, out value, rangeValue);

if (retval == AdjustmentType.NA)
continue;

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Original file line number Diff line number Diff line change
Expand Up @@ -7,7 +7,7 @@ namespace Assets.Scripts.ECS.Systems
public class BattleClearUsedRelationsEffectSystem : BaseEcsSystem
{
private readonly EcsFilterInject<
Inc<ProcessedHeroTag>
Inc<PositionComp>
> filter = default;

public override void RunIfActive(IEcsSystems systems)
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2 changes: 0 additions & 2 deletions Assets/Scripts/UI/Common/BaseItemsContainer.cs
Original file line number Diff line number Diff line change
@@ -1,8 +1,6 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using static UnityEditor.Progress;

namespace Assets.Scripts.UI.Common
{
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2 changes: 1 addition & 1 deletion ProjectSettings/ProjectSettings.asset
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Expand Up @@ -134,7 +134,7 @@ PlayerSettings:
16:10: 0
16:9: 1
Others: 0
bundleVersion: 0.50.0
bundleVersion: 0.50.1
preloadedAssets: []
metroInputSource: 0
wsaTransparentSwapchain: 0
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