Created
February 9, 2019 21:38
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SmartHunter ShowUnchanged patch
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diff --git a/SmartHunter/Game/Data/Monster.cs b/SmartHunter/Game/Data/Monster.cs | |
index a52830e..178e318 100644 | |
--- a/SmartHunter/Game/Data/Monster.cs | |
+++ b/SmartHunter/Game/Data/Monster.cs | |
@@ -245,19 +245,26 @@ namespace SmartHunter.Game.Data | |
static bool CanShow(DateTimeOffset initialTime, DateTimeOffset? lastChangedTime, bool showUnchanged, float hideAfterSeconds) | |
{ | |
- if (!showUnchanged && lastChangedTime == null) | |
+ // Special cases that don't require any time calculations: | |
+ // If the user always wants to see unchanged parts, return true | |
+ if (showUnchanged) | |
{ | |
- return false; | |
+ return true; | |
} | |
- DateTimeOffset time = initialTime; | |
- if (lastChangedTime != null) | |
+ // NOTE: There could be another config option added AlwaysShowChanged(StatusEffects|Parts) that hides the bar until it changes for the first time | |
+ // then always shows it, this could then replace the if statement above | |
+ //if (showUnchanged || (alwaysShowChanged && lastChangedTime != null)) | |
+ //{ return true; } | |
+ | |
+ // ...but if they just want to see changed parts, but this one has never changed, no need to calculate either, return false | |
+ else if (lastChangedTime == null) | |
{ | |
- time = lastChangedTime.Value; | |
- } | |
+ return false; | |
+ } | |
- var hideTime = time.AddSeconds(hideAfterSeconds); | |
- if (hideTime < DateTimeOffset.UtcNow) | |
+ // User wants to see only changed, and this one has changed, so figure out if it's visible or hidden based on timeout setting | |
+ if ((lastChangedTime ?? initialTime).AddSeconds(hideAfterSeconds) < DateTimeOffset.UtcNow) | |
{ | |
return false; | |
} |
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