private BuffChartDataDto(BuffsGraphModel bgm, List <Segment> bChart, PhaseData phase) { Id = bgm.Buff.ID; Visible = (bgm.Buff.Name == "Might" || bgm.Buff.Name == "Quickness" || bgm.Buff.Name == "Vulnerability"); Color = HTMLBuilder.GetLink("Color-" + bgm.Buff.Name); States = Segment.ToObjectList(bChart, phase.Start, phase.End); }
public PlayerDto(Player player, ParsedEvtcLog log, ActorDetailsDto details) : base(player, log, details) { Group = player.Group; Acc = player.Account; Profession = player.Prof; IsPoV = log.LogData.PoV == player.AgentItem; IsCommander = player.HasCommanderTag; ColTarget = HTMLBuilder.GetLink("Color-" + player.Prof); ColCleave = HTMLBuilder.GetLink("Color-" + player.Prof + "-NonBoss"); ColTotal = HTMLBuilder.GetLink("Color-" + player.Prof + "-Total"); IsDummy = player.IsDummyActor; IsCustom = player.IsCustomActor; BuildWeaponSets(player, log); }
public PlayerDto(AbstractSingleActor actor, ParsedEvtcLog log, ActorDetailsDto details) : base(actor, log, details) { Group = actor.Group; Acc = actor.Account; Profession = actor.Spec.ToString(); IsPoV = log.LogData.PoV == actor.AgentItem; IsCommander = actor.HasCommanderTag; ColTarget = HTMLBuilder.GetLink("Color-" + actor.Spec.ToString()); ColCleave = HTMLBuilder.GetLink("Color-" + actor.Spec.ToString() + "-NonBoss"); ColTotal = HTMLBuilder.GetLink("Color-" + actor.Spec.ToString() + "-Total"); IsFake = actor.IsFakeActor; NotInSquad = !(actor is Player); BuildWeaponSets(actor, log); }
internal PlayerDto(Player player, ParsedEvtcLog log, bool cr, ActorDetailsDto details) : base(player, log, cr, details) { Group = player.Group; Acc = player.Account; Profession = player.Prof; Condi = player.Condition; Conc = player.Concentration; Heal = player.Healing; IsPoV = log.LogData.PoV == player.AgentItem; IsCommander = player.HasCommanderTag; ColTarget = HTMLBuilder.GetLink("Color-" + player.Prof); ColCleave = HTMLBuilder.GetLink("Color-" + player.Prof + "-NonBoss"); ColTotal = HTMLBuilder.GetLink("Color-" + player.Prof + "-Total"); IsConjure = player.IsFakeActor; BuildWeaponSets(player, log); }