Hello,
can someone help me with this probleme :
Glq make me a small plugin that mark mobs haunted and locused when playing WD FB (put a blue dot when haunted and a blue circle when locused) and also add in rift progression the number of mobs and elits that are haunted and locuced (see code from haunted.cs below)
everything was working fine until i update the plugin elits health bar from Gigi with the new TCT v5.1
from now rift progress plugin is located near the center of the screen instead of under the D3 rift progression bar see screenshot :
When i disable my Haunted.cs the progress plugin come back at is right position... that why i think there is a conflict probleme between Haunted.cs and EliteBarPlugin.cs
Can someone look at this plugin and fix what is wrong (sorry i dont dev in CS)
Haunted.cs :
using Turbo.Plugins.Default;
namespace Turbo.Plugins.glq
{
public class MonsterHauntedandLocustPlugin : BasePlugin, IInGameWorldPainter
{
public WorldDecoratorCollection LocustDecorator { get; set; }
public WorldDecoratorCollection HauntedDecorator { get; set; }
public bool ShowLocust { get; set; }
public bool ShowHaunted { get; set; }
public MonsterHauntedandLocustPlugin()
{
Enabled = true;
ShowLocust = true;
ShowHaunted = true;
}
public override void Load(IController hud)
{
base.Load(hud);
var LocustGroundBrush = Hud.Render.CreateBrush(255, 0, 255, 128, 3, SharpDX.Direct2D1.DashStyle.Solid);
LocustDecorator = new WorldDecoratorCollection(
new GroundCircleDecorator(Hud)
{
Brush = LocustGroundBrush,
Radius = 0.6f,
}
);
var HauntedGroundBrush = Hud.Render.CreateBrush(255, 0, 128, 255, 0, SharpDX.Direct2D1.DashStyle.Solid);
HauntedDecorator = new WorldDecoratorCollection(
new GroundCircleDecorator(Hud)
{
Brush = HauntedGroundBrush,
Radius = 0.5f,
}
);
}
public void PaintWorld(WorldLayer layer)
{
var monsters = Hud.Game.AliveMonsters;
foreach (var monster in monsters)
{
if (monster.Locust && ShowLocust)
{
LocustDecorator.Paint(layer, monster, monster.FloorCoordinate, monster.SnoMonster.NameLocalized);
}
if (monster.Haunted && ShowHaunted)
{
HauntedDecorator.Paint(layer, monster, monster.FloorCoordinate, monster.SnoMonster.NameLocalized);
}
}
}
}
}
thanks
regards
Lio