工具支持自动生成文字宠物

This commit is contained in:
ZouJin 2023-06-16 12:39:35 +10:00
parent 3fc8a62048
commit 265f512df3
7 changed files with 681 additions and 77 deletions

View File

@ -28,300 +28,301 @@ namespace VPet_Simulator.Core
/// </summary>
public enum GraphType
{
// 名称 ?描述? ?动作? 大约时间(L:(1000+)M:(200-800)S:(125))
/// <summary>
/// 不被启用/使用的 不包含在GrapType
/// 不被启用/使用的 不包含在GrapType S
/// </summary>
Not_Able,
/// <summary>
/// 被提起动态 (循环)
/// 被提起动态 (循环) L
/// </summary>
Raised_Dynamic,
/// <summary>
/// 被提起静态 (开始)
/// 被提起静态 (开始) L
/// </summary>
Raised_Static_A_Start,
/// <summary>
/// 被提起静态 (循环)
/// 被提起静态 (循环) L
/// </summary>
Raised_Static_B_Loop,
/// <summary>
/// 从上向右爬 (循环)
/// 从上向右爬 (循环) M
/// </summary>
Climb_Top_Right,
/// <summary>
/// 从上向左爬 (循环)
/// 从上向左爬 (循环) M
/// </summary>
Climb_Top_Left,
/// <summary>
/// 爬起向右
/// 爬起向右 M
/// </summary>
Climb_Up_Right,
/// <summary>
/// 爬起向左
/// 爬起向左 M
/// </summary>
Climb_Up_Left,
/// <summary>
/// 从右边爬 (开始)
/// 从右边爬 (开始) S
/// </summary>
Climb_Right_A_Start,
/// <summary>
/// 从左边爬 (开始)
/// 从左边爬 (开始) S
/// </summary>
Climb_Left_A_Start,
/// <summary>
/// 从右边爬 (循环)
/// 从右边爬 (循环) M
/// </summary>
Climb_Right_B_Loop,
/// <summary>
/// 从左边爬 (循环)
/// 从左边爬 (循环) M
/// </summary>
Climb_Left_B_Loop,
/// <summary>
/// 呼吸 (循环)
/// 呼吸 (循环) L
/// </summary>
Default,
/// <summary>
/// 摸头 (开始)
/// 摸头 (开始) S
/// </summary>
Touch_Head_A_Start,
/// <summary>
/// 摸头 (循环)
/// 摸头 (循环) M
/// </summary>
Touch_Head_B_Loop,
/// <summary>
/// 摸头 (结束)
/// 摸头 (结束) S
/// </summary>
Touch_Head_C_End,
/// <summary>
/// 摸身体 (开始)
/// 摸身体 (开始) S
/// </summary>
Touch_Body_A_Start,
/// <summary>
/// 摸身体 (循环)
/// 摸身体 (循环) M
/// </summary>
Touch_Body_B_Loop,
/// <summary>
/// 摸身体 (结束)
/// 摸身体 (结束) S
/// </summary>
Touch_Body_C_End,
/// <summary>
/// 爬行向右 (开始)
/// 爬行向右 (开始) S
/// </summary>
Crawl_Right_A_Start,
/// <summary>
/// 爬行向右 (循环)
/// 爬行向右 (循环) M
/// </summary>
Crawl_Right_B_Loop,
/// <summary>
/// 爬行向右 (结束)
/// 爬行向右 (结束) S
/// </summary>
Crawl_Right_C_End,
/// <summary>
/// 爬行向左 (开始)
/// 爬行向左 (开始) S
/// </summary>
Crawl_Left_A_Start,
/// <summary>
/// 爬行向左 (循环)
/// 爬行向左 (循环) M
/// </summary>
Crawl_Left_B_Loop,
/// <summary>
/// 爬行向左 (结束)
/// 爬行向左 (结束) S
/// </summary>
Crawl_Left_C_End,
/// <summary>
/// 下蹲 (开始)
/// 下蹲 (开始) S
/// </summary>
Squat_A_Start,
/// <summary>
/// 下蹲 (循环)
/// 下蹲 (循环) M
/// </summary>
Squat_B_Loop,
/// <summary>
/// 下蹲 (结束)
/// 下蹲 (结束) S
/// </summary>
Squat_C_End,
/// <summary>
/// 下落向左 (开始)
/// 下落向左 (开始) S
/// </summary>
Fall_Left_A_Start,
/// <summary>
/// 下落向左 (循环)
/// 下落向左 (循环) M
/// </summary>
Fall_Left_B_Loop,
/// <summary>
/// 下落向左 (结束)
/// 下落向左 (结束) S
/// </summary>
Fall_Left_C_End,
/// <summary>
/// 下落向右 (开始/循环)
/// 下落向右 (开始) S
/// </summary>
Fall_Right_A_Start,
/// <summary>
/// 下落向右 (开始/循环)
/// 下落向右 (循环) M
/// </summary>
Fall_Right_B_Loop,
/// <summary>
/// 下落向右 (结束)
/// 下落向右 (结束) S
/// </summary>
Fall_Right_C_End,
/// <summary>
/// 走路向右 (开始)
/// 走路向右 (开始) S
/// </summary>
Walk_Right_A_Start,
/// <summary>
/// 走路向右 (循环)
/// 走路向右 (循环) M
/// </summary>
Walk_Right_B_Loop,
/// <summary>
/// 走路向右 (结束)
/// 走路向右 (结束) S
/// </summary>
Walk_Right_C_End,
/// <summary>
/// 走路向左 (开始)
/// 走路向左 (开始) S
/// </summary>
Walk_Left_A_Start,
/// <summary>
/// 走路向左 (循环)
/// 走路向左 (循环) M
/// </summary>
Walk_Left_B_Loop,
/// <summary>
/// 走路向左 (结束)
/// 走路向左 (结束) S
/// </summary>
Walk_Left_C_End,
/// <summary>
/// 无聊 (开始)
/// 无聊 (开始) S
/// </summary>
Boring_A_Start,
/// <summary>
/// 无聊 (循环)
/// 无聊 (循环) M
/// </summary>
Boring_B_Loop,
/// <summary>
/// 无聊 (结束)
/// 无聊 (结束) S
/// </summary>
Boring_C_End,
/// <summary>
/// 睡觉 (开始)
/// 睡觉 (开始) S
/// </summary>
Sleep_A_Start,
/// <summary>
/// 睡觉 (循环)
/// 睡觉 (循环) M
/// </summary>
Sleep_B_Loop,
/// <summary>
/// 睡觉 (结束)
/// 睡觉 (结束) S
/// </summary>
Sleep_C_End,
/// <summary>
/// 说话 (开始)
/// 说话 (开始) S
/// </summary>
Say_Serious_A_Start,
/// <summary>
/// 说话 (循环)
/// 说话 (循环) M
/// </summary>
Say_Serious_B_Loop,
/// <summary>
/// 说话 (结束)
/// 说话 (结束) S
/// </summary>
Say_Serious_C_End,
/// <summary>
/// 说话 (开始)
/// 说话 (开始) S
/// </summary>
Say_Shining_A_Start,
/// <summary>
/// 说话 (循环)
/// 说话 (循环) M
/// </summary>
Say_Shining_B_Loop,
/// <summary>
/// 说话 (结束)
/// 说话 (结束) S
/// </summary>
Say_Shining_C_End,
/// <summary>
/// 说话 (开始)
/// 说话 (开始) S
/// </summary>
Say_Self_A_Start,
/// <summary>
/// 说话 (循环)
/// 说话 (循环) M
/// </summary>
Say_Self_B_Loop,
/// <summary>
/// 说话 (结束)
/// 说话 (结束) S
/// </summary>
Say_Self_C_End,
/// <summary>
/// 待机 模式1 (开始)
/// 待机 模式1 (开始) S
/// </summary>
Idel_StateONE_A_Start,
/// <summary>
/// 待机 模式1 (循环)
/// 待机 模式1 (循环) M
/// </summary>
Idel_StateONE_B_Loop,
/// <summary>
/// 待机 模式1 (结束)
/// 待机 模式1 (结束) S
/// </summary>
Idel_StateONE_C_End,
/// <summary>
/// 待机 模式2 (开始)
/// 待机 模式2 (开始) S
/// </summary>
Idel_StateTWO_A_Start,
/// <summary>
/// 待机 模式2 (循环)
/// 待机 模式2 (循环) M
/// </summary>
Idel_StateTWO_B_Loop,
/// <summary>
/// 待机 模式2 (结束)
/// 待机 模式2 (结束) S
/// </summary>
Idel_StateTWO_C_End,
/// <summary>
/// 开机
/// 开机 M
/// </summary>
StartUP,
/// <summary>
/// 关机
/// 关机 M
/// </summary>
Shutdown,
/// <summary>
/// 学习 (开始)
/// 学习 (开始) S
/// </summary>
Study_A_Start,
/// <summary>
/// 学习 (循环)
/// 学习 (循环) M
/// </summary>
Study_B_Loop,
/// <summary>
/// 学习 (结束)
/// 学习 (结束) S
/// </summary>
Study_C_End,
/// <summary>
/// 工作 (开始)
/// 工作 (开始) S
/// </summary>
WorkONE_A_Start,
/// <summary>
/// 工作 (循环)
/// 工作 (循环) M
/// </summary>
WorkONE_B_Loop,
/// <summary>
/// 工作 (结束)
/// 工作 (结束) S
/// </summary>
WorkONE_C_End,
/// <summary>
/// 直播 (开始)
/// 直播 (开始) S
/// </summary>
WorkTWO_A_Start,
/// <summary>
/// 直播 (循环)
/// 直播 (循环) M
/// </summary>
WorkTWO_B_Loop,
/// <summary>
/// 直播 (结束)
/// 直播 (结束) S
/// </summary>
WorkTWO_C_End,
/// <summary>
/// 口渴
/// 口渴 M
/// </summary>
Switch_Thirsty,
/// <summary>
/// 吃东西
/// 吃东西 M
/// </summary>
Eat,
}

View File

@ -1,6 +1,12 @@
using System;
using System.Collections.Generic;
using System.Drawing;
using System.IO;
using System.Linq;
using System.Security.Cryptography;
using System.Xml.Linq;
using VPet_Simulator.Core;
using static VPet_Simulator.Core.GraphCore;
namespace VPet_Simulator.Tool
{
@ -17,6 +23,9 @@ namespace VPet_Simulator.Tool
case "1":
Animation();
break;
case "2":
FontPetNew();
break;
default:
Console.WriteLine("暂无该功能");
goto start;
@ -59,14 +68,65 @@ namespace VPet_Simulator.Tool
continue;
}
hash = filehash;
lastf.MoveTo(Path.Combine(directoryInfo.FullName, $"{lastf.Name.Split('_', '-')[0]}_{id++:D3}_{rpt * time}.png"));
lastf.MoveTo(Path.Combine(directoryInfo.FullName, $"{GetFileName(lastf)}_{id++:D3}_{rpt * time}.png"));
rpt = 1;
lastf = fileInfo;
}
lastf.MoveTo(Path.Combine(directoryInfo.FullName, $"{lastf.Name.Split('_', '-')[0]}_{id++:D3}_{rpt * time}.png"));
lastf.MoveTo(Path.Combine(directoryInfo.FullName, $"{GetFileName(lastf)}_{id++:D3}_{rpt * time}.png"));
Console.WriteLine("图片处理已完成");
}
}
static void FontPetNew()
{
Console.WriteLine("请输入储存位置");
DirectoryInfo directoryInfo = new DirectoryInfo(Console.ReadLine());
var elist = Properties.Resources.laenum.Replace(" ", "").Replace("/// <summary>", "")
.Replace("/// </summary>", "").Replace("/// ", "").Replace("\r", "").Replace("\n\n", "\n")
.Replace("\n\n", "\n").Replace("\n\n", "\n").Split('\n').ToList();
elist.RemoveAll(x => x.EndsWith(","));
for (int i = 0; i < elist.Count; i++)
{
var paths = GraphTypeValue[i].Split('_');
DirectoryInfo nowpath = directoryInfo;
foreach (var path in paths)
{
nowpath = nowpath.CreateSubdirectory(path);
}
foreach (string v in Enum.GetNames(typeof(GameSave.ModeType)))
{
using (Bitmap image = new Bitmap(500, 500))
{
using (Graphics g = Graphics.FromImage(image))
{
var strs = elist[i].Split(' ');
g.DrawString(strs[0], new Font("胡晓波男神体2.0", 66, FontStyle.Bold), new SolidBrush(Color.DarkSlateBlue), 10, 100);
g.DrawString(strs[0], new Font("胡晓波男神体2.0", 64), new SolidBrush(Color.AliceBlue), 15, 100);
for (int j = 1; j < strs.Length - 1; j++)
{
g.DrawString(strs[j], new Font("胡晓波萌萌体", 50, FontStyle.Bold), new SolidBrush(Color.LightGray), 10, 150 + 50 * j);
g.DrawString(strs[j], new Font("胡晓波萌萌体", 48, FontStyle.Bold), new SolidBrush(Color.Gray), 15, 150 + 50 * j);
}
g.DrawString(v, new Font("胡晓波润圆体35", 50, FontStyle.Bold), new SolidBrush(Color.DeepSkyBlue), 10, 350);
g.DrawString(v, new Font("胡晓波润圆体35", 48, FontStyle.Bold), new SolidBrush(Color.SkyBlue), 15, 350);
int len = 2000;
var last = strs.Last();
if(last == "S")
{
len = 250;
}
else if (last == "M")
{
len = 1000;
}
image.Save(nowpath.CreateSubdirectory(v).FullName + $"\\{paths[0]}_{len}.png");
}
}
}
}
}
public static string GetFileHash(FileInfo fileInfo)
{
//创建一个哈希算法对象
@ -79,6 +139,19 @@ namespace VPet_Simulator.Tool
}
}
}
public static string GetFileName(FileInfo fileInfo)
{
var strs = fileInfo.Name.Split('_', '-');
if (strs.Length == 1)
{
strs = fileInfo.Name.Replace("00", "_").Split('_');
}
if (strs.Length == 1)
{
return fileInfo.Directory.Name;
}
return strs[0];
}
}
}
}

View File

@ -0,0 +1,90 @@
//------------------------------------------------------------------------------
// <auto-generated>
// 此代码由工具生成。
// 运行时版本:4.0.30319.42000
//
// 对此文件的更改可能会导致不正确的行为,并且如果
// 重新生成代码,这些更改将会丢失。
// </auto-generated>
//------------------------------------------------------------------------------
namespace VPet_Simulator.Tool.Properties {
using System;
/// <summary>
/// 一个强类型的资源类,用于查找本地化的字符串等。
/// </summary>
// 此类是由 StronglyTypedResourceBuilder
// 类通过类似于 ResGen 或 Visual Studio 的工具自动生成的。
// 若要添加或移除成员,请编辑 .ResX 文件,然后重新运行 ResGen
// (以 /str 作为命令选项),或重新生成 VS 项目。
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "17.0.0.0")]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
internal class Resources {
private static global::System.Resources.ResourceManager resourceMan;
private static global::System.Globalization.CultureInfo resourceCulture;
[global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
internal Resources() {
}
/// <summary>
/// 返回此类使用的缓存的 ResourceManager 实例。
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Resources.ResourceManager ResourceManager {
get {
if (object.ReferenceEquals(resourceMan, null)) {
global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("VPet_Simulator.Tool.Properties.Resources", typeof(Resources).Assembly);
resourceMan = temp;
}
return resourceMan;
}
}
/// <summary>
/// 重写当前线程的 CurrentUICulture 属性,对
/// 使用此强类型资源类的所有资源查找执行重写。
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Globalization.CultureInfo Culture {
get {
return resourceCulture;
}
set {
resourceCulture = value;
}
}
/// <summary>
/// 查找类似 /// &lt;summary&gt;
/// /// 不被启用/使用的 不包含在GrapType
/// /// &lt;/summary&gt;
/// Not_Able,
/// /// &lt;summary&gt;
/// /// 被提起动态 (循环)
/// /// &lt;/summary&gt;
/// Raised_Dynamic,
/// /// &lt;summary&gt;
/// /// 被提起静态 (开始)
/// /// &lt;/summary&gt;
/// Raised_Static_A_Start,
/// /// &lt;summary&gt;
/// /// 被提起静态 (循环)
/// /// &lt;/summary&gt;
/// Raised_Static_B_Loop,
/// /// &lt;summary&gt;
/// /// 从上向右爬 (循环)
/// [字符串的其余部分被截断]&quot;; 的本地化字符串。
/// </summary>
internal static string laenum {
get {
return ResourceManager.GetString("laenum", resourceCulture);
}
}
}
}

View File

@ -0,0 +1,124 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
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Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
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<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" use="required" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
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</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<assembly alias="System.Windows.Forms" name="System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" />
<data name="laenum" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\laenum.txt;System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089;gb2312</value>
</data>
</root>

View File

@ -75,6 +75,7 @@
<ItemGroup>
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Drawing" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Data.DataSetExtensions" />
<Reference Include="Microsoft.CSharp" />
@ -85,9 +86,29 @@
<ItemGroup>
<Compile Include="Program.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Properties\Resources.Designer.cs">
<AutoGen>True</AutoGen>
<DesignTime>True</DesignTime>
<DependentUpon>Resources.resx</DependentUpon>
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<Name>VPet-Simulator.Core</Name>
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/// 不被启用/使用的 不包含在GrapType S
/// </summary>
Not_Able,
/// <summary>
/// 被提起动态 (循环) L
/// </summary>
Raised_Dynamic,
/// <summary>
/// 被提起静态 (开始) L
/// </summary>
Raised_Static_A_Start,
/// <summary>
/// 被提起静态 (循环) L
/// </summary>
Raised_Static_B_Loop,
/// <summary>
/// 从上向右爬 (循环) M
/// </summary>
Climb_Top_Right,
/// <summary>
/// 从上向左爬 (循环) M
/// </summary>
Climb_Top_Left,
/// <summary>
/// 爬起向右 M
/// </summary>
Climb_Up_Right,
/// <summary>
/// 爬起向左 M
/// </summary>
Climb_Up_Left,
/// <summary>
/// 从右边爬 (开始) S
/// </summary>
Climb_Right_A_Start,
/// <summary>
/// 从左边爬 (开始) S
/// </summary>
Climb_Left_A_Start,
/// <summary>
/// 从右边爬 (循环) M
/// </summary>
Climb_Right_B_Loop,
/// <summary>
/// 从左边爬 (循环) M
/// </summary>
Climb_Left_B_Loop,
/// <summary>
/// 呼吸 (循环) L
/// </summary>
Default,
/// <summary>
/// 摸头 (开始) S
/// </summary>
Touch_Head_A_Start,
/// <summary>
/// 摸头 (循环) M
/// </summary>
Touch_Head_B_Loop,
/// <summary>
/// 摸头 (结束) S
/// </summary>
Touch_Head_C_End,
/// <summary>
/// 摸身体 (开始) S
/// </summary>
Touch_Body_A_Start,
/// <summary>
/// 摸身体 (循环) M
/// </summary>
Touch_Body_B_Loop,
/// <summary>
/// 摸身体 (结束) S
/// </summary>
Touch_Body_C_End,
/// <summary>
/// 爬行向右 (开始) S
/// </summary>
Crawl_Right_A_Start,
/// <summary>
/// 爬行向右 (循环) M
/// </summary>
Crawl_Right_B_Loop,
/// <summary>
/// 爬行向右 (结束) S
/// </summary>
Crawl_Right_C_End,
/// <summary>
/// 爬行向左 (开始) S
/// </summary>
Crawl_Left_A_Start,
/// <summary>
/// 爬行向左 (循环) M
/// </summary>
Crawl_Left_B_Loop,
/// <summary>
/// 爬行向左 (结束) S
/// </summary>
Crawl_Left_C_End,
/// <summary>
/// 下蹲 (开始) S
/// </summary>
Squat_A_Start,
/// <summary>
/// 下蹲 (循环) M
/// </summary>
Squat_B_Loop,
/// <summary>
/// 下蹲 (结束) S
/// </summary>
Squat_C_End,
/// <summary>
/// 下落向左 (开始) S
/// </summary>
Fall_Left_A_Start,
/// <summary>
/// 下落向左 (循环) M
/// </summary>
Fall_Left_B_Loop,
/// <summary>
/// 下落向左 (结束) S
/// </summary>
Fall_Left_C_End,
/// <summary>
/// 下落向右 (开始) S
/// </summary>
Fall_Right_A_Start,
/// <summary>
/// 下落向右 (循环) M
/// </summary>
Fall_Right_B_Loop,
/// <summary>
/// 下落向右 (结束) S
/// </summary>
Fall_Right_C_End,
/// <summary>
/// 走路向右 (开始) S
/// </summary>
Walk_Right_A_Start,
/// <summary>
/// 走路向右 (循环) M
/// </summary>
Walk_Right_B_Loop,
/// <summary>
/// 走路向右 (结束) S
/// </summary>
Walk_Right_C_End,
/// <summary>
/// 走路向左 (开始) S
/// </summary>
Walk_Left_A_Start,
/// <summary>
/// 走路向左 (循环) M
/// </summary>
Walk_Left_B_Loop,
/// <summary>
/// 走路向左 (结束) S
/// </summary>
Walk_Left_C_End,
/// <summary>
/// 无聊 (开始) S
/// </summary>
Boring_A_Start,
/// <summary>
/// 无聊 (循环) M
/// </summary>
Boring_B_Loop,
/// <summary>
/// 无聊 (结束) S
/// </summary>
Boring_C_End,
/// <summary>
/// 睡觉 (开始) S
/// </summary>
Sleep_A_Start,
/// <summary>
/// 睡觉 (循环) M
/// </summary>
Sleep_B_Loop,
/// <summary>
/// 睡觉 (结束) S
/// </summary>
Sleep_C_End,
/// <summary>
/// 说话 (开始) S
/// </summary>
Say_Serious_A_Start,
/// <summary>
/// 说话 (循环) M
/// </summary>
Say_Serious_B_Loop,
/// <summary>
/// 说话 (结束) S
/// </summary>
Say_Serious_C_End,
/// <summary>
/// 说话 (开始) S
/// </summary>
Say_Shining_A_Start,
/// <summary>
/// 说话 (循环) M
/// </summary>
Say_Shining_B_Loop,
/// <summary>
/// 说话 (结束) S
/// </summary>
Say_Shining_C_End,
/// <summary>
/// 说话 (开始) S
/// </summary>
Say_Self_A_Start,
/// <summary>
/// 说话 (循环) M
/// </summary>
Say_Self_B_Loop,
/// <summary>
/// 说话 (结束) S
/// </summary>
Say_Self_C_End,
/// <summary>
/// 待机 模式1 (开始) S
/// </summary>
Idel_StateONE_A_Start,
/// <summary>
/// 待机 模式1 (循环) M
/// </summary>
Idel_StateONE_B_Loop,
/// <summary>
/// 待机 模式1 (结束) S
/// </summary>
Idel_StateONE_C_End,
/// <summary>
/// 待机 模式2 (开始) S
/// </summary>
Idel_StateTWO_A_Start,
/// <summary>
/// 待机 模式2 (循环) M
/// </summary>
Idel_StateTWO_B_Loop,
/// <summary>
/// 待机 模式2 (结束) S
/// </summary>
Idel_StateTWO_C_End,
/// <summary>
/// 开机 M
/// </summary>
StartUP,
/// <summary>
/// 关机 M
/// </summary>
Shutdown,
/// <summary>
/// 学习 (开始) S
/// </summary>
Study_A_Start,
/// <summary>
/// 学习 (循环) M
/// </summary>
Study_B_Loop,
/// <summary>
/// 学习 (结束) S
/// </summary>
Study_C_End,
/// <summary>
/// 工作 (开始) S
/// </summary>
WorkONE_A_Start,
/// <summary>
/// 工作 (循环) M
/// </summary>
WorkONE_B_Loop,
/// <summary>
/// 工作 (结束) S
/// </summary>
WorkONE_C_End,
/// <summary>
/// 直播 (开始) S
/// </summary>
WorkTWO_A_Start,
/// <summary>
/// 直播 (循环) M
/// </summary>
WorkTWO_B_Loop,
/// <summary>
/// 直播 (结束) S
/// </summary>
WorkTWO_C_End,
/// <summary>
/// 口渴 M
/// </summary>
Switch_Thirsty,
/// <summary>
/// 吃东西 M
/// </summary>
Eat,

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