mirror of
https://github.com/LorisYounger/VPet.git
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工具支持自动生成文字宠物
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3fc8a62048
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@ -28,300 +28,301 @@ namespace VPet_Simulator.Core
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/// </summary>
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public enum GraphType
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{
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// 名称 ?描述? ?动作? 大约时间(L:(1000+)M:(200-800)S:(125))
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/// <summary>
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/// 不被启用/使用的 不包含在GrapType
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/// 不被启用/使用的 不包含在GrapType S
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/// </summary>
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Not_Able,
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/// <summary>
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/// 被提起动态 (循环)
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/// 被提起动态 (循环) L
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/// </summary>
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Raised_Dynamic,
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/// <summary>
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/// 被提起静态 (开始)
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/// 被提起静态 (开始) L
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/// </summary>
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Raised_Static_A_Start,
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/// <summary>
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/// 被提起静态 (循环)
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/// 被提起静态 (循环) L
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/// </summary>
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Raised_Static_B_Loop,
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/// <summary>
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/// 从上向右爬 (循环)
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/// 从上向右爬 (循环) M
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/// </summary>
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Climb_Top_Right,
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/// <summary>
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/// 从上向左爬 (循环)
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/// 从上向左爬 (循环) M
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/// </summary>
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Climb_Top_Left,
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/// <summary>
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/// 爬起向右
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/// 爬起向右 M
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/// </summary>
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Climb_Up_Right,
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/// <summary>
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/// 爬起向左
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/// 爬起向左 M
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/// </summary>
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Climb_Up_Left,
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/// <summary>
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/// 从右边爬 (开始)
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/// 从右边爬 (开始) S
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/// </summary>
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Climb_Right_A_Start,
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/// <summary>
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/// 从左边爬 (开始)
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/// 从左边爬 (开始) S
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/// </summary>
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Climb_Left_A_Start,
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/// <summary>
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/// 从右边爬 (循环)
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/// 从右边爬 (循环) M
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/// </summary>
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Climb_Right_B_Loop,
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/// <summary>
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/// 从左边爬 (循环)
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/// 从左边爬 (循环) M
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/// </summary>
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Climb_Left_B_Loop,
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/// <summary>
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/// 呼吸 (循环)
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/// 呼吸 (循环) L
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/// </summary>
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Default,
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/// <summary>
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/// 摸头 (开始)
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/// 摸头 (开始) S
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/// </summary>
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Touch_Head_A_Start,
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/// <summary>
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/// 摸头 (循环)
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/// 摸头 (循环) M
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/// </summary>
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Touch_Head_B_Loop,
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/// <summary>
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/// 摸头 (结束)
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/// 摸头 (结束) S
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/// </summary>
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Touch_Head_C_End,
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/// <summary>
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/// 摸身体 (开始)
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/// 摸身体 (开始) S
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/// </summary>
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Touch_Body_A_Start,
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/// <summary>
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/// 摸身体 (循环)
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/// 摸身体 (循环) M
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/// </summary>
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Touch_Body_B_Loop,
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/// <summary>
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/// 摸身体 (结束)
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/// 摸身体 (结束) S
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/// </summary>
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Touch_Body_C_End,
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/// <summary>
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/// 爬行向右 (开始)
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/// 爬行向右 (开始) S
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/// </summary>
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Crawl_Right_A_Start,
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/// <summary>
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/// 爬行向右 (循环)
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/// 爬行向右 (循环) M
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/// </summary>
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Crawl_Right_B_Loop,
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/// <summary>
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/// 爬行向右 (结束)
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/// 爬行向右 (结束) S
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/// </summary>
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Crawl_Right_C_End,
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/// <summary>
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/// 爬行向左 (开始)
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/// 爬行向左 (开始) S
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/// </summary>
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Crawl_Left_A_Start,
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/// <summary>
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/// 爬行向左 (循环)
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/// 爬行向左 (循环) M
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/// </summary>
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Crawl_Left_B_Loop,
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/// <summary>
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/// 爬行向左 (结束)
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/// 爬行向左 (结束) S
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/// </summary>
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Crawl_Left_C_End,
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/// <summary>
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/// 下蹲 (开始)
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/// 下蹲 (开始) S
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/// </summary>
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Squat_A_Start,
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/// <summary>
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/// 下蹲 (循环)
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/// 下蹲 (循环) M
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/// </summary>
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Squat_B_Loop,
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/// <summary>
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/// 下蹲 (结束)
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/// 下蹲 (结束) S
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/// </summary>
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Squat_C_End,
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/// <summary>
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/// 下落向左 (开始)
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/// 下落向左 (开始) S
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/// </summary>
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Fall_Left_A_Start,
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/// <summary>
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/// 下落向左 (循环)
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/// 下落向左 (循环) M
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/// </summary>
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Fall_Left_B_Loop,
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/// <summary>
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/// 下落向左 (结束)
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/// 下落向左 (结束) S
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/// </summary>
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Fall_Left_C_End,
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/// <summary>
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/// 下落向右 (开始/循环)
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/// 下落向右 (开始) S
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/// </summary>
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Fall_Right_A_Start,
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/// <summary>
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/// 下落向右 (开始/循环)
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/// 下落向右 (循环) M
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/// </summary>
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Fall_Right_B_Loop,
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/// <summary>
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/// 下落向右 (结束)
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/// 下落向右 (结束) S
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/// </summary>
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Fall_Right_C_End,
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/// <summary>
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/// 走路向右 (开始)
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/// 走路向右 (开始) S
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/// </summary>
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Walk_Right_A_Start,
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/// <summary>
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/// 走路向右 (循环)
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/// 走路向右 (循环) M
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/// </summary>
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Walk_Right_B_Loop,
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/// <summary>
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/// 走路向右 (结束)
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/// 走路向右 (结束) S
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/// </summary>
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Walk_Right_C_End,
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/// <summary>
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/// 走路向左 (开始)
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/// 走路向左 (开始) S
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/// </summary>
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Walk_Left_A_Start,
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/// <summary>
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/// 走路向左 (循环)
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/// 走路向左 (循环) M
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/// </summary>
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Walk_Left_B_Loop,
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/// <summary>
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/// 走路向左 (结束)
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/// 走路向左 (结束) S
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/// </summary>
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Walk_Left_C_End,
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/// <summary>
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/// 无聊 (开始)
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/// 无聊 (开始) S
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/// </summary>
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Boring_A_Start,
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/// <summary>
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/// 无聊 (循环)
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/// 无聊 (循环) M
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/// </summary>
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Boring_B_Loop,
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/// <summary>
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/// 无聊 (结束)
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/// 无聊 (结束) S
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/// </summary>
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Boring_C_End,
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/// <summary>
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/// 睡觉 (开始)
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/// 睡觉 (开始) S
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/// </summary>
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Sleep_A_Start,
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/// <summary>
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/// 睡觉 (循环)
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/// 睡觉 (循环) M
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/// </summary>
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Sleep_B_Loop,
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/// <summary>
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/// 睡觉 (结束)
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/// 睡觉 (结束) S
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/// </summary>
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Sleep_C_End,
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/// <summary>
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/// 说话 (开始)
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/// 说话 (开始) S
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/// </summary>
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Say_Serious_A_Start,
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/// <summary>
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/// 说话 (循环)
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/// 说话 (循环) M
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/// </summary>
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Say_Serious_B_Loop,
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/// <summary>
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/// 说话 (结束)
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/// 说话 (结束) S
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/// </summary>
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Say_Serious_C_End,
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/// <summary>
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/// 说话 (开始)
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/// 说话 (开始) S
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/// </summary>
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Say_Shining_A_Start,
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/// <summary>
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/// 说话 (循环)
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/// 说话 (循环) M
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/// </summary>
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Say_Shining_B_Loop,
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/// <summary>
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/// 说话 (结束)
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/// 说话 (结束) S
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/// </summary>
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Say_Shining_C_End,
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/// <summary>
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/// 说话 (开始)
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/// 说话 (开始) S
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/// </summary>
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Say_Self_A_Start,
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/// <summary>
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/// 说话 (循环)
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/// 说话 (循环) M
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/// </summary>
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Say_Self_B_Loop,
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/// <summary>
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/// 说话 (结束)
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/// 说话 (结束) S
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/// </summary>
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Say_Self_C_End,
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/// <summary>
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/// 待机 模式1 (开始)
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/// 待机 模式1 (开始) S
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/// </summary>
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Idel_StateONE_A_Start,
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/// <summary>
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/// 待机 模式1 (循环)
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/// 待机 模式1 (循环) M
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/// </summary>
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Idel_StateONE_B_Loop,
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/// <summary>
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/// 待机 模式1 (结束)
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/// 待机 模式1 (结束) S
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/// </summary>
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Idel_StateONE_C_End,
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/// <summary>
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/// 待机 模式2 (开始)
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/// 待机 模式2 (开始) S
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/// </summary>
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Idel_StateTWO_A_Start,
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/// <summary>
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/// 待机 模式2 (循环)
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/// 待机 模式2 (循环) M
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/// </summary>
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Idel_StateTWO_B_Loop,
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/// <summary>
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/// 待机 模式2 (结束)
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/// 待机 模式2 (结束) S
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/// </summary>
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Idel_StateTWO_C_End,
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/// <summary>
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/// 开机
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/// 开机 M
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/// </summary>
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StartUP,
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/// <summary>
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/// 关机
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/// 关机 M
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/// </summary>
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Shutdown,
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/// <summary>
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/// 学习 (开始)
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/// 学习 (开始) S
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/// </summary>
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Study_A_Start,
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/// <summary>
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/// 学习 (循环)
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/// 学习 (循环) M
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/// </summary>
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Study_B_Loop,
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/// <summary>
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/// 学习 (结束)
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/// 学习 (结束) S
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/// </summary>
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Study_C_End,
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/// <summary>
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/// 工作 (开始)
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/// 工作 (开始) S
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/// </summary>
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WorkONE_A_Start,
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/// <summary>
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/// 工作 (循环)
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/// 工作 (循环) M
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/// </summary>
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WorkONE_B_Loop,
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/// <summary>
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/// 工作 (结束)
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/// 工作 (结束) S
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/// </summary>
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WorkONE_C_End,
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/// <summary>
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/// 直播 (开始)
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/// 直播 (开始) S
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/// </summary>
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WorkTWO_A_Start,
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/// <summary>
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/// 直播 (循环)
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/// 直播 (循环) M
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/// </summary>
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WorkTWO_B_Loop,
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/// <summary>
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/// 直播 (结束)
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/// 直播 (结束) S
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/// </summary>
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WorkTWO_C_End,
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/// <summary>
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/// 口渴
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/// 口渴 M
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/// </summary>
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Switch_Thirsty,
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/// <summary>
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/// 吃东西
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/// 吃东西 M
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/// </summary>
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Eat,
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}
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@ -1,6 +1,12 @@
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.IO;
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using System.Linq;
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using System.Security.Cryptography;
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using System.Xml.Linq;
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using VPet_Simulator.Core;
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using static VPet_Simulator.Core.GraphCore;
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namespace VPet_Simulator.Tool
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{
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@ -17,6 +23,9 @@ namespace VPet_Simulator.Tool
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case "1":
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Animation();
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break;
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case "2":
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FontPetNew();
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break;
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default:
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Console.WriteLine("暂无该功能");
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goto start;
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@ -59,14 +68,65 @@ namespace VPet_Simulator.Tool
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continue;
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}
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hash = filehash;
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lastf.MoveTo(Path.Combine(directoryInfo.FullName, $"{lastf.Name.Split('_', '-')[0]}_{id++:D3}_{rpt * time}.png"));
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lastf.MoveTo(Path.Combine(directoryInfo.FullName, $"{GetFileName(lastf)}_{id++:D3}_{rpt * time}.png"));
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rpt = 1;
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lastf = fileInfo;
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}
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lastf.MoveTo(Path.Combine(directoryInfo.FullName, $"{lastf.Name.Split('_', '-')[0]}_{id++:D3}_{rpt * time}.png"));
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lastf.MoveTo(Path.Combine(directoryInfo.FullName, $"{GetFileName(lastf)}_{id++:D3}_{rpt * time}.png"));
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Console.WriteLine("图片处理已完成");
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}
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}
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static void FontPetNew()
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{
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Console.WriteLine("请输入储存位置");
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DirectoryInfo directoryInfo = new DirectoryInfo(Console.ReadLine());
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var elist = Properties.Resources.laenum.Replace(" ", "").Replace("/// <summary>", "")
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.Replace("/// </summary>", "").Replace("/// ", "").Replace("\r", "").Replace("\n\n", "\n")
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.Replace("\n\n", "\n").Replace("\n\n", "\n").Split('\n').ToList();
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elist.RemoveAll(x => x.EndsWith(","));
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for (int i = 0; i < elist.Count; i++)
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{
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var paths = GraphTypeValue[i].Split('_');
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DirectoryInfo nowpath = directoryInfo;
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foreach (var path in paths)
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{
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nowpath = nowpath.CreateSubdirectory(path);
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}
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foreach (string v in Enum.GetNames(typeof(GameSave.ModeType)))
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{
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using (Bitmap image = new Bitmap(500, 500))
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{
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using (Graphics g = Graphics.FromImage(image))
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{
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var strs = elist[i].Split(' ');
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g.DrawString(strs[0], new Font("胡晓波男神体2.0", 66, FontStyle.Bold), new SolidBrush(Color.DarkSlateBlue), 10, 100);
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g.DrawString(strs[0], new Font("胡晓波男神体2.0", 64), new SolidBrush(Color.AliceBlue), 15, 100);
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for (int j = 1; j < strs.Length - 1; j++)
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{
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g.DrawString(strs[j], new Font("胡晓波萌萌体", 50, FontStyle.Bold), new SolidBrush(Color.LightGray), 10, 150 + 50 * j);
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g.DrawString(strs[j], new Font("胡晓波萌萌体", 48, FontStyle.Bold), new SolidBrush(Color.Gray), 15, 150 + 50 * j);
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}
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g.DrawString(v, new Font("胡晓波润圆体35", 50, FontStyle.Bold), new SolidBrush(Color.DeepSkyBlue), 10, 350);
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g.DrawString(v, new Font("胡晓波润圆体35", 48, FontStyle.Bold), new SolidBrush(Color.SkyBlue), 15, 350);
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int len = 2000;
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var last = strs.Last();
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if(last == "S")
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{
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len = 250;
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}
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||||
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];
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
90
VPet-Simulator.Tool/Properties/Resources.Designer.cs
generated
Normal file
90
VPet-Simulator.Tool/Properties/Resources.Designer.cs
generated
Normal 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 /// <summary>
|
||||
/// /// 不被启用/使用的 不包含在GrapType
|
||||
/// /// </summary>
|
||||
/// Not_Able,
|
||||
/// /// <summary>
|
||||
/// /// 被提起动态 (循环)
|
||||
/// /// </summary>
|
||||
/// Raised_Dynamic,
|
||||
/// /// <summary>
|
||||
/// /// 被提起静态 (开始)
|
||||
/// /// </summary>
|
||||
/// Raised_Static_A_Start,
|
||||
/// /// <summary>
|
||||
/// /// 被提起静态 (循环)
|
||||
/// /// </summary>
|
||||
/// Raised_Static_B_Loop,
|
||||
/// /// <summary>
|
||||
/// /// 从上向右爬 (循环)
|
||||
/// [字符串的其余部分被截断]"; 的本地化字符串。
|
||||
/// </summary>
|
||||
internal static string laenum {
|
||||
get {
|
||||
return ResourceManager.GetString("laenum", resourceCulture);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
124
VPet-Simulator.Tool/Properties/Resources.resx
Normal file
124
VPet-Simulator.Tool/Properties/Resources.resx
Normal file
@ -0,0 +1,124 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<root>
|
||||
<!--
|
||||
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.
|
||||
-->
|
||||
<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>
|
||||
</resheader>
|
||||
<resheader name="version">
|
||||
<value>2.0</value>
|
||||
</resheader>
|
||||
<resheader name="reader">
|
||||
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||
</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>
|
@ -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>
|
||||
</Compile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="App.config" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Resource Include="laenum.txt" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<EmbeddedResource Include="Properties\Resources.resx">
|
||||
<Generator>ResXFileCodeGenerator</Generator>
|
||||
<LastGenOutput>Resources.Designer.cs</LastGenOutput>
|
||||
</EmbeddedResource>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\VPet-Simulator.Core\VPet-Simulator.Core.csproj">
|
||||
<Project>{7bd4cb1d-c8f3-4349-9bf0-cd11789130ba}</Project>
|
||||
<Name>VPet-Simulator.Core</Name>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
</Project>
|
295
VPet-Simulator.Tool/laenum.txt
Normal file
295
VPet-Simulator.Tool/laenum.txt
Normal file
@ -0,0 +1,295 @@
|
||||
/// 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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Reference in New Issue
Block a user