分离消息栏,使其支持自定义

This commit is contained in:
ZouJin 2024-03-11 16:01:33 +08:00
parent 57be820e16
commit 26f927f668
5 changed files with 446 additions and 34 deletions

View File

@ -29,7 +29,7 @@ namespace VPet_Simulator.Core
/// <summary>
/// 消息栏
/// </summary>
public MessageBar MsgBar;
public IMassageBar MsgBar;
/// <summary>
/// 工作显示栏
/// </summary>
@ -65,7 +65,7 @@ namespace VPet_Simulator.Core
UIGrid.Children.Add(ToolBar);
MsgBar = new MessageBar(this);
MsgBar.Visibility = Visibility.Collapsed;
UIGrid.Children.Add(MsgBar);
UIGrid.Children.Add(MsgBar.This);
labeldisplaytimer.Elapsed += Labledisplaytimer_Elapsed;
if (loadtouchevent)

View File

@ -41,6 +41,9 @@ namespace VPet_Simulator.Core
/// 说话
/// </summary>
/// <param name="text">说话内容</param>
/// <param name="graphname">图像名</param>
/// <param name="desc">描述</param>
/// <param name="force">强制显示图像</param>
public void Say(string text, string graphname = null, bool force = false, string desc = null)
{
Task.Run(() =>
@ -51,9 +54,8 @@ namespace VPet_Simulator.Core
{
Dispatcher.Invoke(() =>
{
if (!string.IsNullOrWhiteSpace(desc))
MsgBar.MessageBoxContent.Children.Add(new TextBlock() { Text = desc, FontSize = 20, ToolTip = desc, HorizontalAlignment = System.Windows.HorizontalAlignment.Right });
MsgBar.Show(Core.Save.Name, text, graphname);
MsgBar.Show(Core.Save.Name, text, graphname, (string.IsNullOrWhiteSpace(desc) ? null :
new TextBlock() { Text = desc, FontSize = 20, ToolTip = desc, HorizontalAlignment = HorizontalAlignment.Right }));
});
DisplayBLoopingForce(graphname);
});
@ -61,9 +63,38 @@ namespace VPet_Simulator.Core
{
Dispatcher.Invoke(() =>
{
if (!string.IsNullOrWhiteSpace(desc))
MsgBar.MessageBoxContent.Children.Add(new TextBlock() { Text = desc, FontSize = 20, ToolTip = desc, HorizontalAlignment = System.Windows.HorizontalAlignment.Right });
MsgBar.Show(Core.Save.Name, text);
MsgBar.Show(Core.Save.Name, text, msgcontent: (string.IsNullOrWhiteSpace(desc) ? null :
new TextBlock() { Text = desc, FontSize = 20, ToolTip = desc, HorizontalAlignment = HorizontalAlignment.Right }));
});
}
});
}
/// <summary>
/// 说话
/// </summary>
/// <param name="text">说话内容</param>
/// <param name="graphname">图像名</param>
/// <param name="msgcontent">消息内容</param>
/// <param name="force">强制显示图像</param>
public void Say(string text, UIElement msgcontent, string graphname = null, bool force = false)
{
Task.Run(() =>
{
OnSay?.Invoke(text);
if (force || !string.IsNullOrWhiteSpace(graphname) && DisplayType.Type == GraphType.Default)//这里不使用idle是因为idle包括学习等
Display(graphname, AnimatType.A_Start, () =>
{
Dispatcher.Invoke(() =>
{
MsgBar.Show(Core.Save.Name, text, graphname, msgcontent);
});
DisplayBLoopingForce(graphname);
});
else
{
Dispatcher.Invoke(() =>
{
MsgBar.Show(Core.Save.Name, text, msgcontent: msgcontent);
});
}
});

View File

@ -11,11 +11,43 @@ using Timer = System.Timers.Timer;
namespace VPet_Simulator.Core
{
public interface IMassageBar : IDisposable
{
/// <summary>
/// 显示消息
/// </summary>
/// <param name="name">名字</param>
/// <param name="text">内容</param>
/// <param name="graphname">图像名</param>
/// <param name="msgcontent">消息框内容</param>
void Show(string name, string text, string graphname = null, UIElement msgcontent = null);
/// <summary>
/// 强制关闭
/// </summary>
void ForceClose();
/// <summary>
/// 设置位置在桌宠内
/// </summary>
void SetPlaceIN();
/// <summary>
/// 设置位置在桌宠外
/// </summary>
void SetPlaceOUT();
/// <summary>
/// 显示状态
/// </summary>
Visibility Visibility { get; set; }
/// <summary>
/// 该消息框的UIElement
/// </summary>
UIElement This { get; }
}
/// <summary>
/// MessageBar.xaml 的交互逻辑
/// </summary>
public partial class MessageBar : UserControl, IDisposable
public partial class MessageBar : UserControl, IDisposable, IMassageBar
{
public UIElement This => this;
Main m;
public MessageBar(Main m)
{
@ -91,7 +123,7 @@ namespace VPet_Simulator.Core
public Action EndAction;
private void EndTimer_Elapsed(object sender, ElapsedEventArgs e)
{
if (--timeleft <= 0)
{
EndTimer.Stop();
@ -109,12 +141,13 @@ namespace VPet_Simulator.Core
/// </summary>
/// <param name="name">名字</param>
/// <param name="text">内容</param>
public void Show(string name, string text, string graphname = null)
public void Show(string name, string text, string graphname = null, UIElement msgcontent = null)
{
if (m.UIGrid.Children.IndexOf(this) != m.UIGrid.Children.Count - 1)
{
Panel.SetZIndex(this, m.UIGrid.Children.Count - 1);
}
MessageBoxContent.Children.Clear();
TText.Text = "";
outputtext = text.ToList();
LName.Content = name;
@ -123,6 +156,10 @@ namespace VPet_Simulator.Core
this.Visibility = Visibility.Visible;
Opacity = .8;
graphName = graphname;
if (msgcontent != null)
{
MessageBoxContent.Children.Add(msgcontent);
}
}
public void Border_MouseEnter(object sender, MouseEventArgs e)

View File

@ -0,0 +1,346 @@
using LinePutScript.Converter;
using LinePutScript;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using VPet_Simulator.Core;
using static VPet_Simulator.Core.IGameSave;
namespace VPet_Simulator.Windows.Interface;
/// <summary>
/// 游戏存档 桌宠桌面端订制版本
/// </summary>
public class VpetSave : IGameSave
{
/// <summary>
/// 宠物名字
/// </summary>
[Line(name: "name")]
public string Name { get; set; }
/// <summary>
/// 金钱
/// </summary>
[Line(Type = LPSConvert.ConvertType.ToFloat, Name = "money")]
public double Money { get; set; }
/// <summary>
/// 经验值
/// </summary>
[Line(type: LPSConvert.ConvertType.ToFloat, name: "exp")] public double Exp { get; set; }
/// <summary>
/// 等级
/// </summary>
public int Level => Exp < 0 ? 1 : (int)(Math.Sqrt(Exp) / 10) + 1;
/// <summary>
/// 升级所需经验值
/// </summary>
/// <returns></returns>
public int LevelUpNeed() => (int)(Math.Pow((Level) * 10, 2));
/// <summary>
/// 体力 0-100
/// </summary>
public double Strength { get => strength; set => strength = Math.Min(StrengthMax, Math.Max(0, value)); }
public double StrengthMax { get; } = 100;
[Line(Type = LPSConvert.ConvertType.ToFloat, IgnoreCase = true)]
protected double strength { get; set; }
/// <summary>
/// 待补充的体力,随着时间缓慢加给桌宠
/// </summary>//让游戏更有游戏性
[Line(Type = LPSConvert.ConvertType.ToFloat, IgnoreCase = true)]
public double StoreStrength { get; set; }
/// <summary>
/// 变化 体力
/// </summary>
public double ChangeStrength { get; set; } = 0;
public void StrengthChange(double value)
{
ChangeStrength += value;
Strength += value;
}
/// <summary>
/// 饱腹度
/// </summary>
public double StrengthFood
{
get => strengthFood; set
{
value = Math.Min(100, value);
if (value <= 0)
{
Health += value;
strengthFood = 0;
}
else
strengthFood = value;
}
}
[Line(Type = LPSConvert.ConvertType.ToFloat)]
protected double strengthFood { get; set; }
/// <summary>
/// 待补充的饱腹度,随着时间缓慢加给桌宠
/// </summary>//让游戏更有游戏性
[Line(Type = LPSConvert.ConvertType.ToFloat)]
public double StoreStrengthFood { get; set; }
public void StrengthChangeFood(double value)
{
ChangeStrengthFood += value;
StrengthFood += value;
}
/// <summary>
/// 变化 食物
/// </summary>
public double ChangeStrengthFood { get; set; } = 0;
/// <summary>
/// 口渴度
/// </summary>
public double StrengthDrink
{
get => strengthDrink; set
{
value = Math.Min(100, value);
if (value <= 0)
{
Health += value;
strengthDrink = 0;
}
else
strengthDrink = value;
}
}
[Line(Type = LPSConvert.ConvertType.ToFloat)]
protected double strengthDrink { get; set; }
/// <summary>
/// 待补充的口渴度,随着时间缓慢加给桌宠
/// </summary>//让游戏更有游戏性
[Line(Type = LPSConvert.ConvertType.ToFloat)]
public double StoreStrengthDrink { get; set; }
/// <summary>
/// 变化 口渴度
/// </summary>
public double ChangeStrengthDrink { get; set; } = 0;
public void StrengthChangeDrink(double value)
{
ChangeStrengthDrink += value;
StrengthDrink += value;
}
/// <summary>
/// 心情
/// </summary>
public double Feeling
{
get => feeling; set
{
value = Math.Min(100, value);
if (value <= 0)
{
Health += value / 2;
Likability += value / 2;
feeling = 0;
}
else
feeling = value;
}
}
[Line(Type = LPSConvert.ConvertType.ToFloat)]
protected double feeling { get; set; }
/// <summary>
/// 待补充的心情,随着时间缓慢加给桌宠
/// </summary>//让游戏更有游戏性
[Line(Type = LPSConvert.ConvertType.ToFloat)]
public double StoreFeeling { get; set; }
/// <summary>
/// 变化 心情
/// </summary>
public double ChangeFeeling { get; set; } = 0;
public void FeelingChange(double value)
{
ChangeFeeling += value;
Feeling += value;
}
/// <summary>
/// 健康(生病)(隐藏)
/// </summary>
public double Health { get => health; set => health = Math.Min(100, Math.Max(0, value)); }
[Line(Type = LPSConvert.ConvertType.ToFloat)]
protected double health { get; set; }
/// <summary>
/// 好感度(隐藏)(累加值)
/// </summary>
public double Likability
{
get => likability; set
{
var max = LikabilityMax;
value = Math.Max(0, value);
if (value > max)
{
likability = max;
Health += value - max;
}
else
likability = value;
}
}
[Line(Type = LPSConvert.ConvertType.ToFloat)]
protected double likability { get; set; }
/// <summary>
/// 清除变化
/// </summary>
public void CleanChange()
{
ChangeStrength /= 2;
ChangeFeeling /= 2;
ChangeStrengthDrink /= 2;
ChangeStrengthFood /= 2;
}
/// <summary>
/// 取回被储存的体力
/// </summary>
public void StoreTake()
{
const int t = 10;
var s = StoreFeeling / t;
StoreFeeling -= s;
if (Math.Abs(StoreFeeling) < 1)
StoreFeeling = 0;
else
FeelingChange(s);
s = StoreStrength / t;
StoreStrength -= s;
if (Math.Abs(StoreStrength) < 1)
StoreStrength = 0;
else
StrengthChange(s);
s = StoreStrengthDrink / t;
StoreStrengthDrink -= s;
if (Math.Abs(StoreStrengthDrink) < 1)
StoreStrengthDrink = 0;
else
StrengthChangeDrink(s);
s = StoreStrengthFood / t;
StoreStrengthFood -= s;
if (Math.Abs(StoreStrengthFood) < 1)
StoreStrengthFood = 0;
else
StrengthChangeFood(s);
}
/// <summary>
/// 吃食物
/// </summary>
/// <param name="food">食物类</param>
public void EatFood(IFood food)
{
Exp += food.Exp;
var tmp = food.Strength / 2;
StrengthChange(tmp);
StoreStrength += tmp;
tmp = food.StrengthFood / 2;
StrengthChangeFood(tmp);
StoreStrengthFood += tmp;
tmp = food.StrengthDrink / 2;
StrengthChangeDrink(tmp);
StoreStrengthDrink += tmp;
tmp = food.Feeling / 2;
FeelingChange(tmp);
StoreFeeling += tmp;
Health += food.Health;
Likability += food.Likability;
}
/// <summary>
/// 宠物当前状态
/// </summary>
[Line(name: "mode")]
public ModeType Mode { get; set; } = ModeType.Nomal;
public double LikabilityMax => 90 + Level * 10;
/// <summary>
/// 计算宠物当前状态
/// </summary>
public ModeType CalMode()
{
int realhel = 60 - (Feeling >= 80 ? 12 : 0) - (Likability >= 80 ? 12 : (Likability >= 40 ? 6 : 0));
//先从最次的开始
if (Health <= realhel)
{
//可以确认从状态不佳和生病二选一
if (Health <= realhel / 2)
{//生病
return ModeType.Ill;
}
else
{
return ModeType.PoorCondition;
}
}
//然后判断是高兴还是普通
realhel = 90 - (Likability >= 80 ? 20 : (Likability >= 40 ? 10 : 0));
if (Feeling >= realhel)
{
return ModeType.Happy;
}
else if (Feeling <= realhel / 2)
{
return ModeType.PoorCondition;
}
return ModeType.Nomal;
}
/// <summary>
/// 新游戏
/// </summary>
public VpetSave(string name)
{
Name = name;
Money = 100;
Exp = 0;
Strength = 100;
StrengthFood = 100;
StrengthDrink = 100;
Feeling = 60;
Health = 100;
Likability = 0;
Mode = CalMode();
}
/// <summary>
/// 读档
/// </summary>
public VpetSave()
{
}
/// <summary>
/// 读档
/// </summary>
public static GameSave Load(ILine data) => LPSConvert.DeserializeObject<GameSave>(data);
/// <summary>
/// 存档
/// </summary>
/// <returns>存档行</returns>
public Line ToLine()
{
//Line save = new Line("vpet", Name);
//save.SetFloat("money", Money);
//save.SetInt("exp", Exp);
//save.SetFloat("strength", Strength);
//save.SetFloat("strengthdrink", StrengthDrink);
//save.SetFloat("strengthfood", StrengthFood);
//save.SetFloat("feeling", Feeling);
//save.SetFloat("health", Health);
//save.SetFloat("Likability", Likability);
return LPSConvert.SerializeObject(this, "vpet");
}
}

View File

@ -36,9 +36,7 @@ using static VPet_Simulator.Windows.Interface.ExtensionFunction;
using Image = System.Windows.Controls.Image;
using System.Data;
using System.Windows.Media;
#if SteamOutput
using VPet.Solution;
#endif
namespace VPet_Simulator.Windows
{
public partial class MainWindow : IMainWindow
@ -1523,7 +1521,7 @@ namespace VPet_Simulator.Windows
//清空资源
Main.Resources = Application.Current.Resources;
Main.MsgBar.Resources = Application.Current.Resources;
//Main.MsgBar.Resources = Application.Current.Resources;
Main.ToolBar.Resources = Application.Current.Resources;
//加载主题:
@ -1848,25 +1846,25 @@ namespace VPet_Simulator.Windows
{
Thread.Sleep(120000);
Set["v"][(gint)"rank"] = DateTime.Now.Year;
Dispatcher.Invoke(() =>
{
var button = new System.Windows.Controls.Button()
{
Content = "点击前往查看".Translate(),
FontSize = 20,
HorizontalAlignment = System.Windows.HorizontalAlignment.Right,
Background = Function.ResourcesBrush(Function.BrushType.Primary),
Foreground = Function.ResourcesBrush(Function.BrushType.PrimaryText),
};
button.Click += (x, y) =>
{
var panelWindow = new winCharacterPanel(this);
panelWindow.MainTab.SelectedIndex = 2;
panelWindow.Show();
};
Main.MsgBar.MessageBoxContent.Children.Add(button);
});
Main.Say("哼哼~主人,我的考试成绩出炉了哦,快来和我一起看我的成绩单喵".Translate(), "shining");
var btn = Dispatcher.Invoke(() =>
{
var button = new System.Windows.Controls.Button()
{
Content = "点击前往查看".Translate(),
FontSize = 20,
HorizontalAlignment = System.Windows.HorizontalAlignment.Right,
Background = Function.ResourcesBrush(Function.BrushType.Primary),
Foreground = Function.ResourcesBrush(Function.BrushType.PrimaryText),
};
button.Click += (x, y) =>
{
var panelWindow = new winCharacterPanel(this);
panelWindow.MainTab.SelectedIndex = 2;
panelWindow.Show();
};
return button;
});
Main.Say("哼哼~主人,我的考试成绩出炉了哦,快来和我一起看我的成绩单喵".Translate(), btn, "shining");
});
}
#if NewYear