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https://github.com/LorisYounger/VPet.git
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分离消息栏,使其支持自定义
This commit is contained in:
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@ -29,7 +29,7 @@ namespace VPet_Simulator.Core
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/// <summary>
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/// 消息栏
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/// </summary>
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public MessageBar MsgBar;
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public IMassageBar MsgBar;
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/// <summary>
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/// 工作显示栏
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/// </summary>
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@ -65,7 +65,7 @@ namespace VPet_Simulator.Core
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UIGrid.Children.Add(ToolBar);
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MsgBar = new MessageBar(this);
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MsgBar.Visibility = Visibility.Collapsed;
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UIGrid.Children.Add(MsgBar);
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UIGrid.Children.Add(MsgBar.This);
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labeldisplaytimer.Elapsed += Labledisplaytimer_Elapsed;
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if (loadtouchevent)
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@ -41,6 +41,9 @@ namespace VPet_Simulator.Core
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/// 说话
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/// </summary>
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/// <param name="text">说话内容</param>
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/// <param name="graphname">图像名</param>
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/// <param name="desc">描述</param>
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/// <param name="force">强制显示图像</param>
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public void Say(string text, string graphname = null, bool force = false, string desc = null)
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{
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Task.Run(() =>
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@ -51,9 +54,8 @@ namespace VPet_Simulator.Core
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{
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Dispatcher.Invoke(() =>
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{
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if (!string.IsNullOrWhiteSpace(desc))
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MsgBar.MessageBoxContent.Children.Add(new TextBlock() { Text = desc, FontSize = 20, ToolTip = desc, HorizontalAlignment = System.Windows.HorizontalAlignment.Right });
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MsgBar.Show(Core.Save.Name, text, graphname);
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MsgBar.Show(Core.Save.Name, text, graphname, (string.IsNullOrWhiteSpace(desc) ? null :
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new TextBlock() { Text = desc, FontSize = 20, ToolTip = desc, HorizontalAlignment = HorizontalAlignment.Right }));
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});
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DisplayBLoopingForce(graphname);
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});
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@ -61,9 +63,38 @@ namespace VPet_Simulator.Core
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{
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Dispatcher.Invoke(() =>
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{
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if (!string.IsNullOrWhiteSpace(desc))
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MsgBar.MessageBoxContent.Children.Add(new TextBlock() { Text = desc, FontSize = 20, ToolTip = desc, HorizontalAlignment = System.Windows.HorizontalAlignment.Right });
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MsgBar.Show(Core.Save.Name, text);
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MsgBar.Show(Core.Save.Name, text, msgcontent: (string.IsNullOrWhiteSpace(desc) ? null :
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new TextBlock() { Text = desc, FontSize = 20, ToolTip = desc, HorizontalAlignment = HorizontalAlignment.Right }));
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});
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}
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});
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}
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/// <summary>
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/// 说话
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/// </summary>
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/// <param name="text">说话内容</param>
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/// <param name="graphname">图像名</param>
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/// <param name="msgcontent">消息内容</param>
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/// <param name="force">强制显示图像</param>
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public void Say(string text, UIElement msgcontent, string graphname = null, bool force = false)
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{
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Task.Run(() =>
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{
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OnSay?.Invoke(text);
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if (force || !string.IsNullOrWhiteSpace(graphname) && DisplayType.Type == GraphType.Default)//这里不使用idle是因为idle包括学习等
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Display(graphname, AnimatType.A_Start, () =>
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{
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Dispatcher.Invoke(() =>
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{
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MsgBar.Show(Core.Save.Name, text, graphname, msgcontent);
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});
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DisplayBLoopingForce(graphname);
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});
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else
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{
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Dispatcher.Invoke(() =>
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{
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MsgBar.Show(Core.Save.Name, text, msgcontent: msgcontent);
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});
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}
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});
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@ -11,11 +11,43 @@ using Timer = System.Timers.Timer;
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namespace VPet_Simulator.Core
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{
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public interface IMassageBar : IDisposable
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{
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/// <summary>
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/// 显示消息
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/// </summary>
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/// <param name="name">名字</param>
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/// <param name="text">内容</param>
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/// <param name="graphname">图像名</param>
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/// <param name="msgcontent">消息框内容</param>
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void Show(string name, string text, string graphname = null, UIElement msgcontent = null);
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/// <summary>
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/// 强制关闭
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/// </summary>
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void ForceClose();
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/// <summary>
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/// 设置位置在桌宠内
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/// </summary>
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void SetPlaceIN();
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/// <summary>
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/// 设置位置在桌宠外
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/// </summary>
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void SetPlaceOUT();
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/// <summary>
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/// 显示状态
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/// </summary>
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Visibility Visibility { get; set; }
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/// <summary>
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/// 该消息框的UIElement
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/// </summary>
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UIElement This { get; }
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}
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/// <summary>
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/// MessageBar.xaml 的交互逻辑
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/// </summary>
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public partial class MessageBar : UserControl, IDisposable
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public partial class MessageBar : UserControl, IDisposable, IMassageBar
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{
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public UIElement This => this;
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Main m;
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public MessageBar(Main m)
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{
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@ -109,12 +141,13 @@ namespace VPet_Simulator.Core
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/// </summary>
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/// <param name="name">名字</param>
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/// <param name="text">内容</param>
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public void Show(string name, string text, string graphname = null)
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public void Show(string name, string text, string graphname = null, UIElement msgcontent = null)
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{
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if (m.UIGrid.Children.IndexOf(this) != m.UIGrid.Children.Count - 1)
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{
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Panel.SetZIndex(this, m.UIGrid.Children.Count - 1);
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}
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MessageBoxContent.Children.Clear();
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TText.Text = "";
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outputtext = text.ToList();
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LName.Content = name;
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@ -123,6 +156,10 @@ namespace VPet_Simulator.Core
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this.Visibility = Visibility.Visible;
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Opacity = .8;
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graphName = graphname;
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if (msgcontent != null)
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{
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MessageBoxContent.Children.Add(msgcontent);
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}
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}
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public void Border_MouseEnter(object sender, MouseEventArgs e)
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346
VPet-Simulator.Windows.Interface/VpetSave.cs
Normal file
346
VPet-Simulator.Windows.Interface/VpetSave.cs
Normal file
@ -0,0 +1,346 @@
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using LinePutScript.Converter;
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using LinePutScript;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using VPet_Simulator.Core;
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using static VPet_Simulator.Core.IGameSave;
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namespace VPet_Simulator.Windows.Interface;
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/// <summary>
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/// 游戏存档 桌宠桌面端订制版本
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/// </summary>
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public class VpetSave : IGameSave
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{
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/// <summary>
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/// 宠物名字
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/// </summary>
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[Line(name: "name")]
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public string Name { get; set; }
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/// <summary>
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/// 金钱
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/// </summary>
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[Line(Type = LPSConvert.ConvertType.ToFloat, Name = "money")]
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public double Money { get; set; }
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/// <summary>
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/// 经验值
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/// </summary>
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[Line(type: LPSConvert.ConvertType.ToFloat, name: "exp")] public double Exp { get; set; }
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/// <summary>
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/// 等级
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/// </summary>
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public int Level => Exp < 0 ? 1 : (int)(Math.Sqrt(Exp) / 10) + 1;
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/// <summary>
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/// 升级所需经验值
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/// </summary>
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/// <returns></returns>
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public int LevelUpNeed() => (int)(Math.Pow((Level) * 10, 2));
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/// <summary>
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/// 体力 0-100
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/// </summary>
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public double Strength { get => strength; set => strength = Math.Min(StrengthMax, Math.Max(0, value)); }
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public double StrengthMax { get; } = 100;
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[Line(Type = LPSConvert.ConvertType.ToFloat, IgnoreCase = true)]
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protected double strength { get; set; }
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/// <summary>
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/// 待补充的体力,随着时间缓慢加给桌宠
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/// </summary>//让游戏更有游戏性
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[Line(Type = LPSConvert.ConvertType.ToFloat, IgnoreCase = true)]
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public double StoreStrength { get; set; }
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/// <summary>
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/// 变化 体力
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/// </summary>
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public double ChangeStrength { get; set; } = 0;
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public void StrengthChange(double value)
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{
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ChangeStrength += value;
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Strength += value;
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}
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/// <summary>
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/// 饱腹度
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/// </summary>
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public double StrengthFood
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{
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get => strengthFood; set
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{
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value = Math.Min(100, value);
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if (value <= 0)
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{
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Health += value;
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strengthFood = 0;
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}
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else
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strengthFood = value;
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}
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}
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[Line(Type = LPSConvert.ConvertType.ToFloat)]
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protected double strengthFood { get; set; }
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/// <summary>
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/// 待补充的饱腹度,随着时间缓慢加给桌宠
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/// </summary>//让游戏更有游戏性
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[Line(Type = LPSConvert.ConvertType.ToFloat)]
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public double StoreStrengthFood { get; set; }
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public void StrengthChangeFood(double value)
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{
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ChangeStrengthFood += value;
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StrengthFood += value;
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}
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/// <summary>
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/// 变化 食物
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/// </summary>
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public double ChangeStrengthFood { get; set; } = 0;
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/// <summary>
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/// 口渴度
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/// </summary>
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public double StrengthDrink
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{
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get => strengthDrink; set
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{
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value = Math.Min(100, value);
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if (value <= 0)
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{
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Health += value;
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strengthDrink = 0;
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}
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else
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strengthDrink = value;
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}
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}
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[Line(Type = LPSConvert.ConvertType.ToFloat)]
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protected double strengthDrink { get; set; }
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/// <summary>
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/// 待补充的口渴度,随着时间缓慢加给桌宠
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/// </summary>//让游戏更有游戏性
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[Line(Type = LPSConvert.ConvertType.ToFloat)]
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public double StoreStrengthDrink { get; set; }
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/// <summary>
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/// 变化 口渴度
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/// </summary>
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public double ChangeStrengthDrink { get; set; } = 0;
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public void StrengthChangeDrink(double value)
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{
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ChangeStrengthDrink += value;
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StrengthDrink += value;
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}
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/// <summary>
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/// 心情
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/// </summary>
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public double Feeling
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{
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get => feeling; set
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{
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value = Math.Min(100, value);
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if (value <= 0)
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{
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Health += value / 2;
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Likability += value / 2;
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feeling = 0;
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}
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else
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feeling = value;
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}
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}
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[Line(Type = LPSConvert.ConvertType.ToFloat)]
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protected double feeling { get; set; }
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/// <summary>
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/// 待补充的心情,随着时间缓慢加给桌宠
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/// </summary>//让游戏更有游戏性
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[Line(Type = LPSConvert.ConvertType.ToFloat)]
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public double StoreFeeling { get; set; }
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/// <summary>
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/// 变化 心情
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/// </summary>
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public double ChangeFeeling { get; set; } = 0;
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public void FeelingChange(double value)
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{
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ChangeFeeling += value;
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Feeling += value;
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}
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/// <summary>
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/// 健康(生病)(隐藏)
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/// </summary>
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public double Health { get => health; set => health = Math.Min(100, Math.Max(0, value)); }
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[Line(Type = LPSConvert.ConvertType.ToFloat)]
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protected double health { get; set; }
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/// <summary>
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/// 好感度(隐藏)(累加值)
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/// </summary>
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public double Likability
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{
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get => likability; set
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{
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var max = LikabilityMax;
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value = Math.Max(0, value);
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if (value > max)
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{
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likability = max;
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Health += value - max;
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}
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else
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likability = value;
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}
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}
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[Line(Type = LPSConvert.ConvertType.ToFloat)]
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protected double likability { get; set; }
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/// <summary>
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/// 清除变化
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/// </summary>
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public void CleanChange()
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{
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ChangeStrength /= 2;
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ChangeFeeling /= 2;
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ChangeStrengthDrink /= 2;
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ChangeStrengthFood /= 2;
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}
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/// <summary>
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/// 取回被储存的体力
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/// </summary>
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public void StoreTake()
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{
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const int t = 10;
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var s = StoreFeeling / t;
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StoreFeeling -= s;
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if (Math.Abs(StoreFeeling) < 1)
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StoreFeeling = 0;
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else
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FeelingChange(s);
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s = StoreStrength / t;
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StoreStrength -= s;
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if (Math.Abs(StoreStrength) < 1)
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StoreStrength = 0;
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else
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StrengthChange(s);
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s = StoreStrengthDrink / t;
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StoreStrengthDrink -= s;
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if (Math.Abs(StoreStrengthDrink) < 1)
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StoreStrengthDrink = 0;
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else
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StrengthChangeDrink(s);
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s = StoreStrengthFood / t;
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StoreStrengthFood -= s;
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if (Math.Abs(StoreStrengthFood) < 1)
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StoreStrengthFood = 0;
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else
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StrengthChangeFood(s);
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}
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/// <summary>
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/// 吃食物
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/// </summary>
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/// <param name="food">食物类</param>
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public void EatFood(IFood food)
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{
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Exp += food.Exp;
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var tmp = food.Strength / 2;
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StrengthChange(tmp);
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StoreStrength += tmp;
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tmp = food.StrengthFood / 2;
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StrengthChangeFood(tmp);
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StoreStrengthFood += tmp;
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tmp = food.StrengthDrink / 2;
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StrengthChangeDrink(tmp);
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StoreStrengthDrink += tmp;
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tmp = food.Feeling / 2;
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FeelingChange(tmp);
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StoreFeeling += tmp;
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Health += food.Health;
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Likability += food.Likability;
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}
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/// <summary>
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/// 宠物当前状态
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/// </summary>
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[Line(name: "mode")]
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public ModeType Mode { get; set; } = ModeType.Nomal;
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public double LikabilityMax => 90 + Level * 10;
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/// <summary>
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/// 计算宠物当前状态
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/// </summary>
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public ModeType CalMode()
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{
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int realhel = 60 - (Feeling >= 80 ? 12 : 0) - (Likability >= 80 ? 12 : (Likability >= 40 ? 6 : 0));
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//先从最次的开始
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if (Health <= realhel)
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{
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//可以确认从状态不佳和生病二选一
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if (Health <= realhel / 2)
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{//生病
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return ModeType.Ill;
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}
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else
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{
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return ModeType.PoorCondition;
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}
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}
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//然后判断是高兴还是普通
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realhel = 90 - (Likability >= 80 ? 20 : (Likability >= 40 ? 10 : 0));
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if (Feeling >= realhel)
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{
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return ModeType.Happy;
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}
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else if (Feeling <= realhel / 2)
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{
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return ModeType.PoorCondition;
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}
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return ModeType.Nomal;
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}
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/// <summary>
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/// 新游戏
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/// </summary>
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public VpetSave(string name)
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{
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Name = name;
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Money = 100;
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Exp = 0;
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Strength = 100;
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StrengthFood = 100;
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StrengthDrink = 100;
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Feeling = 60;
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Health = 100;
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Likability = 0;
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Mode = CalMode();
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}
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/// <summary>
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/// 读档
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/// </summary>
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public VpetSave()
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{
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}
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/// <summary>
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/// 读档
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/// </summary>
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public static GameSave Load(ILine data) => LPSConvert.DeserializeObject<GameSave>(data);
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/// <summary>
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/// 存档
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/// </summary>
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/// <returns>存档行</returns>
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public Line ToLine()
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{
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//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");
|
||||
}
|
||||
|
||||
}
|
@ -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
|
||||
|
Loading…
Reference in New Issue
Block a user