diff --git a/VPet-Simulator.Core/Display/Main.xaml.cs b/VPet-Simulator.Core/Display/Main.xaml.cs index fd24f4a..bd333ec 100644 --- a/VPet-Simulator.Core/Display/Main.xaml.cs +++ b/VPet-Simulator.Core/Display/Main.xaml.cs @@ -45,7 +45,7 @@ namespace VPet_Simulator.Core /// /// 如果不开启功能模式,默认状态设置 /// - public GameSave.ModeType NoFunctionMOD = GameSave.ModeType.Happy; + public IGameSave.ModeType NoFunctionMOD = IGameSave.ModeType.Happy; /// /// 是否开始运行 /// @@ -145,7 +145,7 @@ namespace VPet_Simulator.Core Core.TouchEvent.Add(new TouchArea(Core.Graph.GraphConfig.TouchBodyLocate, Core.Graph.GraphConfig.TouchBodySize, () => { DisplayTouchBody(); return true; })); for (int i = 0; i < 4; i++) { - GameSave.ModeType m = (GameSave.ModeType)i; + IGameSave.ModeType m = (IGameSave.ModeType)i; Core.TouchEvent.Add(new TouchArea(Core.Graph.GraphConfig.TouchRaisedLocate[i], Core.Graph.GraphConfig.TouchRaisedSize[i], () => { diff --git a/VPet-Simulator.Core/Display/MainLogic.cs b/VPet-Simulator.Core/Display/MainLogic.cs index 4548577..f096cd7 100644 --- a/VPet-Simulator.Core/Display/MainLogic.cs +++ b/VPet-Simulator.Core/Display/MainLogic.cs @@ -285,12 +285,12 @@ namespace VPet_Simulator.Core Core.Save.Mode = newmod; } //看情况播放停止工作动画 - if (Core.Save.Mode == GameSave.ModeType.Ill && State == WorkingState.Work) + if (Core.Save.Mode == IGameSave.ModeType.Ill && State == WorkingState.Work) { WorkTimer.Stop(); } } - private void playSwitchAnimat(GameSave.ModeType before, GameSave.ModeType after) + private void playSwitchAnimat(IGameSave.ModeType before, IGameSave.ModeType after) { if (!(DisplayType.Type == GraphType.Default || DisplayType.Type == GraphType.Switch_Down || DisplayType.Type == GraphType.Switch_Up)) { @@ -304,12 +304,12 @@ namespace VPet_Simulator.Core else if (before < after) { Display(Core.Graph.FindGraph(Core.Graph.FindName(GraphType.Switch_Down), AnimatType.Single, before), - () => playSwitchAnimat((GameSave.ModeType)(((int)before) + 1), after)); + () => playSwitchAnimat((IGameSave.ModeType)(((int)before) + 1), after)); } else { Display(Core.Graph.FindGraph(Core.Graph.FindName(GraphType.Switch_Up), AnimatType.Single, before), - () => playSwitchAnimat((GameSave.ModeType)(((int)before) - 1), after)); + () => playSwitchAnimat((IGameSave.ModeType)(((int)before) - 1), after)); } } /// diff --git a/VPet-Simulator.Core/Display/ToolBar.xaml.cs b/VPet-Simulator.Core/Display/ToolBar.xaml.cs index 062c7e0..59274d3 100644 --- a/VPet-Simulator.Core/Display/ToolBar.xaml.cs +++ b/VPet-Simulator.Core/Display/ToolBar.xaml.cs @@ -153,7 +153,7 @@ namespace VPet_Simulator.Core public Func WorkCheck; public void StartWork(Work work) { - if (!m.Core.Controller.EnableFunction || m.Core.Save.Mode != GameSave.ModeType.Ill) + if (!m.Core.Controller.EnableFunction || m.Core.Save.Mode != IGameSave.ModeType.Ill) if (!m.Core.Controller.EnableFunction || m.Core.Save.Level >= work.LevelLimit) if (m.State == Main.WorkingState.Work && m.StateID == m.Core.Graph.GraphConfig.Works.IndexOf(work)) m.WorkTimer.Stop(); @@ -188,7 +188,7 @@ namespace VPet_Simulator.Core tMoney.Text = "$ " + m.Core.Save.Money.ToString("N2"); if (m.Core.Controller.EnableFunction) { - till.Visibility = m.Core.Save.Mode == GameSave.ModeType.Ill ? Visibility.Visible : Visibility.Collapsed; + till.Visibility = m.Core.Save.Mode == IGameSave.ModeType.Ill ? Visibility.Visible : Visibility.Collapsed; tfun.Visibility = Visibility.Collapsed; } else @@ -432,7 +432,7 @@ namespace VPet_Simulator.Core private void Sleep_Click(object sender, RoutedEventArgs e) { this.Visibility = Visibility.Collapsed; - if (m.Core.Save.Mode != GameSave.ModeType.Ill) + if (m.Core.Save.Mode != IGameSave.ModeType.Ill) if (m.State == Main.WorkingState.Sleep) { m.State = WorkingState.Nomal; diff --git a/VPet-Simulator.Core/Graph/GraphCore.cs b/VPet-Simulator.Core/Graph/GraphCore.cs index a0dca96..a9afb75 100644 --- a/VPet-Simulator.Core/Graph/GraphCore.cs +++ b/VPet-Simulator.Core/Graph/GraphCore.cs @@ -96,7 +96,7 @@ namespace VPet_Simulator.Core /// 动画名字 /// 状态类型,找不到就找相同动画类型 /// 动画的动作 Start Loop End - public IGraph FindGraph(string GraphName, AnimatType animat, GameSave.ModeType mode) + public IGraph FindGraph(string GraphName, AnimatType animat, IGameSave.ModeType mode) { if (GraphName == null) return null; @@ -109,7 +109,7 @@ namespace VPet_Simulator.Core return list[0]; return list[Function.Rnd.Next(list.Count)]; } - if (mode == GameSave.ModeType.Ill) + if (mode == IGameSave.ModeType.Ill) { return null; } @@ -117,7 +117,7 @@ namespace VPet_Simulator.Core if (i < 3) { //向下兼容的动画 - list = gl.FindAll(x => x.GraphInfo.ModeType == (GameSave.ModeType)i); + list = gl.FindAll(x => x.GraphInfo.ModeType == (IGameSave.ModeType)i); if (list.Count > 0) return list[Function.Rnd.Next(list.Count)]; } @@ -125,12 +125,12 @@ namespace VPet_Simulator.Core if (i >= 1) { //向上兼容的动画 - list = gl.FindAll(x => x.GraphInfo.ModeType == (GameSave.ModeType)i); + list = gl.FindAll(x => x.GraphInfo.ModeType == (IGameSave.ModeType)i); if (list.Count > 0) return list[Function.Rnd.Next(list.Count)]; } //如果实在找不到,就走随机数(无生病) - list = gl.FindAll(x => x.GraphInfo.ModeType != GameSave.ModeType.Ill); + list = gl.FindAll(x => x.GraphInfo.ModeType != IGameSave.ModeType.Ill); if (list.Count > 0) return list[Function.Rnd.Next(list.Count)]; } @@ -141,7 +141,7 @@ namespace VPet_Simulator.Core /// /// 状态类型,找不到就找相同动画类型 /// 动画的动作 Start Loop End - public List FindGraphs(string GraphName, AnimatType animat, GameSave.ModeType mode) + public List FindGraphs(string GraphName, AnimatType animat, IGameSave.ModeType mode) { if (GraphName == null) return null; @@ -156,7 +156,7 @@ namespace VPet_Simulator.Core if (i < 3) { //向下兼容的动画 - list = gl.FindAll(x => x.GraphInfo.ModeType == (GameSave.ModeType)i); + list = gl.FindAll(x => x.GraphInfo.ModeType == (IGameSave.ModeType)i); if (list.Count > 0) return list; } @@ -164,7 +164,7 @@ namespace VPet_Simulator.Core if (i >= 0) { //向上兼容的动画 - list = gl.FindAll(x => x.GraphInfo.ModeType == (GameSave.ModeType)i); + list = gl.FindAll(x => x.GraphInfo.ModeType == (IGameSave.ModeType)i); if (list.Count > 0) return list; } diff --git a/VPet-Simulator.Core/Graph/GraphHelper.cs b/VPet-Simulator.Core/Graph/GraphHelper.cs index 35ce6af..d186872 100644 --- a/VPet-Simulator.Core/Graph/GraphHelper.cs +++ b/VPet-Simulator.Core/Graph/GraphHelper.cs @@ -270,17 +270,17 @@ namespace VPet_Simulator.Core /// Ill = 16, } - public static ModeType GetModeType(GameSave.ModeType type) + public static ModeType GetModeType(IGameSave.ModeType type) { switch (type) { - case GameSave.ModeType.Happy: + case IGameSave.ModeType.Happy: return ModeType.Happy; - case GameSave.ModeType.Nomal: + case IGameSave.ModeType.Nomal: return ModeType.Nomal; - case GameSave.ModeType.PoorCondition: + case IGameSave.ModeType.PoorCondition: return ModeType.PoorCondition; - case GameSave.ModeType.Ill: + case IGameSave.ModeType.Ill: return ModeType.Ill; default: return ModeType.Nomal; diff --git a/VPet-Simulator.Core/Graph/GraphInfo.cs b/VPet-Simulator.Core/Graph/GraphInfo.cs index dcfc1e4..7144c9d 100644 --- a/VPet-Simulator.Core/Graph/GraphInfo.cs +++ b/VPet-Simulator.Core/Graph/GraphInfo.cs @@ -28,7 +28,7 @@ namespace VPet_Simulator.Core /// 动作: 动画的动作 Start Loop End /// 类型: 主要动作分类 /// 状态: 4种状态 - public GraphInfo(string name, GraphType type = GraphType.Common, AnimatType animat = AnimatType.Single, GameSave.ModeType modeType = GameSave.ModeType.Nomal) + public GraphInfo(string name, GraphType type = GraphType.Common, AnimatType animat = AnimatType.Single, IGameSave.ModeType modeType = IGameSave.ModeType.Nomal) { Name = name; Animat = animat; @@ -50,27 +50,27 @@ namespace VPet_Simulator.Core var path_name = pn.Replace('\\', '_').Split('_').ToList(); path_name.RemoveAll(string.IsNullOrWhiteSpace); - if (!Enum.TryParse(info[(gstr)"mode"], true, out GameSave.ModeType modetype)) + if (!Enum.TryParse(info[(gstr)"mode"], true, out IGameSave.ModeType modetype)) { if (path_name.Remove("happy")) { - modetype = GameSave.ModeType.Happy; + modetype = IGameSave.ModeType.Happy; } else if (path_name.Remove("nomal")) { - modetype = GameSave.ModeType.Nomal; + modetype = IGameSave.ModeType.Nomal; } else if (path_name.Remove("poorcondition")) { - modetype = GameSave.ModeType.PoorCondition; + modetype = IGameSave.ModeType.PoorCondition; } else if (path_name.Remove("ill")) { - modetype = GameSave.ModeType.Ill; + modetype = IGameSave.ModeType.Ill; } else { - modetype = GameSave.ModeType.Nomal; + modetype = IGameSave.ModeType.Nomal; } } @@ -263,7 +263,7 @@ namespace VPet_Simulator.Core /// /// 状态: 4种状态 /// - public GameSave.ModeType ModeType { get; set; } + public IGameSave.ModeType ModeType { get; set; } ///// ///// 其他附带的储存信息 ///// diff --git a/VPet-Simulator.Core/Handle/GameCore.cs b/VPet-Simulator.Core/Handle/GameCore.cs index 2c7890f..c7ba109 100644 --- a/VPet-Simulator.Core/Handle/GameCore.cs +++ b/VPet-Simulator.Core/Handle/GameCore.cs @@ -24,7 +24,7 @@ namespace VPet_Simulator.Core /// /// 游戏数据 /// - public GameSave Save; + public IGameSave Save; } /// /// 触摸范围事件 diff --git a/VPet-Simulator.Core/Handle/GameSave.cs b/VPet-Simulator.Core/Handle/GameSave.cs index 768f824..d6c647f 100644 --- a/VPet-Simulator.Core/Handle/GameSave.cs +++ b/VPet-Simulator.Core/Handle/GameSave.cs @@ -1,13 +1,14 @@ using LinePutScript; using LinePutScript.Converter; using System; +using static VPet_Simulator.Core.IGameSave; namespace VPet_Simulator.Core { /// /// 游戏存档 /// - public class GameSave + public class GameSave : IGameSave { /// /// 宠物名字 @@ -252,27 +253,8 @@ namespace VPet_Simulator.Core Likability += food.Likability; } /// - /// 宠物状态模式 + /// 宠物当前状态 /// - public enum ModeType - { - /// - /// 高兴 - /// - Happy, - /// - /// 普通 - /// - Nomal, - /// - /// 状态不佳 - /// - PoorCondition, - /// - /// 生病(躺床) - /// - Ill - } [Line(name: "mode")] public ModeType Mode { get; set; } = ModeType.Nomal; /// @@ -360,4 +342,4 @@ namespace VPet_Simulator.Core return LPSConvert.SerializeObject(this, "vpet"); } } -} +} \ No newline at end of file diff --git a/VPet-Simulator.Core/Handle/IGameSave.cs b/VPet-Simulator.Core/Handle/IGameSave.cs new file mode 100644 index 0000000..64ad004 --- /dev/null +++ b/VPet-Simulator.Core/Handle/IGameSave.cs @@ -0,0 +1,161 @@ +using LinePutScript; +using LinePutScript.Converter; +using System; + +namespace VPet_Simulator.Core +{ + /// + /// 游戏存档 + /// + public interface IGameSave + { + /// + /// 宠物名字 + /// + string Name { get; set; } + + /// + /// 金钱 + /// + double Money { get; set; } + /// + /// 经验值 + /// + double Exp { get; set; } + /// + /// 等级 + /// + int Level { get; } + /// + /// 升级所需经验值 + /// + /// + int LevelUpNeed(); + /// + /// 体力 0-100 + /// + double Strength { get; set; } + /// + /// 最大体力值 + /// + double StrengthMax { get; set; } + /// + /// 待补充的体力,随着时间缓慢加给桌宠 + /// //让游戏更有游戏性 + double StoreStrength { get; set; } + /// + /// 变化 体力 + /// + double ChangeStrength { get; set; } + /// + /// 修改体力 + /// + /// + void StrengthChange(double value); + /// + /// 饱腹度 + /// + double StrengthFood { get; set; } + /// + /// 待补充的饱腹度,随着时间缓慢加给桌宠 + /// //让游戏更有游戏性 + double StoreStrengthFood { get; set; } + void StrengthChangeFood(double value); + /// + /// 变化 食物 + /// + double ChangeStrengthFood { get; set; } + /// + /// 口渴度 + /// + double StrengthDrink { get; set; } + + /// + /// 待补充的口渴度,随着时间缓慢加给桌宠 + /// //让游戏更有游戏性 + double StoreStrengthDrink { get; set; } + /// + /// 变化 口渴度 + /// + double ChangeStrengthDrink { get; set; } + /// + /// 修改口渴度 + /// + void StrengthChangeDrink(double value); + /// + /// 修改心情 + /// + void FeelingChange(double value); + + /// + /// 心情 + /// + double Feeling { get; set; } + + /// + /// 待补充的心情,随着时间缓慢加给桌宠 + /// //让游戏更有游戏性 + double StoreFeeling { get; set; } + + /// + /// 健康(生病)(隐藏) + /// + double Health { get; set; } + + /// + /// 好感度(隐藏)(累加值) + /// + double Likability { get; set; } + /// + /// 好感度(隐藏)(最大值) + /// + double LikabilityMax { get; set; } + + /// + /// 清除变化 + /// + void CleanChange(); + /// + /// 取回被储存的体力 + /// + void StoreTake(); + /// + /// 吃食物 + /// + /// 食物类 + void EatFood(IFood food); + /// + /// 宠物状态模式 + /// + public enum ModeType + { + /// + /// 高兴 + /// + Happy, + /// + /// 普通 + /// + Nomal, + /// + /// 状态不佳 + /// + PoorCondition, + /// + /// 生病(躺床) + /// + Ill + } + + /// + /// 计算宠物当前状态 + /// + ModeType CalMode(); + + /// + /// 存档 + /// + /// 存档行 + Line ToLine(); + } +} diff --git a/VPet-Simulator.Core/Handle/PetLoader.cs b/VPet-Simulator.Core/Handle/PetLoader.cs index fc579c7..65095c8 100644 --- a/VPet-Simulator.Core/Handle/PetLoader.cs +++ b/VPet-Simulator.Core/Handle/PetLoader.cs @@ -4,7 +4,7 @@ using System.Collections.Generic; using System.IO; using System.Linq; using System.Windows.Forms; -using static VPet_Simulator.Core.GameSave; +using static VPet_Simulator.Core.IGameSave; using static VPet_Simulator.Core.GraphCore; diff --git a/VPet-Simulator.Windows.Interface/GameSave_v2.cs b/VPet-Simulator.Windows.Interface/GameSave_v2.cs index 2f06da2..50d90cf 100644 --- a/VPet-Simulator.Windows.Interface/GameSave_v2.cs +++ b/VPet-Simulator.Windows.Interface/GameSave_v2.cs @@ -21,10 +21,10 @@ namespace VPet_Simulator.Windows.Interface /// public GameSave_v2(string petname) { - GameSave = new GameSave(petname); + GameSave = new IGameSave(petname); Statistics = new Statistics(); } - protected void load(ILPS lps, Statistics oldStatistics = null, GameSave oldGameSave = null, ILPS olddata = null) + protected void load(ILPS lps, Statistics oldStatistics = null, IGameSave oldGameSave = null, ILPS olddata = null) { if (lps.FindLine("statistics") == null) {//尝试从老存档加载 @@ -39,7 +39,7 @@ namespace VPet_Simulator.Windows.Interface long hash; if (vpet != null) { - GameSave = GameSave.Load(vpet); + GameSave = IGameSave.Load(vpet); hash = vpet.GetInt64("hash"); if (vpet.Remove("hash")) { @@ -72,7 +72,7 @@ namespace VPet_Simulator.Windows.Interface /// 老统计 /// 老存档 /// 老数据 - public GameSave_v2(ILPS lps, Statistics oldStatistics = null, GameSave oldGameSave = null, ILPS olddata = null) + public GameSave_v2(ILPS lps, Statistics oldStatistics = null, IGameSave oldGameSave = null, ILPS olddata = null) { load(lps, oldStatistics, oldGameSave, olddata); } @@ -93,7 +93,7 @@ namespace VPet_Simulator.Windows.Interface /// /// 游戏存档 /// - public GameSave GameSave; + public IGameSave GameSave; /// /// 统计 /// diff --git a/VPet-Simulator.Windows.Interface/Mod/ICheckText.cs b/VPet-Simulator.Windows.Interface/Mod/ICheckText.cs index bf29785..aa81cd1 100644 --- a/VPet-Simulator.Windows.Interface/Mod/ICheckText.cs +++ b/VPet-Simulator.Windows.Interface/Mod/ICheckText.cs @@ -145,7 +145,7 @@ namespace VPet_Simulator.Windows.Interface /// /// 检查部分状态是否满足需求 /// 之所以不是全部的,是因为挨个取效率太差了 - public virtual bool CheckState(GameSave save) + public virtual bool CheckState(IGameSave save) { if (save.Likability < LikeMin || save.Likability > LikeMax) return false; diff --git a/VPet-Simulator.Windows.Interface/Setting.cs b/VPet-Simulator.Windows.Interface/Setting.cs index 4df6626..68f5b2d 100644 --- a/VPet-Simulator.Windows.Interface/Setting.cs +++ b/VPet-Simulator.Windows.Interface/Setting.cs @@ -117,9 +117,9 @@ namespace VPet_Simulator.Windows.Interface /// /// 非计算模式下默认模式 /// - public GameSave.ModeType CalFunState + public IGameSave.ModeType CalFunState { - get => (GameSave.ModeType)this[(gint)"calfunstate"]; + get => (IGameSave.ModeType)this[(gint)"calfunstate"]; set => this[(gint)"calfunstate"] = (int)value; } /// diff --git a/VPet-Simulator.Windows/Function/CoreMOD.cs b/VPet-Simulator.Windows/Function/CoreMOD.cs index b3a58d6..3b584ba 100644 --- a/VPet-Simulator.Windows/Function/CoreMOD.cs +++ b/VPet-Simulator.Windows/Function/CoreMOD.cs @@ -318,7 +318,7 @@ namespace VPet_Simulator.Windows /// 存档 /// 食物 /// 默认1倍 - public static void EatFood(this GameSave save, IFood food, double buff) + public static void EatFood(this IGameSave save, IFood food, double buff) { save.Exp += food.Exp * buff; var tmp = food.Strength / 2 * buff; diff --git a/VPet-Simulator.Windows/MainWindow.cs b/VPet-Simulator.Windows/MainWindow.cs index e8ceaa8..fd35953 100644 --- a/VPet-Simulator.Windows/MainWindow.cs +++ b/VPet-Simulator.Windows/MainWindow.cs @@ -112,17 +112,17 @@ namespace VPet_Simulator.Windows ClickText.ModeType mt; switch (Core.Save.Mode) { - case GameSave.ModeType.PoorCondition: + case IGameSave.ModeType.PoorCondition: mt = ClickText.ModeType.PoorCondition; break; default: - case GameSave.ModeType.Nomal: + case IGameSave.ModeType.Nomal: mt = ClickText.ModeType.Nomal; break; - case GameSave.ModeType.Happy: + case IGameSave.ModeType.Happy: mt = ClickText.ModeType.Happy; break; - case GameSave.ModeType.Ill: + case IGameSave.ModeType.Ill: mt = ClickText.ModeType.Ill; break; } @@ -404,7 +404,7 @@ namespace VPet_Simulator.Windows Main.Display(item.GetGraph(), item.ImageSource, Main.DisplayToNomal); } } - else if (Core.Save.Mode == GameSave.ModeType.Happy || Core.Save.Mode == GameSave.ModeType.Nomal) + else if (Core.Save.Mode == IGameSave.ModeType.Happy || Core.Save.Mode == IGameSave.ModeType.Nomal) { if (Core.Save.StrengthFood < 75 && Function.Rnd.Next(lowstrengthAskCountFood--) == 0) { @@ -632,7 +632,7 @@ namespace VPet_Simulator.Windows stat[(gi64)"stat_sleep_time"] += (int)Set.LogicInterval; break; } - if (save.Mode == GameSave.ModeType.Ill) + if (save.Mode == IGameSave.ModeType.Ill) { if (save.Money < 100) stat["stat_ill_nomoney"] = 1; @@ -778,7 +778,7 @@ namespace VPet_Simulator.Windows { SteamFriends.SetRichPresence("lv", " "); } - if (Core.Save.Mode == GameSave.ModeType.Ill) + if (Core.Save.Mode == IGameSave.ModeType.Ill) { SteamFriends.SetRichPresence("steam_display", "#Status_Ill"); } diff --git a/VPet-Simulator.Windows/WinDesign/winConsole.xaml.cs b/VPet-Simulator.Windows/WinDesign/winConsole.xaml.cs index dba303c..12fbbc3 100644 --- a/VPet-Simulator.Windows/WinDesign/winConsole.xaml.cs +++ b/VPet-Simulator.Windows/WinDesign/winConsole.xaml.cs @@ -62,7 +62,7 @@ namespace VPet_Simulator.Windows if (GraphListBox.SelectedItem == null) return; var kv = Sub.Split((string)GraphListBox.SelectedItem, "++"); - var graph = mw.Main.Core.Graph.FindGraph(kv[0], (AnimatType)Enum.Parse(typeof(AnimatType), kv[1]), (GameSave.ModeType)ComboxMode.SelectedIndex); + var graph = mw.Main.Core.Graph.FindGraph(kv[0], (AnimatType)Enum.Parse(typeof(AnimatType), kv[1]), (IGameSave.ModeType)ComboxMode.SelectedIndex); if (graph == null) { LabelNowPlay.Content = "未找到对应类型图像资源".Translate(); @@ -100,19 +100,19 @@ namespace VPet_Simulator.Windows { DestanceTimer.Stop(); } - List> playlist = new List>(); + List> playlist = new List>(); private void GraphListPlayerBox_MouseDoubleClick(object sender, MouseButtonEventArgs e) { - playlist.Add(new Tuple((string)GraphListPlayerBox.SelectedItem, - (GameSave.ModeType)Enum.Parse(typeof(GameSave.ModeType), (string)(((ComboBoxItem)ComboxPlayMode.SelectedItem).Content)))); + playlist.Add(new Tuple((string)GraphListPlayerBox.SelectedItem, + (IGameSave.ModeType)Enum.Parse(typeof(IGameSave.ModeType), (string)(((ComboBoxItem)ComboxPlayMode.SelectedItem).Content)))); GraphListWillPlayBox.Items.Add((string)GraphListPlayerBox.SelectedItem + "_" + (string)((ComboBoxItem)ComboxPlayMode.SelectedItem).Content); } private void Play_Click(object sender, RoutedEventArgs e) { - DisplayList(new Queue>(playlist)); + DisplayList(new Queue>(playlist)); } - public void DisplayList(Queue> list) + public void DisplayList(Queue> list) { if (list.Count == 0) { diff --git a/VPet-Simulator.Windows/WinDesign/winGameSetting.xaml.cs b/VPet-Simulator.Windows/WinDesign/winGameSetting.xaml.cs index 31c937f..adbadd5 100644 --- a/VPet-Simulator.Windows/WinDesign/winGameSetting.xaml.cs +++ b/VPet-Simulator.Windows/WinDesign/winGameSetting.xaml.cs @@ -1320,8 +1320,8 @@ namespace VPet_Simulator.Windows { if (!AllowChange) return; - mw.Set.CalFunState = (GameSave.ModeType)combCalFunState.SelectedIndex; - mw.Main.NoFunctionMOD = (GameSave.ModeType)combCalFunState.SelectedIndex; + mw.Set.CalFunState = (IGameSave.ModeType)combCalFunState.SelectedIndex; + mw.Main.NoFunctionMOD = (IGameSave.ModeType)combCalFunState.SelectedIndex; mw.Main.EventTimer_Elapsed(); }