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();
}