mirror of
https://github.com/LorisYounger/VPet.git
synced 2024-08-30 18:42:36 +00:00
修改存档为可自定义接口
This commit is contained in:
parent
f13a2fd874
commit
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@ -45,7 +45,7 @@ namespace VPet_Simulator.Core
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/// <summary>
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/// 如果不开启功能模式,默认状态设置
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/// </summary>
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public GameSave.ModeType NoFunctionMOD = GameSave.ModeType.Happy;
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public IGameSave.ModeType NoFunctionMOD = IGameSave.ModeType.Happy;
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/// <summary>
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/// 是否开始运行
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/// </summary>
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@ -145,7 +145,7 @@ namespace VPet_Simulator.Core
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Core.TouchEvent.Add(new TouchArea(Core.Graph.GraphConfig.TouchBodyLocate, Core.Graph.GraphConfig.TouchBodySize, () => { DisplayTouchBody(); return true; }));
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for (int i = 0; i < 4; i++)
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{
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GameSave.ModeType m = (GameSave.ModeType)i;
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IGameSave.ModeType m = (IGameSave.ModeType)i;
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Core.TouchEvent.Add(new TouchArea(Core.Graph.GraphConfig.TouchRaisedLocate[i], Core.Graph.GraphConfig.TouchRaisedSize[i],
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() =>
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{
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@ -285,12 +285,12 @@ namespace VPet_Simulator.Core
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Core.Save.Mode = newmod;
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}
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//看情况播放停止工作动画
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if (Core.Save.Mode == GameSave.ModeType.Ill && State == WorkingState.Work)
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if (Core.Save.Mode == IGameSave.ModeType.Ill && State == WorkingState.Work)
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{
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WorkTimer.Stop();
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}
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}
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private void playSwitchAnimat(GameSave.ModeType before, GameSave.ModeType after)
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private void playSwitchAnimat(IGameSave.ModeType before, IGameSave.ModeType after)
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{
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if (!(DisplayType.Type == GraphType.Default || DisplayType.Type == GraphType.Switch_Down || DisplayType.Type == GraphType.Switch_Up))
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{
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@ -304,12 +304,12 @@ namespace VPet_Simulator.Core
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else if (before < after)
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{
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Display(Core.Graph.FindGraph(Core.Graph.FindName(GraphType.Switch_Down), AnimatType.Single, before),
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() => playSwitchAnimat((GameSave.ModeType)(((int)before) + 1), after));
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() => playSwitchAnimat((IGameSave.ModeType)(((int)before) + 1), after));
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}
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else
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{
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Display(Core.Graph.FindGraph(Core.Graph.FindName(GraphType.Switch_Up), AnimatType.Single, before),
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() => playSwitchAnimat((GameSave.ModeType)(((int)before) - 1), after));
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() => playSwitchAnimat((IGameSave.ModeType)(((int)before) - 1), after));
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}
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}
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/// <summary>
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@ -153,7 +153,7 @@ namespace VPet_Simulator.Core
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public Func<Work, bool> WorkCheck;
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public void StartWork(Work work)
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{
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if (!m.Core.Controller.EnableFunction || m.Core.Save.Mode != GameSave.ModeType.Ill)
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if (!m.Core.Controller.EnableFunction || m.Core.Save.Mode != IGameSave.ModeType.Ill)
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if (!m.Core.Controller.EnableFunction || m.Core.Save.Level >= work.LevelLimit)
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if (m.State == Main.WorkingState.Work && m.StateID == m.Core.Graph.GraphConfig.Works.IndexOf(work))
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m.WorkTimer.Stop();
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@ -188,7 +188,7 @@ namespace VPet_Simulator.Core
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tMoney.Text = "$ " + m.Core.Save.Money.ToString("N2");
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if (m.Core.Controller.EnableFunction)
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{
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till.Visibility = m.Core.Save.Mode == GameSave.ModeType.Ill ? Visibility.Visible : Visibility.Collapsed;
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till.Visibility = m.Core.Save.Mode == IGameSave.ModeType.Ill ? Visibility.Visible : Visibility.Collapsed;
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tfun.Visibility = Visibility.Collapsed;
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}
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else
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@ -432,7 +432,7 @@ namespace VPet_Simulator.Core
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private void Sleep_Click(object sender, RoutedEventArgs e)
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{
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this.Visibility = Visibility.Collapsed;
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if (m.Core.Save.Mode != GameSave.ModeType.Ill)
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if (m.Core.Save.Mode != IGameSave.ModeType.Ill)
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if (m.State == Main.WorkingState.Sleep)
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{
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m.State = WorkingState.Nomal;
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@ -96,7 +96,7 @@ namespace VPet_Simulator.Core
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/// <param name="GraphName">动画名字</param>
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/// <param name="mode">状态类型,找不到就找相同动画类型</param>
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/// <param name="animat">动画的动作 Start Loop End</param>
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public IGraph FindGraph(string GraphName, AnimatType animat, GameSave.ModeType mode)
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public IGraph FindGraph(string GraphName, AnimatType animat, IGameSave.ModeType mode)
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{
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if (GraphName == null)
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return null;
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@ -109,7 +109,7 @@ namespace VPet_Simulator.Core
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return list[0];
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return list[Function.Rnd.Next(list.Count)];
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}
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if (mode == GameSave.ModeType.Ill)
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if (mode == IGameSave.ModeType.Ill)
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{
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return null;
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}
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@ -117,7 +117,7 @@ namespace VPet_Simulator.Core
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if (i < 3)
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{
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//向下兼容的动画
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list = gl.FindAll(x => x.GraphInfo.ModeType == (GameSave.ModeType)i);
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list = gl.FindAll(x => x.GraphInfo.ModeType == (IGameSave.ModeType)i);
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if (list.Count > 0)
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return list[Function.Rnd.Next(list.Count)];
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}
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@ -125,12 +125,12 @@ namespace VPet_Simulator.Core
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if (i >= 1)
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{
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//向上兼容的动画
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list = gl.FindAll(x => x.GraphInfo.ModeType == (GameSave.ModeType)i);
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list = gl.FindAll(x => x.GraphInfo.ModeType == (IGameSave.ModeType)i);
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if (list.Count > 0)
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return list[Function.Rnd.Next(list.Count)];
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}
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//如果实在找不到,就走随机数(无生病)
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list = gl.FindAll(x => x.GraphInfo.ModeType != GameSave.ModeType.Ill);
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list = gl.FindAll(x => x.GraphInfo.ModeType != IGameSave.ModeType.Ill);
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if (list.Count > 0)
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return list[Function.Rnd.Next(list.Count)];
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}
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@ -141,7 +141,7 @@ namespace VPet_Simulator.Core
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/// </summary>
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/// <param name="mode">状态类型,找不到就找相同动画类型</param>
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/// <param name="animat">动画的动作 Start Loop End</param>
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public List<IGraph> FindGraphs(string GraphName, AnimatType animat, GameSave.ModeType mode)
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public List<IGraph> FindGraphs(string GraphName, AnimatType animat, IGameSave.ModeType mode)
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{
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if (GraphName == null)
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return null;
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@ -156,7 +156,7 @@ namespace VPet_Simulator.Core
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if (i < 3)
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{
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//向下兼容的动画
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list = gl.FindAll(x => x.GraphInfo.ModeType == (GameSave.ModeType)i);
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list = gl.FindAll(x => x.GraphInfo.ModeType == (IGameSave.ModeType)i);
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if (list.Count > 0)
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return list;
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}
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@ -164,7 +164,7 @@ namespace VPet_Simulator.Core
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if (i >= 0)
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{
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//向上兼容的动画
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list = gl.FindAll(x => x.GraphInfo.ModeType == (GameSave.ModeType)i);
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list = gl.FindAll(x => x.GraphInfo.ModeType == (IGameSave.ModeType)i);
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if (list.Count > 0)
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return list;
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}
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@ -270,17 +270,17 @@ namespace VPet_Simulator.Core
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/// </summary>
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Ill = 16,
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}
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public static ModeType GetModeType(GameSave.ModeType type)
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public static ModeType GetModeType(IGameSave.ModeType type)
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{
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switch (type)
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{
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case GameSave.ModeType.Happy:
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case IGameSave.ModeType.Happy:
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return ModeType.Happy;
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case GameSave.ModeType.Nomal:
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case IGameSave.ModeType.Nomal:
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return ModeType.Nomal;
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case GameSave.ModeType.PoorCondition:
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case IGameSave.ModeType.PoorCondition:
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return ModeType.PoorCondition;
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case GameSave.ModeType.Ill:
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case IGameSave.ModeType.Ill:
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return ModeType.Ill;
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default:
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return ModeType.Nomal;
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@ -28,7 +28,7 @@ namespace VPet_Simulator.Core
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/// <param name="animat">动作: 动画的动作 Start Loop End</param>
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/// <param name="type">类型: 主要动作分类</param>
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/// <param name="modeType">状态: 4种状态</param>
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public GraphInfo(string name, GraphType type = GraphType.Common, AnimatType animat = AnimatType.Single, GameSave.ModeType modeType = GameSave.ModeType.Nomal)
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public GraphInfo(string name, GraphType type = GraphType.Common, AnimatType animat = AnimatType.Single, IGameSave.ModeType modeType = IGameSave.ModeType.Nomal)
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{
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Name = name;
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Animat = animat;
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@ -50,27 +50,27 @@ namespace VPet_Simulator.Core
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var path_name = pn.Replace('\\', '_').Split('_').ToList();
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path_name.RemoveAll(string.IsNullOrWhiteSpace);
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if (!Enum.TryParse(info[(gstr)"mode"], true, out GameSave.ModeType modetype))
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if (!Enum.TryParse(info[(gstr)"mode"], true, out IGameSave.ModeType modetype))
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{
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if (path_name.Remove("happy"))
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{
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modetype = GameSave.ModeType.Happy;
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modetype = IGameSave.ModeType.Happy;
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}
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else if (path_name.Remove("nomal"))
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{
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modetype = GameSave.ModeType.Nomal;
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modetype = IGameSave.ModeType.Nomal;
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}
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else if (path_name.Remove("poorcondition"))
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{
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modetype = GameSave.ModeType.PoorCondition;
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modetype = IGameSave.ModeType.PoorCondition;
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}
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else if (path_name.Remove("ill"))
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{
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modetype = GameSave.ModeType.Ill;
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modetype = IGameSave.ModeType.Ill;
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}
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else
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{
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modetype = GameSave.ModeType.Nomal;
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modetype = IGameSave.ModeType.Nomal;
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}
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}
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@ -263,7 +263,7 @@ namespace VPet_Simulator.Core
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/// <summary>
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/// 状态: 4种状态
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/// </summary>
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public GameSave.ModeType ModeType { get; set; }
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public IGameSave.ModeType ModeType { get; set; }
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///// <summary>
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///// 其他附带的储存信息
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///// </summary>
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@ -24,7 +24,7 @@ namespace VPet_Simulator.Core
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/// <summary>
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/// 游戏数据
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/// </summary>
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public GameSave Save;
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public IGameSave Save;
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}
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/// <summary>
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/// 触摸范围事件
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@ -1,13 +1,14 @@
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using LinePutScript;
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using LinePutScript.Converter;
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using System;
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using static VPet_Simulator.Core.IGameSave;
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namespace VPet_Simulator.Core
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{
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/// <summary>
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/// 游戏存档
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/// </summary>
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public class GameSave
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public class GameSave : IGameSave
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{
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/// <summary>
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/// 宠物名字
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@ -252,27 +253,8 @@ namespace VPet_Simulator.Core
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Likability += food.Likability;
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}
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/// <summary>
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/// 宠物状态模式
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/// 宠物当前状态
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/// </summary>
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public enum ModeType
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{
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/// <summary>
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/// 高兴
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/// </summary>
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Happy,
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/// <summary>
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/// 普通
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/// </summary>
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Nomal,
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/// <summary>
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/// 状态不佳
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/// </summary>
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PoorCondition,
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/// <summary>
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/// 生病(躺床)
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/// </summary>
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Ill
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}
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[Line(name: "mode")]
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public ModeType Mode { get; set; } = ModeType.Nomal;
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/// <summary>
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161
VPet-Simulator.Core/Handle/IGameSave.cs
Normal file
161
VPet-Simulator.Core/Handle/IGameSave.cs
Normal file
@ -0,0 +1,161 @@
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using LinePutScript;
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using LinePutScript.Converter;
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using System;
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namespace VPet_Simulator.Core
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{
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/// <summary>
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/// 游戏存档
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/// </summary>
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public interface 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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string Name { get; set; }
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/// <summary>
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/// 金钱
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/// </summary>
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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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double Exp { get; set; }
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/// <summary>
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/// 等级
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/// </summary>
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int Level { get; }
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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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int LevelUpNeed();
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/// <summary>
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/// 体力 0-100
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/// </summary>
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double Strength { get; set; }
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/// <summary>
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/// 最大体力值
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/// </summary>
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double StrengthMax { 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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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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double ChangeStrength { get; set; }
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/// <summary>
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/// 修改体力
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/// </summary>
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/// <param name="value"></param>
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void StrengthChange(double value);
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/// <summary>
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/// 饱腹度
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/// </summary>
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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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double StoreStrengthFood { get; set; }
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void StrengthChangeFood(double value);
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/// <summary>
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/// 变化 食物
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/// </summary>
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double ChangeStrengthFood { get; set; }
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/// <summary>
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/// 口渴度
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/// </summary>
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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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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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double ChangeStrengthDrink { get; set; }
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/// <summary>
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/// 修改口渴度
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/// </summary>
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void StrengthChangeDrink(double value);
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/// <summary>
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/// 修改心情
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/// </summary>
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void FeelingChange(double value);
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/// <summary>
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/// 心情
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/// </summary>
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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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double StoreFeeling { get; set; }
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/// <summary>
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/// 健康(生病)(隐藏)
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/// </summary>
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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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double Likability { get; set; }
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/// <summary>
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/// 好感度(隐藏)(最大值)
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/// </summary>
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double LikabilityMax { get; set; }
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/// <summary>
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/// 清除变化
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/// </summary>
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void CleanChange();
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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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void StoreTake();
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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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void EatFood(IFood food);
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/// <summary>
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/// 宠物状态模式
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/// </summary>
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public enum ModeType
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{
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/// <summary>
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/// 高兴
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/// </summary>
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Happy,
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/// <summary>
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/// 普通
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/// </summary>
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Nomal,
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/// <summary>
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/// 状态不佳
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/// </summary>
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PoorCondition,
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/// <summary>
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/// 生病(躺床)
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/// </summary>
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Ill
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}
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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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ModeType CalMode();
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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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Line ToLine();
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}
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}
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@ -4,7 +4,7 @@ using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Windows.Forms;
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using static VPet_Simulator.Core.GameSave;
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using static VPet_Simulator.Core.IGameSave;
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using static VPet_Simulator.Core.GraphCore;
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|
@ -21,10 +21,10 @@ namespace VPet_Simulator.Windows.Interface
|
||||
/// </summary>
|
||||
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
|
||||
/// <param name="oldStatistics">老统计</param>
|
||||
/// <param name="oldGameSave">老存档</param>
|
||||
/// <param name="olddata">老数据</param>
|
||||
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
|
||||
/// <summary>
|
||||
/// 游戏存档
|
||||
/// </summary>
|
||||
public GameSave GameSave;
|
||||
public IGameSave GameSave;
|
||||
/// <summary>
|
||||
/// 统计
|
||||
/// </summary>
|
||||
|
@ -145,7 +145,7 @@ namespace VPet_Simulator.Windows.Interface
|
||||
/// <summary>
|
||||
/// 检查部分状态是否满足需求
|
||||
/// </summary>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;
|
||||
|
@ -117,9 +117,9 @@ namespace VPet_Simulator.Windows.Interface
|
||||
/// <summary>
|
||||
/// 非计算模式下默认模式
|
||||
/// </summary>
|
||||
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;
|
||||
}
|
||||
/// <summary>
|
||||
|
@ -318,7 +318,7 @@ namespace VPet_Simulator.Windows
|
||||
/// <param name="save">存档</param>
|
||||
/// <param name="food">食物</param>
|
||||
/// <param name="buff">默认1倍</param>
|
||||
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;
|
||||
|
@ -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");
|
||||
}
|
||||
|
@ -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<Tuple<string, GameSave.ModeType>> playlist = new List<Tuple<string, GameSave.ModeType>>();
|
||||
List<Tuple<string, IGameSave.ModeType>> playlist = new List<Tuple<string, IGameSave.ModeType>>();
|
||||
private void GraphListPlayerBox_MouseDoubleClick(object sender, MouseButtonEventArgs e)
|
||||
{
|
||||
playlist.Add(new Tuple<string, GameSave.ModeType>((string)GraphListPlayerBox.SelectedItem,
|
||||
(GameSave.ModeType)Enum.Parse(typeof(GameSave.ModeType), (string)(((ComboBoxItem)ComboxPlayMode.SelectedItem).Content))));
|
||||
playlist.Add(new Tuple<string, IGameSave.ModeType>((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<Tuple<string, GameSave.ModeType>>(playlist));
|
||||
DisplayList(new Queue<Tuple<string, IGameSave.ModeType>>(playlist));
|
||||
}
|
||||
public void DisplayList(Queue<Tuple<string, GameSave.ModeType>> list)
|
||||
public void DisplayList(Queue<Tuple<string, IGameSave.ModeType>> list)
|
||||
{
|
||||
if (list.Count == 0)
|
||||
{
|
||||
|
@ -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();
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user