mirror of
https://github.com/LorisYounger/VPet.git
synced 2024-08-30 18:42:36 +00:00
172 lines
5.2 KiB
C#
172 lines
5.2 KiB
C#
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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namespace VPet_Simulator.Core
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{
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/// <summary>
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/// 动画信息
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/// </summary>
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/// 新版本动画类型是根据整体类型+名字定义而成
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/// 动画类型->动画名字
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/// 动画名字->状态+动作->动画
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/// 类型: 主要动作分类
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/// 动画名字: 用户自定义, 同名字动画支持相同随机,不再使用StoreRand
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/// 动作: 动画的动作 Start Loop End
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/// 状态: 动画的状态 Save.GameSave.ModeType
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public class GraphInfo
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{
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/// <summary>
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/// 创建动画信息
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/// </summary>
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/// <param name="name">动画名字: 用户自定义 同名字动画支持相同随机,不再使用StoreRand</param>
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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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{
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Name = name;
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Animat = animat;
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Type = type;
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ModeType = modeType;
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}
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/// <summary>
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/// 类型: 主要动作分类
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/// </summary>
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/// * 为必须有的动画
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public enum GraphType
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{
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/// <summary>
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/// 通用动画,用于被被其他动画调用或者mod等用途
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/// </summary>
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/// 不被默认启用/使用的 不包含在GrapType
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Common,
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/// <summary>
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/// 被提起动态 *
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/// </summary>
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Raised_Dynamic,
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/// <summary>
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/// 被提起静态 (开始&循环&结束) *
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/// </summary>
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Raised_Static,
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/// <summary>
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/// 现在所有会动的东西都是MOVE
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/// </summary>
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Move,
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/// <summary>
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/// 呼吸 *
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/// </summary>
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Default,
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/// <summary>
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/// 摸头 (开始&循环&结束)
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/// </summary>
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Touch_Head,
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/// <summary>
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/// 摸身体 (开始&循环&结束)
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/// </summary>
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Touch_Body,
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/// <summary>
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/// 空闲 (包括下蹲/无聊等通用空闲随机动画) (开始&循环&结束)
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/// </summary>
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Idel,
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/// <summary>
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/// 睡觉 (开始&循环&结束) *
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/// </summary>
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Sleep,
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/// <summary>
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/// 说话 (开始&循环&结束) *
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/// </summary>
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Say,
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/// <summary>
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/// 待机 模式1 (开始&循环&结束)
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/// </summary>
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StateONE,
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/// <summary>
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/// 待机 模式2 (开始&循环&结束)
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/// </summary>
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StateTWO,
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/// <summary>
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/// 开机 *
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/// </summary>
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StartUP,
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/// <summary>
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/// 关机
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/// </summary>
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Shutdown,
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/// <summary>
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/// 工作 (开始&循环&结束) *
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/// </summary>
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Work,
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/// <summary>
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/// 向上切换状态
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/// </summary>
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Switch_Up,
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/// <summary>
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/// 向下切换状态
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/// </summary>
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Switch_Down,
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/// <summary>
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/// 口渴
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/// </summary>
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Switch_Thirsty,
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/// <summary>
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/// 饥饿
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/// </summary>
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Switch_Hunger,
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/// <summary>
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/// 吃东西
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/// </summary>
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Eat,
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/// <summary>
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/// 喝东西
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/// </summary>
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Drink,
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}
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/// <summary>
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/// 动作: 动画的动作 Start Loop End
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/// </summary>
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public enum AnimatType
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{
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/// <summary>
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/// 动画只有一个动作
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/// </summary>
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Single,
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/// <summary>
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/// 开始动作
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/// </summary>
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A_Start,
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/// <summary>
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/// 循环动作
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/// </summary>
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B_Loop,
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/// <summary>
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/// 结束动作
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/// </summary>
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C_End,
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}
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/// <summary>
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/// 动画名字: 用户自定义 同名字动画支持相同随机,不再使用StoreRand
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/// </summary>
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public string Name { get; set; }
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/// <summary>
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/// 动作: 动画的动作 Start Loop End
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/// </summary>
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public AnimatType Animat { get; set; }
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/// <summary>
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/// 类型: 主要动作分类
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/// </summary>
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public GraphType Type { get; set; }
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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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///// <summary>
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///// 其他附带的储存信息
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///// </summary>
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//public ILine Info { get; set; }
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}
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}
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