mirror of
https://github.com/LorisYounger/VPet.git
synced 2024-08-30 18:42:36 +00:00
273 lines
9.3 KiB
C#
273 lines
9.3 KiB
C#
using LinePutScript;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using static VPet_Simulator.Core.GraphHelper;
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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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/// 通过文件位置和信息获取动画信息
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/// </summary>
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/// <param name="path">文件夹位置</param>
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/// <param name="info">信息</param>
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public GraphInfo(FileSystemInfo path, ILine info)
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{
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string pn;
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if (path is DirectoryInfo)
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pn = Sub.Split(path.FullName.ToLower(), info[(gstr)"startuppath"].ToLower()).Last();
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else
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pn = Sub.Split(path.FullName.Substring(0, path.FullName.Length - path.Extension.Length).ToLower(), info[(gstr)"startuppath"].ToLower()).Last();
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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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{
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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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}
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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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}
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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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}
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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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}
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else
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{
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modetype = GameSave.ModeType.Nomal;
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}
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}
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if (!Enum.TryParse(info[(gstr)"graph"], true, out GraphType graphtype))
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{
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graphtype = GraphInfo.GraphType.Common;
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for (int i = 0; i < GraphTypeValue.Length; i++)
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{//挨个找第一个匹配的
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if (path_name.Contains(GraphTypeValue[i][0]))
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{
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int index = path_name.IndexOf(GraphTypeValue[i][0]);
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bool ismatch = true;
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for (int b = 1; b < GraphTypeValue[i].Length && b + index < path_name.Count; b++)
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{
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if (path_name[index + b] != GraphTypeValue[i][b])
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{
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ismatch = false;
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break;
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}
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}
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if (ismatch)
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{
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graphtype = (GraphType)i;
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path_name.RemoveRange(index, GraphTypeValue[i].Length);
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break;
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}
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}
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}
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}
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if (!Enum.TryParse(info[(gstr)"animat"], true, out AnimatType animatType))
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{
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if (path_name.Remove("a") || path_name.Remove("start"))
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{
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animatType = AnimatType.A_Start;
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}
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else if (path_name.Remove("b") || path_name.Remove("loop"))
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{
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animatType = AnimatType.B_Loop;
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}
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else if (path_name.Remove("c") || path_name.Remove("end"))
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{
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animatType = AnimatType.C_End;
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}
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else if (path_name.Remove("single"))
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{
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animatType = AnimatType.Single;
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}
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else
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{
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animatType = AnimatType.Single;
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}
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}
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Name = info.Info;
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if (string.IsNullOrWhiteSpace(Name))
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{
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while (path_name.Count > 0 && (double.TryParse(path_name.Last(), out _) || path_name.Last().StartsWith("~")))
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{
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path_name.RemoveAt(path_name.Count - 1);
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}
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if (path_name.Count > 0)
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Name = path_name.Last();
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}
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if (string.IsNullOrWhiteSpace(Name))
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{
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Name = graphtype.ToString().ToLower();
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}
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Type = graphtype;
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Animat = animatType;
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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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}
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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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