mirror of
https://github.com/milimoe/FunGame-Testing.git
synced 2025-04-23 12:49:34 +08:00
.NET 9
This commit is contained in:
parent
4658b36121
commit
2a4d2d7027
@ -2,7 +2,7 @@
|
|||||||
|
|
||||||
<PropertyGroup>
|
<PropertyGroup>
|
||||||
<OutputType>WinExe</OutputType>
|
<OutputType>WinExe</OutputType>
|
||||||
<TargetFramework>net8.0-windows</TargetFramework>
|
<TargetFramework>net9.0-windows7.0</TargetFramework>
|
||||||
<Nullable>enable</Nullable>
|
<Nullable>enable</Nullable>
|
||||||
<UseWindowsForms>true</UseWindowsForms>
|
<UseWindowsForms>true</UseWindowsForms>
|
||||||
<ImplicitUsings>enable</ImplicitUsings>
|
<ImplicitUsings>enable</ImplicitUsings>
|
||||||
@ -20,7 +20,7 @@
|
|||||||
|
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<Reference Include="FunGame.Core">
|
<Reference Include="FunGame.Core">
|
||||||
<HintPath>..\..\FunGame.Core\bin\Debug\net8.0\FunGame.Core.dll</HintPath>
|
<HintPath>..\..\FunGame.Core\bin\Release\net9.0\FunGame.Core.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
|
|
||||||
|
@ -1,10 +1,13 @@
|
|||||||
using Milimoe.FunGame.Core.Api.Utility;
|
using Milimoe.FunGame.Core.Api.Utility;
|
||||||
|
using System.ComponentModel;
|
||||||
|
|
||||||
namespace Milimoe.FunGame.Testing.Desktop.Solutions
|
namespace Milimoe.FunGame.Testing.Desktop.Solutions
|
||||||
{
|
{
|
||||||
public partial class SetConfigName : Form
|
public partial class SetConfigName : Form
|
||||||
{
|
{
|
||||||
|
[DesignerSerializationVisibility(DesignerSerializationVisibility.Hidden)]
|
||||||
public string FileName { get; set; } = "";
|
public string FileName { get; set; } = "";
|
||||||
|
[DesignerSerializationVisibility(DesignerSerializationVisibility.Hidden)]
|
||||||
public string ModuleName { get; set; } = "";
|
public string ModuleName { get; set; } = "";
|
||||||
public CharacterManager CharacterManager { get; }
|
public CharacterManager CharacterManager { get; }
|
||||||
public SkillManager SkillManager { get; }
|
public SkillManager SkillManager { get; }
|
||||||
|
@ -1,7 +1,10 @@
|
|||||||
namespace Milimoe.FunGame.Testing.Desktop.Solutions
|
using System.ComponentModel;
|
||||||
|
|
||||||
|
namespace Milimoe.FunGame.Testing.Desktop.Solutions
|
||||||
{
|
{
|
||||||
public partial class ShowList : Form
|
public partial class ShowList : Form
|
||||||
{
|
{
|
||||||
|
[DesignerSerializationVisibility(DesignerSerializationVisibility.Hidden)]
|
||||||
public string SelectItem { get; set; } = "";
|
public string SelectItem { get; set; } = "";
|
||||||
|
|
||||||
public ShowList()
|
public ShowList()
|
||||||
|
@ -2,7 +2,7 @@
|
|||||||
|
|
||||||
<PropertyGroup>
|
<PropertyGroup>
|
||||||
<OutputType>Exe</OutputType>
|
<OutputType>Exe</OutputType>
|
||||||
<TargetFramework>net8.0</TargetFramework>
|
<TargetFramework>net9.0</TargetFramework>
|
||||||
<ImplicitUsings>enable</ImplicitUsings>
|
<ImplicitUsings>enable</ImplicitUsings>
|
||||||
<Nullable>enable</Nullable>
|
<Nullable>enable</Nullable>
|
||||||
<BaseOutputPath>..\bin\</BaseOutputPath>
|
<BaseOutputPath>..\bin\</BaseOutputPath>
|
||||||
@ -18,19 +18,13 @@
|
|||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
|
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<Reference Include="FunGame.Core">
|
<Compile Remove="Items\**" />
|
||||||
<HintPath>..\..\FunGame.Core\bin\Debug\net8.0\FunGame.Core.dll</HintPath>
|
<EmbeddedResource Remove="Items\**" />
|
||||||
</Reference>
|
<None Remove="Items\**" />
|
||||||
</ItemGroup>
|
|
||||||
|
|
||||||
<ItemGroup>
|
|
||||||
<Folder Include="Items\Armor\" />
|
|
||||||
<Folder Include="Items\Consumable\" />
|
|
||||||
<Folder Include="Items\MagicCardPack\" />
|
|
||||||
<Folder Include="Items\Shoes\" />
|
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
|
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
|
<ProjectReference Include="..\..\FunGame.Core\FunGame.Core.csproj" />
|
||||||
<ProjectReference Include="..\..\OshimaGameModule\OshimaCore\OshimaCore.csproj" />
|
<ProjectReference Include="..\..\OshimaGameModule\OshimaCore\OshimaCore.csproj" />
|
||||||
<ProjectReference Include="..\..\OshimaGameModule\OshimaModules\OshimaModules.csproj" />
|
<ProjectReference Include="..\..\OshimaGameModule\OshimaModules\OshimaModules.csproj" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
|
100
Library/Main.cs
100
Library/Main.cs
@ -2,6 +2,7 @@ using System.Diagnostics;
|
|||||||
using System.Text;
|
using System.Text;
|
||||||
using Milimoe.FunGame.Core.Api.Utility;
|
using Milimoe.FunGame.Core.Api.Utility;
|
||||||
using Milimoe.FunGame.Core.Entity;
|
using Milimoe.FunGame.Core.Entity;
|
||||||
|
using Milimoe.FunGame.Core.Library.Constant;
|
||||||
using Oshima.Core.Utils;
|
using Oshima.Core.Utils;
|
||||||
using Oshima.FunGame.OshimaModules;
|
using Oshima.FunGame.OshimaModules;
|
||||||
using Oshima.FunGame.OshimaModules.Skills;
|
using Oshima.FunGame.OshimaModules.Skills;
|
||||||
@ -18,14 +19,15 @@ FunGameSimulation.InitFunGame();
|
|||||||
//strings.ForEach(Console.WriteLine);
|
//strings.ForEach(Console.WriteLine);
|
||||||
|
|
||||||
User user = Factory.GetUser(1, "Mili");
|
User user = Factory.GetUser(1, "Mili");
|
||||||
|
user.Inventory.Credits = 204824.59;
|
||||||
|
user.Inventory.Materials = 132415.2;
|
||||||
PluginConfig pc = new("saved", user.Id.ToString());
|
PluginConfig pc = new("saved", user.Id.ToString());
|
||||||
// 뗍혤닸도
|
// 뗍혤닸도
|
||||||
pc.LoadConfig();
|
pc.LoadConfig();
|
||||||
|
|
||||||
if (pc.Count == 0)
|
if (pc.Count == 0)
|
||||||
{
|
{
|
||||||
Character originalCharacter = FunGameSimulation.Characters[1].Copy();
|
Character exampleCharacter = FunGameSimulation.Characters[1].Copy();
|
||||||
Character exampleCharacter = originalCharacter.Copy();
|
|
||||||
exampleCharacter.Level = 30;
|
exampleCharacter.Level = 30;
|
||||||
Skill xlzh = new 懃쥣裂삽
|
Skill xlzh = new 懃쥣裂삽
|
||||||
{
|
{
|
||||||
@ -40,38 +42,112 @@ if (pc.Count == 0)
|
|||||||
};
|
};
|
||||||
exampleCharacter.Skills.Add(tczl);
|
exampleCharacter.Skills.Add(tczl);
|
||||||
|
|
||||||
List<Item> ħ·¨¿¨ = FunGameSimulation.GenerateMagicCards(3, Milimoe.FunGame.Core.Library.Constant.QualityType.Orange);
|
List<Item> 魔法卡 = FunGameSimulation.GenerateMagicCards(3, QualityType.Orange);
|
||||||
Item? 침랬엥관 = FunGameSimulation.ConflateMagicCardPack(침랬엥);
|
Item? 침랬엥관 = FunGameSimulation.ConflateMagicCardPack(침랬엥);
|
||||||
if (침랬엥관 != null)
|
if (침랬엥관 != null)
|
||||||
{
|
{
|
||||||
|
user.Inventory.Items.Add(魔法卡包);
|
||||||
exampleCharacter.Equip(침랬엥관);
|
exampleCharacter.Equip(침랬엥관);
|
||||||
Console.WriteLine(침랬엥관.ToString(false, true));
|
Console.WriteLine(침랬엥관.ToString(false, true));
|
||||||
}
|
}
|
||||||
|
|
||||||
Item[] 干틔 = FunGameSimulation.Equipment.Where(i => i.Id.ToString().StartsWith("14")).ToArray();
|
Item[] 干틔 = FunGameSimulation.Equipment.Where(i => i.Id.ToString().StartsWith("14")).ToArray();
|
||||||
Item sp = 干틔[Random.Shared.Next(干틔.Length)].Copy();
|
Item sp = 干틔[Random.Shared.Next(干틔.Length)].Copy();
|
||||||
|
sp.IsSellable = false;
|
||||||
|
user.Inventory.Items.Add(sp);
|
||||||
exampleCharacter.Equip(sp);
|
exampleCharacter.Equip(sp);
|
||||||
|
sp = 饰品[Random.Shared.Next(饰品.Length)].Copy();
|
||||||
|
sp.IsTradable = false;
|
||||||
|
user.Inventory.Items.Add(sp);
|
||||||
|
exampleCharacter.Equip(sp);
|
||||||
|
sp = 饰品[Random.Shared.Next(饰品.Length)].Copy();
|
||||||
|
sp.IsSellable = false;
|
||||||
|
sp.IsTradable = false;
|
||||||
|
user.Inventory.Items.Add(sp);
|
||||||
|
exampleCharacter.Equip(sp);
|
||||||
|
sp = 饰品[Random.Shared.Next(饰品.Length)].Copy();
|
||||||
|
sp.IsTradable = false;
|
||||||
|
sp.NextTradableTime = DateTimeUtility.GetTradableTime();
|
||||||
|
user.Inventory.Items.Add(sp);
|
||||||
|
exampleCharacter.Equip(sp);
|
||||||
|
sp = 饰品[Random.Shared.Next(饰品.Length)].Copy();
|
||||||
|
user.Inventory.Items.Add(sp);
|
||||||
|
sp = 饰品[Random.Shared.Next(饰品.Length)].Copy();
|
||||||
|
user.Inventory.Items.Add(sp);
|
||||||
|
|
||||||
Console.WriteLine(exampleCharacter.GetInfo());
|
Console.WriteLine(exampleCharacter.GetInfo());
|
||||||
|
|
||||||
pc.Add("original", originalCharacter);
|
user.Inventory.Characters.Add(exampleCharacter);
|
||||||
user.Inventory.Characters.Add(exampleCharacter.GetName(), exampleCharacter);
|
|
||||||
Item mfk = FunGameSimulation.GenerateMagicCard();
|
Item mfk = FunGameSimulation.GenerateMagicCard();
|
||||||
user.Inventory.Items[mfk.Guid.ToString()] = mfk;
|
user.Inventory.Items.Add(mfk);
|
||||||
mfk = FunGameSimulation.GenerateMagicCard();
|
mfk = FunGameSimulation.GenerateMagicCard();
|
||||||
user.Inventory.Items[mfk.Guid.ToString()] = mfk;
|
user.Inventory.Items.Add(mfk);
|
||||||
mfk = FunGameSimulation.GenerateMagicCard();
|
mfk = FunGameSimulation.GenerateMagicCard();
|
||||||
user.Inventory.Items[mfk.Guid.ToString()] = mfk;
|
user.Inventory.Items.Add(mfk);
|
||||||
pc.Add("user", user);
|
pc.Add("user", user);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
user = pc.Get<User>("user") ?? Factory.GetUser();
|
user = pc.Get<User>("user") ?? Factory.GetUser();
|
||||||
Character originalCharacter = pc.Get<Character>("original") ?? Factory.GetCharacter();
|
|
||||||
Character exampleCharacter = user.Inventory.Characters.Values.First();
|
|
||||||
exampleCharacter.Respawn(originalCharacter);
|
|
||||||
|
|
||||||
Console.WriteLine(exampleCharacter.GetInfo());
|
List<Character> characters = new(user.Inventory.Characters);
|
||||||
|
List<Item> items = new(user.Inventory.Items);
|
||||||
|
user.Inventory.Characters.Clear();
|
||||||
|
user.Inventory.Items.Clear();
|
||||||
|
|
||||||
|
foreach (Character inventoryCharacter in characters)
|
||||||
|
{
|
||||||
|
Character realCharacter = CharacterBuilder.Build(inventoryCharacter, false);
|
||||||
|
realCharacter.User = user;
|
||||||
|
user.Inventory.Characters.Add(realCharacter);
|
||||||
|
}
|
||||||
|
|
||||||
|
foreach (Item inventoryItem in items)
|
||||||
|
{
|
||||||
|
Item realItem = inventoryItem.Copy(true, true);
|
||||||
|
if (realItem.IsEquipment)
|
||||||
|
{
|
||||||
|
IEnumerable<Character> has = user.Inventory.Characters.Where(character =>
|
||||||
|
{
|
||||||
|
if (realItem.ItemType == ItemType.MagicCardPack && character.EquipSlot.MagicCardPack != null && realItem.Guid == character.EquipSlot.MagicCardPack.Guid)
|
||||||
|
{
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
if (realItem.ItemType == ItemType.Weapon && character.EquipSlot.Weapon != null && realItem.Guid == character.EquipSlot.Weapon.Guid)
|
||||||
|
{
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
if (realItem.ItemType == ItemType.Armor && character.EquipSlot.Armor != null && realItem.Guid == character.EquipSlot.Armor.Guid)
|
||||||
|
{
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
if (realItem.ItemType == ItemType.Shoes && character.EquipSlot.Shoes != null && realItem.Guid == character.EquipSlot.Shoes.Guid)
|
||||||
|
{
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
if (realItem.ItemType == ItemType.Accessory)
|
||||||
|
{
|
||||||
|
if (character.EquipSlot.Accessory1 != null && realItem.Guid == character.EquipSlot.Accessory1.Guid)
|
||||||
|
{
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
else if (character.EquipSlot.Accessory2 != null && realItem.Guid == character.EquipSlot.Accessory2.Guid)
|
||||||
|
{
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
});
|
||||||
|
if (has.Any() && has.First() is Character character)
|
||||||
|
{
|
||||||
|
realItem.Character = character;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
user.Inventory.Items.Add(realItem);
|
||||||
|
}
|
||||||
|
|
||||||
|
Console.WriteLine(user.Inventory.ToString(false));
|
||||||
|
Console.WriteLine(user.Inventory.ToString(true));
|
||||||
}
|
}
|
||||||
|
|
||||||
// 괏닸닸도
|
// 괏닸닸도
|
||||||
|
Loading…
x
Reference in New Issue
Block a user