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https://github.com/milimoe/FunGame-Testing.git
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新视觉调整
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ee29326317
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144
Library/Main.cs
144
Library/Main.cs
@ -55,41 +55,143 @@ queue.LoadGameMap(new FastAutoMap());
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// Console.WriteLine(i.ToString(true, false));
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//}
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foreach (Skill s in FunGameConstant.Skills)
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Character exampleCharacter = new Oshima.FunGame.OshimaModules.Characters.CustomCharacter(0, "演示角色");
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exampleCharacter.Level = 1;
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exampleCharacter.Recovery();
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Console.WriteLine($"以下技能效果的演示基于该角色:\r\n{exampleCharacter.GetInfo()}");
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foreach (Skill s in FunGameConstant.Skills.Union(FunGameConstant.CommonSuperSkills))
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{
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s.GamingQueue = queue;
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s.Character = exampleCharacter;
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List<string> 技能描述 = [];
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List<double> 能量消耗 = [];
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List<double> 冷却时间 = [];
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List<double> 硬直时间 = [];
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Console.WriteLine(s.GetInfo().Trim());
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s.Level = 1;
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Console.WriteLine(s.GetInfo());
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技能描述.Add(s.Description);
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能量消耗.Add(s.EPCost);
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冷却时间.Add(s.CD);
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硬直时间.Add(s.HardnessTime);
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s.Level = 2;
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Console.WriteLine(s.GetInfo());
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技能描述.Add(s.Description);
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能量消耗.Add(s.EPCost);
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冷却时间.Add(s.CD);
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硬直时间.Add(s.HardnessTime);
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s.Level = 3;
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技能描述.Add(s.Description);
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能量消耗.Add(s.EPCost);
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冷却时间.Add(s.CD);
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硬直时间.Add(s.HardnessTime);
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s.Level = 4;
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技能描述.Add(s.Description);
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能量消耗.Add(s.EPCost);
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冷却时间.Add(s.CD);
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硬直时间.Add(s.HardnessTime);
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s.Level = 5;
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技能描述.Add(s.Description);
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能量消耗.Add(s.EPCost);
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冷却时间.Add(s.CD);
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硬直时间.Add(s.HardnessTime);
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s.Level = 6;
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Console.WriteLine(s.GetInfo());
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技能描述.Add(s.Description);
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能量消耗.Add(s.EPCost);
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冷却时间.Add(s.CD);
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硬直时间.Add(s.HardnessTime);
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Console.WriteLine($"技能各等级详细描述:");
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for (int i = 0; i < 6; i++)
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{
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Console.WriteLine($"等级 {i + 1} - {技能描述[i]}");
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}
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Console.WriteLine($"能量消耗:" + string.Join("/", 能量消耗.Select(d => $"{d:0.##}")));
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Console.WriteLine($"冷却时间:" + string.Join("/", 冷却时间.Select(d => $"{d:0.##}")));
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Console.WriteLine($"硬直时间:" + string.Join("/", 硬直时间.Select(d => $"{d:0.##}")));
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Console.WriteLine();
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}
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foreach (Skill m in FunGameConstant.Magics)
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{
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m.GamingQueue = queue;
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m.Character = exampleCharacter;
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List<string> 技能描述 = [];
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List<double> 魔法消耗 = [];
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List<double> 吟唱时间 = [];
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List<double> 冷却时间 = [];
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List<double> 硬直时间 = [];
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Console.WriteLine(m.GetInfo().Trim());
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m.Level = 1;
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Console.WriteLine(m.GetInfo());
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技能描述.Add(m.Description);
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魔法消耗.Add(m.MPCost);
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吟唱时间.Add(m.CastTime);
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冷却时间.Add(m.CD);
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硬直时间.Add(m.HardnessTime);
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m.Level = 2;
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Console.WriteLine(m.GetInfo());
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技能描述.Add(m.Description);
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魔法消耗.Add(m.MPCost);
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吟唱时间.Add(m.CastTime);
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冷却时间.Add(m.CD);
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硬直时间.Add(m.HardnessTime);
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m.Level = 3;
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技能描述.Add(m.Description);
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魔法消耗.Add(m.MPCost);
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吟唱时间.Add(m.CastTime);
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冷却时间.Add(m.CD);
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硬直时间.Add(m.HardnessTime);
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m.Level = 4;
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技能描述.Add(m.Description);
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魔法消耗.Add(m.MPCost);
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吟唱时间.Add(m.CastTime);
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冷却时间.Add(m.CD);
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硬直时间.Add(m.HardnessTime);
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m.Level = 5;
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技能描述.Add(m.Description);
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魔法消耗.Add(m.MPCost);
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吟唱时间.Add(m.CastTime);
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冷却时间.Add(m.CD);
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硬直时间.Add(m.HardnessTime);
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m.Level = 6;
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技能描述.Add(m.Description);
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魔法消耗.Add(m.MPCost);
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吟唱时间.Add(m.CastTime);
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冷却时间.Add(m.CD);
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硬直时间.Add(m.HardnessTime);
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m.Level = 7;
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技能描述.Add(m.Description);
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魔法消耗.Add(m.MPCost);
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吟唱时间.Add(m.CastTime);
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冷却时间.Add(m.CD);
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硬直时间.Add(m.HardnessTime);
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m.Level = 8;
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Console.WriteLine(m.GetInfo());
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}
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foreach (Character c in FunGameConstant.Characters)
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{
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Character character = c.Copy();
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character.Level = 60;
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character.NormalAttack.Level = 8;
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character.Recovery();
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FunGameService.AddCharacterSkills(character, 1, 6, 6);
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Console.WriteLine(character.GetInfo());
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//Console.WriteLine($"{character.ToStringWithOutUser()} - {CharacterSet.GetPrimaryAttributeName(character.PrimaryAttribute)}角色");
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//foreach (Skill skill in character.Skills)
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//{
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// Console.WriteLine($"【{SkillSet.GetSkillTypeName(skill.SkillType)}】{skill.Name}\r\n{skill.Description}");
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//}
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技能描述.Add(m.Description);
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魔法消耗.Add(m.MPCost);
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吟唱时间.Add(m.CastTime);
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冷却时间.Add(m.CD);
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硬直时间.Add(m.HardnessTime);
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Console.WriteLine($"技能各等级详细描述:");
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for (int i = 0; i < 6; i++)
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{
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Console.WriteLine($"等级 {i + 1} - {技能描述[i]}");
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}
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Console.WriteLine($"魔法消耗:" + string.Join("/", 魔法消耗.Select(d => $"{d:0.##}")));
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Console.WriteLine($"吟唱时间:" + string.Join("/", 吟唱时间.Select(d => $"{d:0.##}")));
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Console.WriteLine($"冷却时间:" + string.Join("/", 冷却时间.Select(d => $"{d:0.##}")));
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Console.WriteLine($"硬直时间:" + string.Join("/", 硬直时间.Select(d => $"{d:0.##}")));
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Console.WriteLine();
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}
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//foreach (Character c in FunGameConstant.Characters)
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//{
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// Character character = c.Copy();
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// character.Level = 60;
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// character.NormalAttack.Level = 8;
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// character.Recovery();
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// FunGameService.AddCharacterSkills(character, 1, 6, 6);
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// Console.WriteLine(character.GetInfo());
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// //Console.WriteLine($"{character.ToStringWithOutUser()} - {CharacterSet.GetPrimaryAttributeName(character.PrimaryAttribute)}角色");
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// //foreach (Skill skill in character.Skills)
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// //{
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// // Console.WriteLine($"【{SkillSet.GetSkillTypeName(skill.SkillType)}】{skill.Name}\r\n{skill.Description}");
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// //}
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// Console.WriteLine();
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//}
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//foreach (Skill s in FunGameConstant.Skills)
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//{
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// s.Level = 6;
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@ -1,6 +1,7 @@
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using System.Text;
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using Milimoe.FunGame.Core.Api.Utility;
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using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Library.Constant;
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using Milimoe.FunGame.Core.Model;
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using MilimoeFunGame.Testing.Characters;
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@ -30,6 +31,19 @@ namespace Milimoe.FunGame.Testing.Solutions
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Conditions.Add("马猴烧酒的好感度低于50", () => 好感度低于50(character));
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Conditions.Add("主角攻击力大于20", () => 攻击力大于20(main));
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Conditions.Add("马猴烧酒攻击力大于20", () => 攻击力大于20(character));
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NovelCharacterNode mainNode1 = CreateCharacterNode(main);
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mainNode1.PositionType = PositionType.Left;
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NovelCharacterNode mainNode2 = CreateCharacterNode(main);
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mainNode2.PositionType = PositionType.Left;
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mainNode2.StandOut = false;
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NovelCharacterNode characterNode1 = CreateCharacterNode(character);
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characterNode1.PositionType = PositionType.Right;
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NovelCharacterNode characterNode2 = CreateCharacterNode(character);
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characterNode2.PositionType = PositionType.Right;
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characterNode2.StandOut = false;
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NovelNode node1 = new()
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{
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Key = "node1",
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@ -40,8 +54,10 @@ namespace Milimoe.FunGame.Testing.Solutions
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{
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Key = "node2",
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Name = main.NickName,
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Content = "什么人!"
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Content = "什么人!",
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Character = mainNode1
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};
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node2.Opponents.Add(characterNode2);
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node1.NextNodes.Add(node2);
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node2.Previous = node1;
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NovelOption option1 = new()
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@ -63,20 +79,26 @@ namespace Milimoe.FunGame.Testing.Solutions
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Key = "node3",
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Name = character.NickName,
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Content = "你好,我叫【马猴烧酒】!",
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Character = characterNode1,
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Options = [option1, option2]
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};
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node3.Opponents.Add(mainNode2);
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NovelNode node4 = new()
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{
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Key = "node4",
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Name = character.NickName,
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Content = "你的名字是?"
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Content = "你的名字是?",
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Character = characterNode1
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};
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node4.Opponents.Add(mainNode2);
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NovelNode node5 = new()
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{
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Key = "node5",
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Name = character.NickName,
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Content = "滚,谁要认识你?"
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Name = main.NickName,
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Content = "滚,谁要认识你?",
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Character = mainNode1
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};
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node5.Opponents.Add(characterNode2);
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node2.NextNodes.Add(node3);
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option1.Targets.Add(node4);
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option2.Targets.Add(node5);
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@ -210,5 +232,29 @@ namespace Milimoe.FunGame.Testing.Solutions
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Console.WriteLine(builder.ToString());
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}
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}
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public static NovelCharacterNode CreateCharacterNode(Character character, NovelNode? node = null, bool isOpponent = false, bool standOut = true)
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{
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NovelCharacterNode ncn = new()
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{
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Name = character.NickName,
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PortraitImagePath = "",
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PositionType = PositionType.Center,
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StandOut = standOut
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};
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if (node != null)
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{
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if (isOpponent)
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{
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node.Opponents.Add(ncn);
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}
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else
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{
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node.Character = ncn;
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node.Name = ncn.Name;
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}
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}
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return ncn;
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}
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}
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}
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@ -18,7 +18,7 @@ namespace Milimoe.FunGame.Testing.Tests
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User user = Factory.GetUser();
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user.Id = i;
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user.Username = FunGameConstant.GenerateRandomChineseUserName();
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room.UserAndIsReady.Add(user, true);
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room.UserAndIsReady.TryAdd(user, true);
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points[user] = 0;
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if (i == 0) room.RoomMaster = user;
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}
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