mirror of
https://github.com/milimoe/FunGame-Testing.git
synced 2025-04-22 12:19:34 +08:00
存档
This commit is contained in:
parent
6a7e5460b0
commit
5f41ff32b8
@ -25,6 +25,9 @@
|
|||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
|
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
|
<Compile Update="Solutions\EntityCreator\SetConfigName.cs">
|
||||||
|
<SubType>Form</SubType>
|
||||||
|
</Compile>
|
||||||
<Compile Update="Solutions\EntityEditor\ItemCreator.cs">
|
<Compile Update="Solutions\EntityEditor\ItemCreator.cs">
|
||||||
<SubType>Form</SubType>
|
<SubType>Form</SubType>
|
||||||
</Compile>
|
</Compile>
|
||||||
|
@ -5,11 +5,13 @@ namespace Milimoe.FunGame.Testing.Desktop.Solutions
|
|||||||
{
|
{
|
||||||
public class CharacterManager
|
public class CharacterManager
|
||||||
{
|
{
|
||||||
|
public string ModuleName { get; set; } = "EntityEditor";
|
||||||
|
public string ConfigName { get; set; } = "characters";
|
||||||
public Dictionary<string, Character> LoadedCharacters { get; set; } = [];
|
public Dictionary<string, Character> LoadedCharacters { get; set; } = [];
|
||||||
|
|
||||||
public void Load()
|
public void Load()
|
||||||
{
|
{
|
||||||
EntityModuleConfig<Character> config = new("EntityEditor", "characters");
|
EntityModuleConfig<Character> config = new(ModuleName, ConfigName);
|
||||||
config.LoadConfig();
|
config.LoadConfig();
|
||||||
LoadedCharacters = new(config);
|
LoadedCharacters = new(config);
|
||||||
foreach (Character c in LoadedCharacters.Values)
|
foreach (Character c in LoadedCharacters.Values)
|
||||||
@ -30,7 +32,7 @@ namespace Milimoe.FunGame.Testing.Desktop.Solutions
|
|||||||
|
|
||||||
public void Save()
|
public void Save()
|
||||||
{
|
{
|
||||||
EntityModuleConfig<Character> config = new("EntityEditor", "characters");
|
EntityModuleConfig<Character> config = new(ModuleName, ConfigName);
|
||||||
foreach (string key in LoadedCharacters.Keys)
|
foreach (string key in LoadedCharacters.Keys)
|
||||||
{
|
{
|
||||||
config.Add(key, LoadedCharacters[key]);
|
config.Add(key, LoadedCharacters[key]);
|
||||||
|
@ -48,6 +48,7 @@
|
|||||||
重新读取全部 = new Button();
|
重新读取全部 = new Button();
|
||||||
删除角色物品 = new Button();
|
删除角色物品 = new Button();
|
||||||
删除角色技能 = new Button();
|
删除角色技能 = new Button();
|
||||||
|
模组名称设置 = new Button();
|
||||||
列表.SuspendLayout();
|
列表.SuspendLayout();
|
||||||
SuspendLayout();
|
SuspendLayout();
|
||||||
//
|
//
|
||||||
@ -275,11 +276,24 @@
|
|||||||
删除角色技能.UseVisualStyleBackColor = true;
|
删除角色技能.UseVisualStyleBackColor = true;
|
||||||
删除角色技能.Click += 删除角色技能_Click;
|
删除角色技能.Click += 删除角色技能_Click;
|
||||||
//
|
//
|
||||||
|
// 设置配置名称
|
||||||
|
//
|
||||||
|
模组名称设置.Anchor = AnchorStyles.Bottom | AnchorStyles.Right;
|
||||||
|
模组名称设置.Font = new Font("Microsoft YaHei UI", 8F);
|
||||||
|
模组名称设置.Location = new Point(460, 185);
|
||||||
|
模组名称设置.Name = "模组名称设置";
|
||||||
|
模组名称设置.Size = new Size(98, 35);
|
||||||
|
模组名称设置.TabIndex = 18;
|
||||||
|
模组名称设置.Text = "模组名称设置";
|
||||||
|
模组名称设置.UseVisualStyleBackColor = true;
|
||||||
|
模组名称设置.Click += 模组名称设置_Click;
|
||||||
|
//
|
||||||
// EntityEditor
|
// EntityEditor
|
||||||
//
|
//
|
||||||
AutoScaleDimensions = new SizeF(7F, 17F);
|
AutoScaleDimensions = new SizeF(7F, 17F);
|
||||||
AutoScaleMode = AutoScaleMode.Font;
|
AutoScaleMode = AutoScaleMode.Font;
|
||||||
ClientSize = new Size(674, 437);
|
ClientSize = new Size(674, 437);
|
||||||
|
Controls.Add(模组名称设置);
|
||||||
Controls.Add(删除角色物品);
|
Controls.Add(删除角色物品);
|
||||||
Controls.Add(删除角色技能);
|
Controls.Add(删除角色技能);
|
||||||
Controls.Add(重新读取全部);
|
Controls.Add(重新读取全部);
|
||||||
@ -330,5 +344,6 @@
|
|||||||
private Button 重新读取全部;
|
private Button 重新读取全部;
|
||||||
private Button 删除角色物品;
|
private Button 删除角色物品;
|
||||||
private Button 删除角色技能;
|
private Button 删除角色技能;
|
||||||
|
private Button 模组名称设置;
|
||||||
}
|
}
|
||||||
}
|
}
|
@ -11,12 +11,14 @@ namespace Milimoe.FunGame.Testing.Desktop.Solutions
|
|||||||
private CharacterManager CharacterManager { get; } = new();
|
private CharacterManager CharacterManager { get; } = new();
|
||||||
private SkillManager SkillManager { get; } = new();
|
private SkillManager SkillManager { get; } = new();
|
||||||
private ItemManager ItemManager { get; } = new();
|
private ItemManager ItemManager { get; } = new();
|
||||||
|
private SetConfigName ConfigSettings { get; }
|
||||||
private bool CheckSelectedIndex => 实际列表.SelectedIndex != -1 && 实际列表.SelectedIndex < 实际列表.Items.Count;
|
private bool CheckSelectedIndex => 实际列表.SelectedIndex != -1 && 实际列表.SelectedIndex < 实际列表.Items.Count;
|
||||||
private int nowClick = 0;
|
private int nowClick = 0;
|
||||||
|
|
||||||
public EntityEditor()
|
public EntityEditor()
|
||||||
{
|
{
|
||||||
InitializeComponent();
|
InitializeComponent();
|
||||||
|
ConfigSettings = new(CharacterManager, SkillManager, ItemManager);
|
||||||
GameModuleLoader = LoadModules();
|
GameModuleLoader = LoadModules();
|
||||||
CharacterManager.Load();
|
CharacterManager.Load();
|
||||||
SkillManager.Load();
|
SkillManager.Load();
|
||||||
@ -526,5 +528,10 @@ namespace Milimoe.FunGame.Testing.Desktop.Solutions
|
|||||||
|
|
||||||
return GameModuleLoader.LoadGameModules(FunGameInfo.FunGame.FunGame_Desktop, []);
|
return GameModuleLoader.LoadGameModules(FunGameInfo.FunGame.FunGame_Desktop, []);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void 模组名称设置_Click(object sender, EventArgs e)
|
||||||
|
{
|
||||||
|
ConfigSettings.Show();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -5,11 +5,13 @@ namespace Milimoe.FunGame.Testing.Desktop.Solutions
|
|||||||
{
|
{
|
||||||
public class ItemManager
|
public class ItemManager
|
||||||
{
|
{
|
||||||
|
public string ModuleName { get; set; } = "EntityEditor";
|
||||||
|
public string ConfigName { get; set; } = "items";
|
||||||
public Dictionary<string, Item> LoadedItems { get; set; } = [];
|
public Dictionary<string, Item> LoadedItems { get; set; } = [];
|
||||||
|
|
||||||
public void Load()
|
public void Load()
|
||||||
{
|
{
|
||||||
EntityModuleConfig<Item> config = new("EntityEditor", "items");
|
EntityModuleConfig<Item> config = new(ModuleName, ConfigName);
|
||||||
config.LoadConfig();
|
config.LoadConfig();
|
||||||
LoadedItems = new(config);
|
LoadedItems = new(config);
|
||||||
}
|
}
|
||||||
@ -26,7 +28,7 @@ namespace Milimoe.FunGame.Testing.Desktop.Solutions
|
|||||||
|
|
||||||
public void Save()
|
public void Save()
|
||||||
{
|
{
|
||||||
EntityModuleConfig<Item> config = new("EntityEditor", "items");
|
EntityModuleConfig<Item> config = new(ModuleName, ConfigName);
|
||||||
foreach (string key in LoadedItems.Keys)
|
foreach (string key in LoadedItems.Keys)
|
||||||
{
|
{
|
||||||
config.Add(key, LoadedItems[key]);
|
config.Add(key, LoadedItems[key]);
|
||||||
|
173
Desktop/Solutions/EntityCreator/SetConfigName.Designer.cs
generated
Normal file
173
Desktop/Solutions/EntityCreator/SetConfigName.Designer.cs
generated
Normal file
@ -0,0 +1,173 @@
|
|||||||
|
namespace Milimoe.FunGame.Testing.Desktop.Solutions
|
||||||
|
{
|
||||||
|
partial class SetConfigName
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Required designer variable.
|
||||||
|
/// </summary>
|
||||||
|
private System.ComponentModel.IContainer components = null;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Clean up any resources being used.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
|
||||||
|
protected override void Dispose(bool disposing)
|
||||||
|
{
|
||||||
|
if (disposing && (components != null))
|
||||||
|
{
|
||||||
|
components.Dispose();
|
||||||
|
}
|
||||||
|
base.Dispose(disposing);
|
||||||
|
}
|
||||||
|
|
||||||
|
#region Windows Form Designer generated code
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Required method for Designer support - do not modify
|
||||||
|
/// the contents of this method with the code editor.
|
||||||
|
/// </summary>
|
||||||
|
private void InitializeComponent()
|
||||||
|
{
|
||||||
|
TipSkill = new Label();
|
||||||
|
TextCharacter = new TextBox();
|
||||||
|
TextSkill = new TextBox();
|
||||||
|
TipCharacter = new Label();
|
||||||
|
BtnSave = new Button();
|
||||||
|
TextItem = new TextBox();
|
||||||
|
TipItem = new Label();
|
||||||
|
TextModule = new TextBox();
|
||||||
|
TipModule = new Label();
|
||||||
|
SuspendLayout();
|
||||||
|
//
|
||||||
|
// TipSkill
|
||||||
|
//
|
||||||
|
TipSkill.Anchor = AnchorStyles.Bottom | AnchorStyles.Right;
|
||||||
|
TipSkill.Font = new Font("等线", 14.25F, FontStyle.Regular, GraphicsUnit.Point, 134);
|
||||||
|
TipSkill.Location = new Point(78, 95);
|
||||||
|
TipSkill.Name = "TipSkill";
|
||||||
|
TipSkill.Size = new Size(129, 27);
|
||||||
|
TipSkill.TabIndex = 0;
|
||||||
|
TipSkill.Text = "技能配置名";
|
||||||
|
TipSkill.TextAlign = ContentAlignment.MiddleCenter;
|
||||||
|
//
|
||||||
|
// TextCharacter
|
||||||
|
//
|
||||||
|
TextCharacter.Anchor = AnchorStyles.Bottom | AnchorStyles.Right;
|
||||||
|
TextCharacter.Font = new Font("等线", 14.25F);
|
||||||
|
TextCharacter.Location = new Point(213, 45);
|
||||||
|
TextCharacter.Name = "TextCharacter";
|
||||||
|
TextCharacter.Size = new Size(201, 27);
|
||||||
|
TextCharacter.TabIndex = 0;
|
||||||
|
TextCharacter.WordWrap = false;
|
||||||
|
//
|
||||||
|
// TextSkill
|
||||||
|
//
|
||||||
|
TextSkill.Anchor = AnchorStyles.Bottom | AnchorStyles.Right;
|
||||||
|
TextSkill.Font = new Font("等线", 14.25F);
|
||||||
|
TextSkill.Location = new Point(213, 95);
|
||||||
|
TextSkill.Name = "TextSkill";
|
||||||
|
TextSkill.Size = new Size(201, 27);
|
||||||
|
TextSkill.TabIndex = 1;
|
||||||
|
TextSkill.WordWrap = false;
|
||||||
|
//
|
||||||
|
// TipCharacter
|
||||||
|
//
|
||||||
|
TipCharacter.Anchor = AnchorStyles.Bottom | AnchorStyles.Right;
|
||||||
|
TipCharacter.Font = new Font("等线", 14.25F, FontStyle.Regular, GraphicsUnit.Point, 134);
|
||||||
|
TipCharacter.Location = new Point(78, 45);
|
||||||
|
TipCharacter.Name = "TipCharacter";
|
||||||
|
TipCharacter.Size = new Size(129, 27);
|
||||||
|
TipCharacter.TabIndex = 2;
|
||||||
|
TipCharacter.Text = "角色配置名";
|
||||||
|
TipCharacter.TextAlign = ContentAlignment.MiddleCenter;
|
||||||
|
//
|
||||||
|
// BtnSave
|
||||||
|
//
|
||||||
|
BtnSave.Anchor = AnchorStyles.Bottom | AnchorStyles.Right;
|
||||||
|
BtnSave.Font = new Font("等线", 14.25F, FontStyle.Regular, GraphicsUnit.Point, 134);
|
||||||
|
BtnSave.Location = new Point(420, 216);
|
||||||
|
BtnSave.Name = "BtnSave";
|
||||||
|
BtnSave.Size = new Size(103, 45);
|
||||||
|
BtnSave.TabIndex = 4;
|
||||||
|
BtnSave.Text = "保存";
|
||||||
|
BtnSave.UseVisualStyleBackColor = true;
|
||||||
|
BtnSave.Click += BtnSave_Click;
|
||||||
|
//
|
||||||
|
// TextItem
|
||||||
|
//
|
||||||
|
TextItem.Anchor = AnchorStyles.Bottom | AnchorStyles.Right;
|
||||||
|
TextItem.Font = new Font("等线", 14.25F);
|
||||||
|
TextItem.Location = new Point(213, 144);
|
||||||
|
TextItem.Name = "TextItem";
|
||||||
|
TextItem.Size = new Size(201, 27);
|
||||||
|
TextItem.TabIndex = 6;
|
||||||
|
TextItem.WordWrap = false;
|
||||||
|
//
|
||||||
|
// TipItem
|
||||||
|
//
|
||||||
|
TipItem.Anchor = AnchorStyles.Bottom | AnchorStyles.Right;
|
||||||
|
TipItem.Font = new Font("等线", 14.25F, FontStyle.Regular, GraphicsUnit.Point, 134);
|
||||||
|
TipItem.Location = new Point(78, 144);
|
||||||
|
TipItem.Name = "TipItem";
|
||||||
|
TipItem.Size = new Size(129, 27);
|
||||||
|
TipItem.TabIndex = 5;
|
||||||
|
TipItem.Text = "技能配置名";
|
||||||
|
TipItem.TextAlign = ContentAlignment.MiddleCenter;
|
||||||
|
//
|
||||||
|
// TextModule
|
||||||
|
//
|
||||||
|
TextModule.Anchor = AnchorStyles.Bottom | AnchorStyles.Right;
|
||||||
|
TextModule.Font = new Font("等线", 14.25F);
|
||||||
|
TextModule.Location = new Point(213, 226);
|
||||||
|
TextModule.Name = "TextModule";
|
||||||
|
TextModule.Size = new Size(201, 27);
|
||||||
|
TextModule.TabIndex = 7;
|
||||||
|
TextModule.WordWrap = false;
|
||||||
|
//
|
||||||
|
// TipModule
|
||||||
|
//
|
||||||
|
TipModule.Anchor = AnchorStyles.Bottom | AnchorStyles.Right;
|
||||||
|
TipModule.Font = new Font("等线", 14.25F, FontStyle.Regular, GraphicsUnit.Point, 134);
|
||||||
|
TipModule.Location = new Point(78, 225);
|
||||||
|
TipModule.Name = "TipModule";
|
||||||
|
TipModule.Size = new Size(129, 27);
|
||||||
|
TipModule.TabIndex = 8;
|
||||||
|
TipModule.Text = "模组名称";
|
||||||
|
TipModule.TextAlign = ContentAlignment.MiddleCenter;
|
||||||
|
//
|
||||||
|
// SetConfigName
|
||||||
|
//
|
||||||
|
AutoScaleDimensions = new SizeF(7F, 17F);
|
||||||
|
AutoScaleMode = AutoScaleMode.Font;
|
||||||
|
ClientSize = new Size(535, 273);
|
||||||
|
Controls.Add(TipModule);
|
||||||
|
Controls.Add(TextModule);
|
||||||
|
Controls.Add(TextItem);
|
||||||
|
Controls.Add(TipItem);
|
||||||
|
Controls.Add(BtnSave);
|
||||||
|
Controls.Add(TextSkill);
|
||||||
|
Controls.Add(TipCharacter);
|
||||||
|
Controls.Add(TextCharacter);
|
||||||
|
Controls.Add(TipSkill);
|
||||||
|
FormBorderStyle = FormBorderStyle.FixedSingle;
|
||||||
|
MaximizeBox = false;
|
||||||
|
Name = "SetConfigName";
|
||||||
|
StartPosition = FormStartPosition.CenterScreen;
|
||||||
|
Text = "模组名称设置";
|
||||||
|
ResumeLayout(false);
|
||||||
|
PerformLayout();
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
private Label TipSkill;
|
||||||
|
private TextBox TextCharacter;
|
||||||
|
private TextBox TextSkill;
|
||||||
|
private Label TipCharacter;
|
||||||
|
private Button BtnSave;
|
||||||
|
private TextBox TextItem;
|
||||||
|
private Label TipItem;
|
||||||
|
private TextBox TextModule;
|
||||||
|
private Label TipModule;
|
||||||
|
}
|
||||||
|
}
|
76
Desktop/Solutions/EntityCreator/SetConfigName.cs
Normal file
76
Desktop/Solutions/EntityCreator/SetConfigName.cs
Normal file
@ -0,0 +1,76 @@
|
|||||||
|
using Milimoe.FunGame.Core.Api.Utility;
|
||||||
|
|
||||||
|
namespace Milimoe.FunGame.Testing.Desktop.Solutions
|
||||||
|
{
|
||||||
|
public partial class SetConfigName : Form
|
||||||
|
{
|
||||||
|
public string FileName { get; set; } = "";
|
||||||
|
public string ModuleName { get; set; } = "";
|
||||||
|
public CharacterManager CharacterManager { get; }
|
||||||
|
public SkillManager SkillManager { get; }
|
||||||
|
public ItemManager ItemManager { get; }
|
||||||
|
|
||||||
|
public SetConfigName(CharacterManager cm, SkillManager sm, ItemManager im)
|
||||||
|
{
|
||||||
|
InitializeComponent();
|
||||||
|
CharacterManager = cm;
|
||||||
|
SkillManager = sm;
|
||||||
|
ItemManager = im;
|
||||||
|
FileName = "Module.ini";
|
||||||
|
ModuleName = "EntityEditor";
|
||||||
|
if (INIHelper.ExistINIFile(FileName))
|
||||||
|
{
|
||||||
|
ModuleName = INIHelper.ReadINI("ModuleName", "Module", FileName);
|
||||||
|
string character = INIHelper.ReadINI("ModuleName", "Character", FileName);
|
||||||
|
string skill = INIHelper.ReadINI("ModuleName", "Skill", FileName);
|
||||||
|
string item = INIHelper.ReadINI("ModuleName", "Item", FileName);
|
||||||
|
if (ModuleName.Trim() == "") ModuleName = "EntityEditor";
|
||||||
|
else ModuleName = ModuleName.Trim();
|
||||||
|
if (character.Trim() == "") character = "characters";
|
||||||
|
else character = character.Trim();
|
||||||
|
if (skill.Trim() == "") skill = "skills";
|
||||||
|
else skill = skill.Trim();
|
||||||
|
if (item.Trim() == "") item = "items";
|
||||||
|
else item = item.Trim();
|
||||||
|
CharacterManager.ModuleName = ModuleName;
|
||||||
|
SkillManager.ModuleName = ModuleName;
|
||||||
|
ItemManager.ModuleName = ModuleName;
|
||||||
|
CharacterManager.ConfigName = character;
|
||||||
|
SkillManager.ConfigName = skill;
|
||||||
|
ItemManager.ConfigName = item;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
INIHelper.WriteINI("ModuleName", "Module", "EntityEditor", FileName);
|
||||||
|
INIHelper.WriteINI("ModuleName", "Character", "characters", FileName);
|
||||||
|
INIHelper.WriteINI("ModuleName", "Skill", "skills", FileName);
|
||||||
|
INIHelper.WriteINI("ModuleName", "Item", "items", FileName);
|
||||||
|
}
|
||||||
|
FormClosing += SetConfigName_FormClosing;
|
||||||
|
TextModule.Text = ModuleName;
|
||||||
|
TextCharacter.Text = CharacterManager.ConfigName;
|
||||||
|
TextSkill.Text = SkillManager.ConfigName;
|
||||||
|
TextItem.Text = ItemManager.ConfigName;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void SetConfigName_FormClosing(object? sender, FormClosingEventArgs e)
|
||||||
|
{
|
||||||
|
Hide();
|
||||||
|
e.Cancel = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void BtnSave_Click(object sender, EventArgs e)
|
||||||
|
{
|
||||||
|
ModuleName = TextModule.Text;
|
||||||
|
CharacterManager.ConfigName = TextCharacter.Text;
|
||||||
|
SkillManager.ConfigName = TextSkill.Text;
|
||||||
|
ItemManager.ConfigName = TextItem.Text;
|
||||||
|
INIHelper.WriteINI("ModuleName", "Module", ModuleName, FileName);
|
||||||
|
INIHelper.WriteINI("ModuleName", "Character", CharacterManager.ConfigName, FileName);
|
||||||
|
INIHelper.WriteINI("ModuleName", "Skill", SkillManager.ConfigName, FileName);
|
||||||
|
INIHelper.WriteINI("ModuleName", "Item", ItemManager.ConfigName, FileName);
|
||||||
|
MessageBox.Show("保存成功!");
|
||||||
|
Hide();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
120
Desktop/Solutions/EntityCreator/SetConfigName.resx
Normal file
120
Desktop/Solutions/EntityCreator/SetConfigName.resx
Normal file
@ -0,0 +1,120 @@
|
|||||||
|
<?xml version="1.0" encoding="utf-8"?>
|
||||||
|
<root>
|
||||||
|
<!--
|
||||||
|
Microsoft ResX Schema
|
||||||
|
|
||||||
|
Version 2.0
|
||||||
|
|
||||||
|
The primary goals of this format is to allow a simple XML format
|
||||||
|
that is mostly human readable. The generation and parsing of the
|
||||||
|
various data types are done through the TypeConverter classes
|
||||||
|
associated with the data types.
|
||||||
|
|
||||||
|
Example:
|
||||||
|
|
||||||
|
... ado.net/XML headers & schema ...
|
||||||
|
<resheader name="resmimetype">text/microsoft-resx</resheader>
|
||||||
|
<resheader name="version">2.0</resheader>
|
||||||
|
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
|
||||||
|
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
|
||||||
|
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
|
||||||
|
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
|
||||||
|
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
|
||||||
|
<value>[base64 mime encoded serialized .NET Framework object]</value>
|
||||||
|
</data>
|
||||||
|
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
|
||||||
|
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
|
||||||
|
<comment>This is a comment</comment>
|
||||||
|
</data>
|
||||||
|
|
||||||
|
There are any number of "resheader" rows that contain simple
|
||||||
|
name/value pairs.
|
||||||
|
|
||||||
|
Each data row contains a name, and value. The row also contains a
|
||||||
|
type or mimetype. Type corresponds to a .NET class that support
|
||||||
|
text/value conversion through the TypeConverter architecture.
|
||||||
|
Classes that don't support this are serialized and stored with the
|
||||||
|
mimetype set.
|
||||||
|
|
||||||
|
The mimetype is used for serialized objects, and tells the
|
||||||
|
ResXResourceReader how to depersist the object. This is currently not
|
||||||
|
extensible. For a given mimetype the value must be set accordingly:
|
||||||
|
|
||||||
|
Note - application/x-microsoft.net.object.binary.base64 is the format
|
||||||
|
that the ResXResourceWriter will generate, however the reader can
|
||||||
|
read any of the formats listed below.
|
||||||
|
|
||||||
|
mimetype: application/x-microsoft.net.object.binary.base64
|
||||||
|
value : The object must be serialized with
|
||||||
|
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
|
||||||
|
: and then encoded with base64 encoding.
|
||||||
|
|
||||||
|
mimetype: application/x-microsoft.net.object.soap.base64
|
||||||
|
value : The object must be serialized with
|
||||||
|
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
|
||||||
|
: and then encoded with base64 encoding.
|
||||||
|
|
||||||
|
mimetype: application/x-microsoft.net.object.bytearray.base64
|
||||||
|
value : The object must be serialized into a byte array
|
||||||
|
: using a System.ComponentModel.TypeConverter
|
||||||
|
: and then encoded with base64 encoding.
|
||||||
|
-->
|
||||||
|
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
|
||||||
|
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
|
||||||
|
<xsd:element name="root" msdata:IsDataSet="true">
|
||||||
|
<xsd:complexType>
|
||||||
|
<xsd:choice maxOccurs="unbounded">
|
||||||
|
<xsd:element name="metadata">
|
||||||
|
<xsd:complexType>
|
||||||
|
<xsd:sequence>
|
||||||
|
<xsd:element name="value" type="xsd:string" minOccurs="0" />
|
||||||
|
</xsd:sequence>
|
||||||
|
<xsd:attribute name="name" use="required" type="xsd:string" />
|
||||||
|
<xsd:attribute name="type" type="xsd:string" />
|
||||||
|
<xsd:attribute name="mimetype" type="xsd:string" />
|
||||||
|
<xsd:attribute ref="xml:space" />
|
||||||
|
</xsd:complexType>
|
||||||
|
</xsd:element>
|
||||||
|
<xsd:element name="assembly">
|
||||||
|
<xsd:complexType>
|
||||||
|
<xsd:attribute name="alias" type="xsd:string" />
|
||||||
|
<xsd:attribute name="name" type="xsd:string" />
|
||||||
|
</xsd:complexType>
|
||||||
|
</xsd:element>
|
||||||
|
<xsd:element name="data">
|
||||||
|
<xsd:complexType>
|
||||||
|
<xsd:sequence>
|
||||||
|
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
|
||||||
|
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
|
||||||
|
</xsd:sequence>
|
||||||
|
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
|
||||||
|
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
|
||||||
|
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
|
||||||
|
<xsd:attribute ref="xml:space" />
|
||||||
|
</xsd:complexType>
|
||||||
|
</xsd:element>
|
||||||
|
<xsd:element name="resheader">
|
||||||
|
<xsd:complexType>
|
||||||
|
<xsd:sequence>
|
||||||
|
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
|
||||||
|
</xsd:sequence>
|
||||||
|
<xsd:attribute name="name" type="xsd:string" use="required" />
|
||||||
|
</xsd:complexType>
|
||||||
|
</xsd:element>
|
||||||
|
</xsd:choice>
|
||||||
|
</xsd:complexType>
|
||||||
|
</xsd:element>
|
||||||
|
</xsd:schema>
|
||||||
|
<resheader name="resmimetype">
|
||||||
|
<value>text/microsoft-resx</value>
|
||||||
|
</resheader>
|
||||||
|
<resheader name="version">
|
||||||
|
<value>2.0</value>
|
||||||
|
</resheader>
|
||||||
|
<resheader name="reader">
|
||||||
|
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||||
|
</resheader>
|
||||||
|
<resheader name="writer">
|
||||||
|
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||||
|
</resheader>
|
||||||
|
</root>
|
@ -5,11 +5,13 @@ namespace Milimoe.FunGame.Testing.Desktop.Solutions
|
|||||||
{
|
{
|
||||||
public class SkillManager
|
public class SkillManager
|
||||||
{
|
{
|
||||||
|
public string ModuleName { get; set; } = "EntityEditor";
|
||||||
|
public string ConfigName { get; set; } = "skills";
|
||||||
public Dictionary<string, Skill> LoadedSkills { get; set; } = [];
|
public Dictionary<string, Skill> LoadedSkills { get; set; } = [];
|
||||||
|
|
||||||
public void Load()
|
public void Load()
|
||||||
{
|
{
|
||||||
EntityModuleConfig<Skill> config = new("EntityEditor", "skills");
|
EntityModuleConfig<Skill> config = new(ModuleName, ConfigName);
|
||||||
config.LoadConfig();
|
config.LoadConfig();
|
||||||
LoadedSkills = new(config);
|
LoadedSkills = new(config);
|
||||||
}
|
}
|
||||||
@ -26,7 +28,7 @@ namespace Milimoe.FunGame.Testing.Desktop.Solutions
|
|||||||
|
|
||||||
public void Save()
|
public void Save()
|
||||||
{
|
{
|
||||||
EntityModuleConfig<Skill> config = new("EntityEditor", "skills");
|
EntityModuleConfig<Skill> config = new(ModuleName, ConfigName);
|
||||||
foreach (string key in LoadedSkills.Keys)
|
foreach (string key in LoadedSkills.Keys)
|
||||||
{
|
{
|
||||||
config.Add(key, LoadedSkills[key]);
|
config.Add(key, LoadedSkills[key]);
|
||||||
|
Loading…
x
Reference in New Issue
Block a user