mirror of
https://github.com/milimoe/FunGame-Testing.git
synced 2025-04-22 04:09:34 +08:00
537 lines
20 KiB
C#
537 lines
20 KiB
C#
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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namespace Milimoe.FunGame.Testing.Desktop.Solutions
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{
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public partial class EntityEditor : Form
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{
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private static GameModuleLoader? GameModuleLoader { get; set; } = null;
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private CharacterManager CharacterManager { get; } = new();
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private SkillManager SkillManager { get; } = new();
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private ItemManager ItemManager { get; } = new();
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private SetConfigName ConfigSettings { get; }
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private bool CheckSelectedIndex => 实际列表.SelectedIndex != -1 && 实际列表.SelectedIndex < 实际列表.Items.Count;
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private int nowClick = 0;
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public EntityEditor()
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{
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InitializeComponent();
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ConfigSettings = new(CharacterManager, SkillManager, ItemManager);
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GameModuleLoader = LoadModules();
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CharacterManager.Load();
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SkillManager.Load();
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ItemManager.Load();
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foreach (Character character in CharacterManager.LoadedCharacters.Values)
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{
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Skill[] skills = [.. character.Skills];
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for (int i = 0; i < skills.Length; i++)
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{
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Skill skill = skills[i];
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character.Skills.Remove(skill);
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Skill? s = 从模组加载器中获取技能(skill.Id, skill.Name, skill.SkillType);
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if (s != null)
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{
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skill = s.Copy();
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skill.Character = character;
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}
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character.Skills.Add(skill);
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}
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if (character.EquipSlot.MagicCardPack != null)
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{
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Item item = character.EquipSlot.MagicCardPack;
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Item? i = 从模组加载器中获取物品(item.Id, item.Name, item.ItemType);
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if (i != null)
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{
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item.SetPropertyToItemModuleNew(i);
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item = i.Copy();
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character.Equip(item);
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}
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}
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if (character.EquipSlot.Weapon != null)
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{
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Item item = character.EquipSlot.Weapon;
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Item? i = 从模组加载器中获取物品(item.Id, item.Name, item.ItemType);
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if (i != null)
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{
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item.SetPropertyToItemModuleNew(i);
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item = i.Copy();
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character.Equip(item);
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}
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}
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if (character.EquipSlot.Armor != null)
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{
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Item item = character.EquipSlot.Armor;
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Item? i = 从模组加载器中获取物品(item.Id, item.Name, item.ItemType);
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if (i != null)
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{
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item.SetPropertyToItemModuleNew(i);
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item = i.Copy();
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character.Equip(item);
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}
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}
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if (character.EquipSlot.Shoes != null)
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{
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Item item = character.EquipSlot.Shoes;
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Item? i = 从模组加载器中获取物品(item.Id, item.Name, item.ItemType);
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if (i != null)
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{
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item.SetPropertyToItemModuleNew(i);
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item = i.Copy();
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character.Equip(item);
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}
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}
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if (character.EquipSlot.Accessory1 != null)
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{
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Item item = character.EquipSlot.Accessory1;
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Item? i = 从模组加载器中获取物品(item.Id, item.Name, item.ItemType);
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if (i != null)
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{
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item.SetPropertyToItemModuleNew(i);
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item = i.Copy();
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character.Equip(item);
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}
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}
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if (character.EquipSlot.Accessory2 != null)
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{
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Item item = character.EquipSlot.Accessory2;
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Item? i = 从模组加载器中获取物品(item.Id, item.Name, item.ItemType);
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if (i != null)
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{
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item.SetPropertyToItemModuleNew(i);
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item = i.Copy();
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character.Equip(item);
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}
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}
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Item[] items = [.. character.Items];
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for (int j = 0; j < items.Length; j++)
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{
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Item item = items[j];
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character.Items.Remove(item);
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Item? i = 从模组加载器中获取物品(item.Id, item.Name, item.ItemType);
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if (i != null)
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{
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item.SetPropertyToItemModuleNew(i);
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item = i.Copy();
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item.Character = character;
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}
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}
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}
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查看现有技能方法();
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查看现有物品方法();
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查看现有角色方法();
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}
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private void 查看现有角色方法()
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{
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实际列表.Items.Clear();
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foreach (string name in CharacterManager.LoadedCharacters.Keys)
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{
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实际列表.Items.Add(CharacterManager.LoadedCharacters[name]);
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}
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nowClick = 0;
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}
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private void 查看现有技能方法()
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{
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实际列表.Items.Clear();
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foreach (string name in SkillManager.LoadedSkills.OrderBy(kv => kv.Value.Id).Select(kv => kv.Key))
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{
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实际列表.Items.Add(GetSkillDisplayName(SkillManager, name));
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}
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nowClick = 1;
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}
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private void 查看现有物品方法()
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{
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实际列表.Items.Clear();
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foreach (string name in ItemManager.LoadedItems.OrderBy(kv => kv.Value.Id).Select(kv => kv.Key))
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{
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实际列表.Items.Add(GetItemDisplayName(ItemManager, name));
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}
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nowClick = 2;
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}
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private void 查看现有角色_Click(object sender, EventArgs e)
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{
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if (nowClick != 0)
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{
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查看现有角色方法();
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}
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}
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private void 查看现有技能_Click(object sender, EventArgs e)
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{
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if (nowClick != 1)
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{
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查看现有技能方法();
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}
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}
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private void 查看现有物品_Click(object sender, EventArgs e)
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{
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if (nowClick != 2)
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{
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查看现有物品方法();
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}
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}
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private void 全部保存_Click(object sender, EventArgs e)
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{
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CharacterManager.Save();
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SkillManager.Save();
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ItemManager.Save();
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MessageBox.Show("保存成功!");
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}
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private void 保存角色_Click(object sender, EventArgs e)
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{
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CharacterManager.Save();
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MessageBox.Show("保存成功!");
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}
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private void 保存技能_Click(object sender, EventArgs e)
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{
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SkillManager.Save();
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MessageBox.Show("保存成功!");
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}
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private void 保存物品_Click(object sender, EventArgs e)
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{
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ItemManager.Save();
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MessageBox.Show("保存成功!");
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}
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public static Skill? 从模组加载器中获取技能(long id, string name, SkillType type)
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{
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//if (GameModuleLoader != null)
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//{
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// foreach (SkillModule module in GameModuleLoader.Skills.Values)
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// {
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// Skill? s = module.GetSkill(id, name, type);
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// if (s != null)
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// {
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// return s;
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// }
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// }
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//}
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return null;
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}
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public static Item? 从模组加载器中获取物品(long id, string name, ItemType type)
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{
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//if (GameModuleLoader != null)
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//{
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// foreach (ItemModule module in GameModuleLoader.Items.Values)
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// {
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// Item? i = module.GetItem(id, name, type);
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// if (i != null)
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// {
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// return i;
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// }
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// }
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//}
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return null;
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}
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private void 实际列表_MouseDoubleClick(object sender, EventArgs e)
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{
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if (CheckSelectedIndex)
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{
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ShowDetail d = new(CharacterManager, SkillManager, ItemManager);
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switch (nowClick)
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{
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case 0:
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Character? character = CharacterManager.LoadedCharacters.Values.Where(c => c.ToString() == 实际列表.Items[实际列表.SelectedIndex].ToString()).FirstOrDefault();
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d.SetText(nowClick, character, character?.GetInfo() ?? "");
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d.ShowDialog();
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break;
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case 1:
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Skill? s = SkillManager.LoadedSkills.Where(kv => GetSkillDisplayName(SkillManager, kv.Key) == 实际列表.Items[实际列表.SelectedIndex].ToString()).Select(kv => kv.Value).FirstOrDefault();
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if (s != null)
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{
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Skill? s2 = 从模组加载器中获取技能(s.Id, s.Name, s.SkillType);
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if (s2 != null)
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{
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s = s2;
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}
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d.SetText(nowClick, s, s.ToString() ?? "");
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d.ShowDialog();
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}
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break;
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case 2:
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Item? i = ItemManager.LoadedItems.Where(kv => GetItemDisplayName(ItemManager, kv.Key) == 实际列表.Items[实际列表.SelectedIndex].ToString()).Select(kv => kv.Value).FirstOrDefault();
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if (i != null)
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{
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Item? i2 = 从模组加载器中获取物品(i.Id, i.Name, i.ItemType);
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if (i2 != null)
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{
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i.SetPropertyToItemModuleNew(i2);
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i = i2;
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}
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d.SetText(nowClick, i, i.ToString() ?? "");
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d.ShowDialog();
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}
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break;
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default:
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break;
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}
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d.Dispose();
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}
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}
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private void 为角色添加技能方法()
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{
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if (SkillManager.LoadedSkills.Count != 0)
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{
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ShowList l = new();
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l.AddListItem(SkillManager.LoadedSkills.OrderBy(kv => kv.Value.Id).Where(kv => kv.Value.SkillType != SkillType.Item).Select(kv => GetSkillDisplayName(SkillManager, kv.Key)).ToArray());
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l.ShowDialog();
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string selected = l.SelectItem;
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Character? c = CharacterManager.LoadedCharacters.Values.Where(c => c.ToString() == 实际列表.Items[实际列表.SelectedIndex].ToString()).FirstOrDefault();
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Skill? s = SkillManager.LoadedSkills.Where(kv => GetSkillDisplayName(SkillManager, kv.Key) == selected).Select(kv => kv.Value).FirstOrDefault();
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if (c != null && s != null)
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{
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Skill? s2 = 从模组加载器中获取技能(s.Id, s.Name, s.SkillType);
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if (s2 != null)
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{
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s = s2;
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}
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s.Character = c;
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c.Skills.Add(s);
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}
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}
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else
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{
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MessageBox.Show("技能列表为空!");
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}
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}
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private void 为角色添加物品方法()
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{
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if (ItemManager.LoadedItems.Count != 0)
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{
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ShowList l = new();
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l.AddListItem(ItemManager.LoadedItems.OrderBy(kv => kv.Value.Id).Select(kv => GetItemDisplayName(ItemManager, kv.Key)).ToArray());
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l.ShowDialog();
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string selected = l.SelectItem;
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Character? c = CharacterManager.LoadedCharacters.Values.Where(c => c.ToString() == 实际列表.Items[实际列表.SelectedIndex].ToString()).FirstOrDefault();
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Item? i = ItemManager.LoadedItems.Where(kv => GetItemDisplayName(ItemManager, kv.Key) == selected).Select(kv => kv.Value).FirstOrDefault();
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if (c != null && i != null)
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{
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if (i.Equipable)
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{
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Item? i2 = 从模组加载器中获取物品(i.Id, i.Name, i.ItemType);
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if (i2 != null)
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{
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i.SetPropertyToItemModuleNew(i2);
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i = i2;
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}
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if (i.Equipable) c.Equip(i);
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else c.Items.Add(i);
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}
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else c.Items.Add(i);
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}
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}
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else
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{
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MessageBox.Show("物品列表为空!");
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}
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}
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private void 删除角色技能方法()
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{
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Character? c = CharacterManager.LoadedCharacters.Values.Where(c => c.ToString() == 实际列表.Items[实际列表.SelectedIndex].ToString()).FirstOrDefault();
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if (c != null)
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{
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if (c.Skills.Count != 0)
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{
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ShowList l = new();
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l.AddListItem(c.Skills.Select(s => s.GetIdName()).ToArray());
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l.ShowDialog();
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string selected = l.SelectItem;
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Skill? s = c.Skills.Where(s => s.GetIdName() == selected).FirstOrDefault();
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if (s != null) c.Skills.Remove(s);
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}
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else
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{
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MessageBox.Show("技能列表为空!");
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}
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}
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}
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private void 删除角色物品方法()
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{
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//Character? c = CharacterManager.LoadedCharacters.Values.Where(c => c.ToString() == 实际列表.Items[实际列表.SelectedIndex].ToString()).FirstOrDefault();
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//if (c != null)
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//{
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// if (c.Items.Count != 0 || c.EquipSlot.Any())
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// {
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// ShowList l = new();
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// l.AddListItem(c.Items.Select(s => s.GetIdName()).ToArray());
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// l.ShowDialog();
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// string selected = l.SelectItem;
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// Item? i = c.Items.Where(i => i.GetIdName() == selected).FirstOrDefault();
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// if (i != null)
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// {
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// if (i.Equipable) c.UnEquip(c.EquipSlot.GetEquipItemToSlot(i));
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// else c.Items.Remove(i);
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// }
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// }
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// else
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// {
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// MessageBox.Show("物品列表为空!");
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// }
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//}
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}
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private void 为角色添加技能_Click(object sender, EventArgs e)
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{
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if (CheckSelectedIndex && nowClick == 0)
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{
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为角色添加技能方法();
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}
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}
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private void 为角色添加物品_Click(object sender, EventArgs e)
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{
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if (CheckSelectedIndex && nowClick == 0)
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{
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为角色添加物品方法();
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}
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}
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private void 删除角色技能_Click(object sender, EventArgs e)
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{
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if (CheckSelectedIndex && nowClick == 0)
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{
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删除角色技能方法();
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}
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}
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private void 删除角色物品_Click(object sender, EventArgs e)
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{
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if (CheckSelectedIndex && nowClick == 0)
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{
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删除角色物品方法();
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}
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}
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private void 创建角色_Click(object sender, EventArgs e)
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{
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CharacterManager.OpenCreator();
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查看现有角色方法();
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}
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private void 创建技能_Click(object sender, EventArgs e)
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{
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SkillManager.OpenCreator();
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查看现有技能方法();
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}
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private void 创建物品_Click(object sender, EventArgs e)
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{
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ItemManager.OpenCreator();
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查看现有物品方法();
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}
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private void 删除角色_Click(object sender, EventArgs e)
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{
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if (CheckSelectedIndex && nowClick == 0 && MessageBox.Show("是否删除", "删除", MessageBoxButtons.YesNo) == DialogResult.Yes)
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{
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string name = CharacterManager.LoadedCharacters.Where(ky => ky.Value.ToString() == 实际列表.Items[实际列表.SelectedIndex].ToString()).FirstOrDefault().Key ?? "";
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if (CharacterManager.Remove(name))
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{
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MessageBox.Show("删除成功!");
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查看现有角色方法();
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}
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else
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{
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MessageBox.Show("删除失败!");
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}
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}
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}
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private void 删除技能_Click(object sender, EventArgs e)
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{
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if (CheckSelectedIndex && nowClick == 1 && MessageBox.Show("是否删除", "删除", MessageBoxButtons.YesNo) == DialogResult.Yes)
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{
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string name = SkillManager.LoadedSkills.Where(kv => GetSkillDisplayName(SkillManager, kv.Key) == 实际列表.Items[实际列表.SelectedIndex].ToString()).FirstOrDefault().Key ?? "";
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if (SkillManager.Remove(name))
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{
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MessageBox.Show("删除成功!");
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查看现有技能方法();
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}
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else
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{
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MessageBox.Show("删除失败!");
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}
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}
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}
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private void 删除物品_Click(object sender, EventArgs e)
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{
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if (CheckSelectedIndex && nowClick == 2 && MessageBox.Show("是否删除", "删除", MessageBoxButtons.YesNo) == DialogResult.Yes)
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{
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string name = ItemManager.LoadedItems.Where(kv => GetItemDisplayName(ItemManager, kv.Key) == 实际列表.Items[实际列表.SelectedIndex].ToString()).FirstOrDefault().Key ?? "";
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if (ItemManager.Remove(name))
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{
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MessageBox.Show("删除成功!");
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查看现有物品方法();
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}
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else
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{
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MessageBox.Show("删除失败!");
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}
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}
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}
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private void 重新读取全部_Click(object sender, EventArgs e)
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{
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if (MessageBox.Show("重新读取会丢失未保存的数据,是否确认重新读取全部?", "重新读取全部", MessageBoxButtons.YesNo) == DialogResult.Yes)
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{
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CharacterManager.Load();
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SkillManager.Load();
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ItemManager.Load();
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查看现有技能方法();
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查看现有物品方法();
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查看现有角色方法();
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}
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}
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public static string GetSkillDisplayName(SkillManager skillCreator, string name)
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{
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if (skillCreator.LoadedSkills.TryGetValue(name, out Skill? skill) && skill != null)
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{
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return $"[ {name} ] {skill.GetIdName()}";
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}
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return "";
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}
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public static string GetItemDisplayName(ItemManager itemCreator, string name)
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{
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if (itemCreator.LoadedItems.TryGetValue(name, out Item? item) && item != null)
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|
{
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return $"[ {name} ] {item.GetIdName()}";
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}
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|
return "";
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}
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private static GameModuleLoader LoadModules()
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{
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PluginLoader plugins = PluginLoader.LoadPlugins([]);
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foreach (string plugin in plugins.Plugins.Keys)
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|
{
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|
Console.WriteLine(plugin + " is loaded.");
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}
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|
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return GameModuleLoader.LoadGameModules(FunGameInfo.FunGame.FunGame_Desktop, []);
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}
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private void 模组名称设置_Click(object sender, EventArgs e)
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|
{
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|
ConfigSettings.Show();
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|
}
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|
}
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|
}
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