mirror of
https://github.com/milimoe/FunGame-Testing.git
synced 2025-04-22 12:19:34 +08:00
441 lines
16 KiB
C#
441 lines
16 KiB
C#
using Microsoft.VisualBasic;
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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.Common.Addon;
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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 EntityCreator : Form
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{
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private static GameModuleLoader? GameModuleLoader { get; set; } = null;
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private CharacterCreator CharacterCreator { get; } = new();
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private SkillCreator SkillCreator { get; } = new();
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private ItemCreator ItemCreator { get; } = new();
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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 EntityCreator()
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{
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InitializeComponent();
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GameModuleLoader = LoadModules();
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CharacterCreator.Load();
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SkillCreator.Load();
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ItemCreator.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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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 CharacterCreator.LoadedCharacters.Keys)
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{
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实际列表.Items.Add(CharacterCreator.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 SkillCreator.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(SkillCreator, 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 ItemCreator.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(ItemCreator, 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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CharacterCreator.Save();
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SkillCreator.Save();
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ItemCreator.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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CharacterCreator.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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SkillCreator.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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ItemCreator.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(CharacterCreator, SkillCreator, ItemCreator);
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switch (nowClick)
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{
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case 0:
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Character? character = CharacterCreator.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 = SkillCreator.LoadedSkills.Where(kv => GetSkillDisplayName(SkillCreator, 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 = ItemCreator.LoadedItems.Where(kv => GetItemDisplayName(ItemCreator, 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 (SkillCreator.LoadedSkills.Count != 0)
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{
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ShowList l = new();
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l.AddListItem(SkillCreator.LoadedSkills.OrderBy(kv => kv.Value.Id).Where(kv => kv.Value.SkillType != SkillType.Item).Select(kv => GetSkillDisplayName(SkillCreator, kv.Key)).ToArray());
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l.ShowDialog();
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string selected = l.SelectItem;
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Character? c = CharacterCreator.LoadedCharacters.Values.Where(c => c.ToString() == 实际列表.Items[实际列表.SelectedIndex].ToString()).FirstOrDefault();
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Skill? s = SkillCreator.LoadedSkills.Where(kv => GetSkillDisplayName(SkillCreator, 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 (ItemCreator.LoadedItems.Count != 0)
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{
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ShowList l = new();
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l.AddListItem(ItemCreator.LoadedItems.OrderBy(kv => kv.Value.Id).Select(kv => GetItemDisplayName(ItemCreator, kv.Key)).ToArray());
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l.ShowDialog();
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string selected = l.SelectItem;
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Character? c = CharacterCreator.LoadedCharacters.Values.Where(c => c.ToString() == 实际列表.Items[实际列表.SelectedIndex].ToString()).FirstOrDefault();
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Item? i = ItemCreator.LoadedItems.Where(kv => GetItemDisplayName(ItemCreator, 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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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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c.Equip(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 = CharacterCreator.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 = CharacterCreator.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)
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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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c.UnEquip(c.EquipSlot.GetEquipItemToSlot(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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CharacterCreator.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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SkillCreator.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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ItemCreator.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 = CharacterCreator.LoadedCharacters.Where(ky => ky.Value.ToString() == 实际列表.Items[实际列表.SelectedIndex].ToString()).FirstOrDefault().Key ?? "";
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if (CharacterCreator.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 = SkillCreator.LoadedSkills.Where(kv => GetSkillDisplayName(SkillCreator, kv.Key) == 实际列表.Items[实际列表.SelectedIndex].ToString()).FirstOrDefault().Key ?? "";
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if (SkillCreator.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 = ItemCreator.LoadedItems.Where(kv => GetItemDisplayName(ItemCreator, kv.Key) == 实际列表.Items[实际列表.SelectedIndex].ToString()).FirstOrDefault().Key ?? "";
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if (ItemCreator.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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CharacterCreator.Load();
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SkillCreator.Load();
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ItemCreator.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(SkillCreator 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(ItemCreator 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 ItemType SelectItemType()
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{
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ShowList l = new();
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l.AddListItem([ItemType.MagicCardPack, ItemType.Weapon, ItemType.Armor, ItemType.Shoes, ItemType.Accessory,
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ItemType.Consumable, ItemType.MagicCard, ItemType.Collectible, ItemType.SpecialItem, ItemType.QuestItem, ItemType.GiftBox, ItemType.Others]);
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l.Text = "选择一个物品类型";
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l.ShowDialog();
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return Enum.TryParse(l.SelectItem, out ItemType type) ? type : ItemType.Others;
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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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return GameModuleLoader.LoadGameModules(FunGameInfo.FunGame.FunGame_Desktop, []);
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}
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}
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}
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