mirror of
https://github.com/milimoe/FunGame-Testing.git
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269 lines
12 KiB
C#
269 lines
12 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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using Milimoe.FunGame.Core.Model;
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namespace Milimoe.FunGame.Testing.Tests
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{
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public class ActivityExample
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{
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public ActivityExample()
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{
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DateTime date1 = new(2025, 1, 1, 0, 0, 0);
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DateTime date1End = new(2025, 1, 15, 23, 59, 59);
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DateTime date2 = new(2025, 1, 16, 0, 0, 0);
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DateTime date2End = new(2025, 1, 31, 23, 59, 59);
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DateTime date3 = new(2025, 2, 1, 0, 0, 0);
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DateTime date3End = new(2025, 2, 9, 23, 59, 59);
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for (int i = 1; i <= 3; i++)
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{
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Activity activity;
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// 创建活动
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if (i == 1)
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{
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activity = new(i, $"新年活动-阶段{i}", date1, date1End);
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}
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else if (i == 2)
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{
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activity = new(i, $"新年活动-阶段{i}", date2, date2End);
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}
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else
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{
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activity = new(i, $"新年活动-阶段{i}", date3, date3End);
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}
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// 添加任务,需要注意的是,这些任务是全服玩家参与的任务,而不是每个玩家自己的任务。
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/// 如果需要添加玩家自己的任务,需要做额外工作,可使用 <see cref="EntityModuleConfig{Quest}"> 类。
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Quest quest = new()
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{
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Id = 1,
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Name = "击败Boss",
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Description = "全服玩家累计击败100个Boss",
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CreditsAward = 10000,
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MaterialsAward = 800,
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Awards = [],
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QuestType = QuestType.Progressive,
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MaxProgress = 100
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};
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activity.Quests.Add(quest);
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// 纳入活动中心管理
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EventCenter.Instance.AddActivity("新年活动", activity);
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}
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// 订阅玩家获取活动信息事件
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EventCenter.Instance.RegisterUserGetActivityInfoEventHandler("新年活动", e =>
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{
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// 玩家获取活动信息时,需要显示对应其账号的任务信息
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// 首先,使用 EntityModuleConfig 创建一个存档管理器
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EntityModuleConfig<Quest> quests = new(e.Activity.Name, e.UserId.ToString());
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// 获取任务列表,如果没有,我们需要为之生成
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quests.LoadConfig();
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if (quests.Count == 0)
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{
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GenerateQuest(quests);
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}
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SyncQuestStateToActivity(e.Activity, quests);
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// 先显示活动的信息
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Console.WriteLine(e.Activity.ToString(false));
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// 再显示任务信息
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List<Quest> list = new(e.Activity.Quests);
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list.AddRange(quests.Values);
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Console.WriteLine("=== 任务列表 ===");
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Console.WriteLine(string.Join("\r\n", list));
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});
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// 订阅用户访问检查事件
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EventCenter.Instance.RegisterUserAccessEventHandler("新年活动", e =>
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{
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if (e.ActivityState == ActivityState.InProgress)
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{
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// 只有进行中状态才允许访问
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e.AllowAccess = true;
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// 实现活动逻辑,例如触发打BOSS任务
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if (e.QuestId == 1 && e.Activity.Quests.FirstOrDefault(q => q.Id == 1) is Quest quest)
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{
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if (quest.Status == QuestState.InProgress)
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{
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if (Random.Shared.Next(3) > 1)
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{
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Console.WriteLine($"用户 {e.UserId} 挑战 Boss 成功!");
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quest.Progress++;
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if (quest.Progress >= quest.MaxProgress)
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{
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quest.Progress = quest.MaxProgress;
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quest.Status = QuestState.Completed;
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Console.WriteLine($"任务 [ {quest.Name} ] 完成!全服玩家将获得奖励【{quest.AwardsString}】!");
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}
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}
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else
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{
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Console.WriteLine($"用户 {e.UserId} 挑战 Boss 失败,下次再来吧。");
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}
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}
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else
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{
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Console.WriteLine($"用户 {e.UserId} 尝试做任务 [ {quest.Name} ] ,但是这个任务的状态为 {CommonSet.GetQuestStatus(quest.Status)} ,做任务失败!");
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}
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}
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// 接上文,开发者可以在此事件中创建 EntityModuleConfig 对象来为玩家定制任务
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// 现在,我们判断当用户访问的不是全服活动时,如何处理定制任务
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if (e.QuestId != 1)
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{
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// 首先,使用 EntityModuleConfig 创建一个存档管理器
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EntityModuleConfig<Quest> quests = new(e.Activity.Name, e.UserId.ToString());
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// 获取任务列表,如果没有,我们需要为之生成
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quests.LoadConfig();
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if (quests.Count == 0)
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{
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GenerateQuest(quests);
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}
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SyncQuestStateToActivity(e.Activity, quests);
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// 找任务
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if (quests.Values.FirstOrDefault(q => q.Id == e.QuestId) is Quest quest2)
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{
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// 写任务的逻辑
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Console.WriteLine($"用户 {e.UserId} 尝试做任务 [ {quest2.Name} ]");
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if (quest2.QuestType == QuestType.Continuous)
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{
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// 注意:持续性任务比较特别,需要在持续时间结束后自动结算
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Task.Run(async () =>
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{
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await Task.Delay(1000 * 60 * quest2.EstimatedMinutes);
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// 需要做特殊处理
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});
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}
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// 做了任务后要保存
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quests.SaveConfig();
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}
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}
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}
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else
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{
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Console.WriteLine($"用户 {e.UserId} 尝试访问活动,但当前状态为 {e.ActivityState},不允许访问。");
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}
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});
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// 模拟用户访问
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long userId = 123;
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string input = Console.ReadLine() ?? "";
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while (input.Trim() != "quit")
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{
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if (input == "1")
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{
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Activity? a = EventCenter.Instance.GetActivity("新年活动", "新年活动-阶段1");
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if (a != null && a.AllowUserAccess(userId))
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{
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Console.WriteLine($"用户 {userId} 成功访问活动 {a.Name}!");
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}
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}
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else if (input == "2")
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{
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Activity? a = EventCenter.Instance.GetActivity("新年活动", "新年活动-阶段2");
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if (a != null && a.AllowUserAccess(userId))
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{
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Console.WriteLine($"用户 {userId} 成功访问活动 {a.Name}!");
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}
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}
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else if (input == "31")
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{
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Activity? a = EventCenter.Instance.GetActivity("新年活动", "新年活动-阶段3");
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if (a != null && a.AllowUserAccess(userId, 1))
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{
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Console.WriteLine($"用户 {userId} 成功访问活动 {a.Name} 和任务1!");
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}
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}
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else if (input == "32")
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{
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Activity? a = EventCenter.Instance.GetActivity("新年活动", "新年活动-阶段3");
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if (a != null && a.AllowUserAccess(userId, 2))
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{
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Console.WriteLine($"用户 {userId} 成功访问活动 {a.Name} 和任务2!");
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}
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}
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else if (input == "33")
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{
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Activity? a = EventCenter.Instance.GetActivity("新年活动", "新年活动-阶段3");
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if (a != null && a.AllowUserAccess(userId, 3))
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{
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Console.WriteLine($"用户 {userId} 成功访问活动 {a.Name} 和任务3!");
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}
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}
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else if (input == "4")
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{
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// 显示所有活动
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Console.WriteLine($"新年活动正在火热进行中!");
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foreach (Activity activity in EventCenter.Instance["新年活动"])
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{
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activity.GetActivityInfo(userId);
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}
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Store? store = EventCenter.Instance.GetStore("新年活动");
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if (store != null)
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{
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Console.WriteLine($"新年活动商店:[ {store.Name} ],请游玩活动项目后进入商店兑换纪念品!");
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}
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}
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input = Console.ReadLine() ?? "";
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}
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EventCenter.Instance.UnRegisterUserAccess("新年活动");
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EventCenter.Instance.UnRegisterUserGetActivityInfo("新年活动");
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}
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private void GenerateQuest(EntityModuleConfig<Quest> quests)
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{
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// 生成任务
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quests.Add("签到", new()
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{
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Id = 2,
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Name = "签到",
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Description = "每日登录游戏即可完成签到",
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CreditsAward = 10,
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MaterialsAward = 10,
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Awards = [],
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QuestType = QuestType.Immediate
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});
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quests.Add("新手引导", new()
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{
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Id = 3,
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Name = "新手引导",
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Description = "完成新手引导",
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EstimatedMinutes = 1,
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CreditsAward = 10,
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MaterialsAward = 10,
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Awards = [],
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QuestType = QuestType.Continuous
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});
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// 保存,下次会读取
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quests.SaveConfig();
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}
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private void SyncQuestStateToActivity(Activity activity, EntityModuleConfig<Quest> quests)
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{
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// 使任务的状态与活动同步
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foreach (Quest quest in quests.Values)
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{
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if (activity.Status == ActivityState.InProgress)
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{
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// 只有进度式任务需要修改进行状态,其他类型是开始任务时修改
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if (quest.Status == QuestState.NotStarted && quest.QuestType == QuestType.Progressive)
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{
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quest.Status = QuestState.InProgress;
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}
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}
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else if (activity.Status == ActivityState.Ended)
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{
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// 活动结束了,还没开始或者没做完的任务就不能再做了,标记为未完成
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if (quest.Status == QuestState.NotStarted || quest.Status == QuestState.InProgress)
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{
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quest.Status = QuestState.Missed;
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}
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}
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}
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// 保存,下次会读取
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quests.SaveConfig();
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}
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}
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}
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