mirror of
https://github.com/oshima-studios/OshimaGameModule.git
synced 2026-06-04 19:42:13 +00:00
Remove OshimaGameModule/OshimaModes
This commit is contained in:
parent
d59878f75a
commit
624bc5e944
@ -1,14 +1,12 @@
|
|||||||
|
|
||||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||||
# Visual Studio Version 17
|
# Visual Studio Version 18
|
||||||
VisualStudioVersion = 17.8.34330.188
|
VisualStudioVersion = 18.5.11723.231 stable
|
||||||
MinimumVisualStudioVersion = 10.0.40219.1
|
MinimumVisualStudioVersion = 10.0.40219.1
|
||||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "OshimaModules", "OshimaModules\OshimaModules.csproj", "{497E99F9-7EA4-498C-90C5-B5751B47B2BE}"
|
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "OshimaModules", "OshimaModules\OshimaModules.csproj", "{497E99F9-7EA4-498C-90C5-B5751B47B2BE}"
|
||||||
EndProject
|
EndProject
|
||||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "OshimaMaps", "OshimaMaps\OshimaMaps.csproj", "{27847422-7671-4DF8-95EC-975A2E2F5631}"
|
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "OshimaMaps", "OshimaMaps\OshimaMaps.csproj", "{27847422-7671-4DF8-95EC-975A2E2F5631}"
|
||||||
EndProject
|
EndProject
|
||||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "OshimaModes", "OshimaModes\OshimaModes.csproj", "{74922E11-458E-4A91-8D11-BEC9F7758EEB}"
|
|
||||||
EndProject
|
|
||||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "OshimaServers", "OshimaServers\OshimaServers.csproj", "{E8C696E0-96E4-45C3-8CB4-A02145179590}"
|
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "OshimaServers", "OshimaServers\OshimaServers.csproj", "{E8C696E0-96E4-45C3-8CB4-A02145179590}"
|
||||||
EndProject
|
EndProject
|
||||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "OshimaWebAPI", "OshimaWebAPI\OshimaWebAPI.csproj", "{978B06DE-2AD8-4DC4-B53A-D744781FDEA1}"
|
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "OshimaWebAPI", "OshimaWebAPI\OshimaWebAPI.csproj", "{978B06DE-2AD8-4DC4-B53A-D744781FDEA1}"
|
||||||
@ -17,8 +15,6 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "OshimaCore", "OshimaCore\Os
|
|||||||
EndProject
|
EndProject
|
||||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "FunGame.Core", "..\FunGame.Core\FunGame.Core.csproj", "{4F243854-428F-4252-AE9A-81FB2D8EEBD7}"
|
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "FunGame.Core", "..\FunGame.Core\FunGame.Core.csproj", "{4F243854-428F-4252-AE9A-81FB2D8EEBD7}"
|
||||||
EndProject
|
EndProject
|
||||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "FunGame.Desktop", "..\FunGame.Desktop\FunGame.Desktop\FunGame.Desktop.csproj", "{E593DA0E-DD26-4CEA-A402-09911B8C0517}"
|
|
||||||
EndProject
|
|
||||||
Global
|
Global
|
||||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||||
Debug|Any CPU = Debug|Any CPU
|
Debug|Any CPU = Debug|Any CPU
|
||||||
@ -33,10 +29,6 @@ Global
|
|||||||
{27847422-7671-4DF8-95EC-975A2E2F5631}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
{27847422-7671-4DF8-95EC-975A2E2F5631}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||||
{27847422-7671-4DF8-95EC-975A2E2F5631}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
{27847422-7671-4DF8-95EC-975A2E2F5631}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||||
{27847422-7671-4DF8-95EC-975A2E2F5631}.Release|Any CPU.Build.0 = Release|Any CPU
|
{27847422-7671-4DF8-95EC-975A2E2F5631}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||||
{74922E11-458E-4A91-8D11-BEC9F7758EEB}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
|
||||||
{74922E11-458E-4A91-8D11-BEC9F7758EEB}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
|
||||||
{74922E11-458E-4A91-8D11-BEC9F7758EEB}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
|
||||||
{74922E11-458E-4A91-8D11-BEC9F7758EEB}.Release|Any CPU.Build.0 = Release|Any CPU
|
|
||||||
{E8C696E0-96E4-45C3-8CB4-A02145179590}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
{E8C696E0-96E4-45C3-8CB4-A02145179590}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||||
{E8C696E0-96E4-45C3-8CB4-A02145179590}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
{E8C696E0-96E4-45C3-8CB4-A02145179590}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||||
{E8C696E0-96E4-45C3-8CB4-A02145179590}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
{E8C696E0-96E4-45C3-8CB4-A02145179590}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||||
@ -53,10 +45,6 @@ Global
|
|||||||
{4F243854-428F-4252-AE9A-81FB2D8EEBD7}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
{4F243854-428F-4252-AE9A-81FB2D8EEBD7}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||||
{4F243854-428F-4252-AE9A-81FB2D8EEBD7}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
{4F243854-428F-4252-AE9A-81FB2D8EEBD7}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||||
{4F243854-428F-4252-AE9A-81FB2D8EEBD7}.Release|Any CPU.Build.0 = Release|Any CPU
|
{4F243854-428F-4252-AE9A-81FB2D8EEBD7}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||||
{E593DA0E-DD26-4CEA-A402-09911B8C0517}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
|
||||||
{E593DA0E-DD26-4CEA-A402-09911B8C0517}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
|
||||||
{E593DA0E-DD26-4CEA-A402-09911B8C0517}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
|
||||||
{E593DA0E-DD26-4CEA-A402-09911B8C0517}.Release|Any CPU.Build.0 = Release|Any CPU
|
|
||||||
EndGlobalSection
|
EndGlobalSection
|
||||||
GlobalSection(SolutionProperties) = preSolution
|
GlobalSection(SolutionProperties) = preSolution
|
||||||
HideSolutionNode = FALSE
|
HideSolutionNode = FALSE
|
||||||
|
|||||||
@ -1,7 +0,0 @@
|
|||||||
<Application x:Class="Oshima.FunGame.OshimaModes.App"
|
|
||||||
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
|
|
||||||
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
|
|
||||||
StartupUri="MainWindow.xaml">
|
|
||||||
<Application.Resources>
|
|
||||||
</Application.Resources>
|
|
||||||
</Application>
|
|
||||||
@ -1,6 +0,0 @@
|
|||||||
namespace Oshima.FunGame.OshimaModes
|
|
||||||
{
|
|
||||||
public partial class App : System.Windows.Application
|
|
||||||
{
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@ -1,89 +0,0 @@
|
|||||||
using Milimoe.FunGame.Core.Api.Transmittal;
|
|
||||||
using Milimoe.FunGame.Core.Api.Utility;
|
|
||||||
using Milimoe.FunGame.Core.Interface;
|
|
||||||
using Milimoe.FunGame.Core.Library.Common.Addon;
|
|
||||||
using Milimoe.FunGame.Core.Library.Common.Event;
|
|
||||||
using Milimoe.FunGame.Core.Library.Constant;
|
|
||||||
using Milimoe.FunGame.Core.Model;
|
|
||||||
using Oshima.Core.Constant;
|
|
||||||
using Application = System.Windows.Application;
|
|
||||||
|
|
||||||
namespace Oshima.FunGame.OshimaModes
|
|
||||||
{
|
|
||||||
public class FastAuto : GameModule, IGamingUpdateInfoEvent
|
|
||||||
{
|
|
||||||
public override string Name => OshimaGameModuleConstant.FastAuto;
|
|
||||||
public override string Description => OshimaGameModuleConstant.Description;
|
|
||||||
public override string Version => OshimaGameModuleConstant.Version;
|
|
||||||
public override string Author => OshimaGameModuleConstant.Author;
|
|
||||||
public override string DefaultMap => OshimaGameModuleConstant.FastAutoMap;
|
|
||||||
public override GameModuleDepend GameModuleDepend => OshimaGameModuleConstant.GameModuleDepend;
|
|
||||||
public override RoomType RoomType => RoomType.FastAuto;
|
|
||||||
public override bool HideMain => false;
|
|
||||||
public override int MaxUsers => 12;
|
|
||||||
|
|
||||||
public override void StartGame(Gaming instance, params object[] args)
|
|
||||||
{
|
|
||||||
try
|
|
||||||
{
|
|
||||||
DataRequest request = Controller.NewDataRequest(GamingType.Connect);
|
|
||||||
request.AddRequestData("un", _session.LoginUserName);
|
|
||||||
request.SendRequest();
|
|
||||||
}
|
|
||||||
catch (Exception e)
|
|
||||||
{
|
|
||||||
TXTHelper.AppendErrorLog(e.ToString());
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void StartUI(params object[] args)
|
|
||||||
{
|
|
||||||
try
|
|
||||||
{
|
|
||||||
// 确保在 UI 线程执行
|
|
||||||
if (Application.Current != null)
|
|
||||||
{
|
|
||||||
Application.Current.Dispatcher.Invoke(() =>
|
|
||||||
{
|
|
||||||
try
|
|
||||||
{
|
|
||||||
MainWindow mainWindow = new();
|
|
||||||
mainWindow.Closed += (s, e) =>
|
|
||||||
{
|
|
||||||
Controller.WriteLine("MainWindow closed");
|
|
||||||
};
|
|
||||||
mainWindow.Show();
|
|
||||||
}
|
|
||||||
catch (Exception ex)
|
|
||||||
{
|
|
||||||
Controller.Error(ex);
|
|
||||||
throw;
|
|
||||||
}
|
|
||||||
});
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
throw new InvalidOperationException("WPF Application not initialized.");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
catch (Exception ex)
|
|
||||||
{
|
|
||||||
Controller.Error(ex);
|
|
||||||
throw;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void GamingUpdateInfoEvent(object sender, GamingEventArgs e, Dictionary<string, object> data)
|
|
||||||
{
|
|
||||||
try
|
|
||||||
{
|
|
||||||
string msg = (DataRequest.GetDictionaryJsonObject<string>(data, "msg") ?? "").Trim();
|
|
||||||
if (msg != "") Controller.WriteLine(msg);
|
|
||||||
}
|
|
||||||
catch (Exception ex)
|
|
||||||
{
|
|
||||||
TXTHelper.AppendErrorLog(ex.ToString());
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@ -1,47 +0,0 @@
|
|||||||
<Window x:Class="Oshima.FunGame.OshimaModes.MainWindow"
|
|
||||||
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
|
|
||||||
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
|
|
||||||
xmlns:local="clr-namespace:Oshima.FunGame.OshimaModes"
|
|
||||||
Title="游戏界面" Height="943" Width="1688" ResizeMode="NoResize">
|
|
||||||
<Grid>
|
|
||||||
<Grid.ColumnDefinitions>
|
|
||||||
<ColumnDefinition Width="25*" />
|
|
||||||
<ColumnDefinition Width="50*" />
|
|
||||||
<ColumnDefinition Width="25*" />
|
|
||||||
</Grid.ColumnDefinitions>
|
|
||||||
<Grid.RowDefinitions>
|
|
||||||
<RowDefinition Height="10*" />
|
|
||||||
<RowDefinition Height="70*" />
|
|
||||||
<RowDefinition Height="20*" />
|
|
||||||
</Grid.RowDefinitions>
|
|
||||||
|
|
||||||
<!-- 左侧玩家面板 -->
|
|
||||||
<Grid x:Name="leftTableLayoutPanel" Grid.Column="0" Grid.Row="1">
|
|
||||||
<Grid.ColumnDefinitions>
|
|
||||||
<ColumnDefinition Width="*" />
|
|
||||||
<ColumnDefinition Width="*" />
|
|
||||||
</Grid.ColumnDefinitions>
|
|
||||||
<Grid.RowDefinitions>
|
|
||||||
<RowDefinition Height="*" />
|
|
||||||
<RowDefinition Height="*" />
|
|
||||||
<RowDefinition Height="*" />
|
|
||||||
</Grid.RowDefinitions>
|
|
||||||
</Grid>
|
|
||||||
|
|
||||||
<!-- 中间文本框 -->
|
|
||||||
<RichTextBox x:Name="richTextBox" Grid.Column="1" Grid.Row="1" IsReadOnly="True" VerticalAlignment="Stretch" HorizontalAlignment="Stretch" />
|
|
||||||
|
|
||||||
<!-- 右侧玩家面板 -->
|
|
||||||
<Grid x:Name="rightTableLayoutPanel" Grid.Column="2" Grid.Row="1">
|
|
||||||
<Grid.ColumnDefinitions>
|
|
||||||
<ColumnDefinition Width="*" />
|
|
||||||
<ColumnDefinition Width="*" />
|
|
||||||
</Grid.ColumnDefinitions>
|
|
||||||
<Grid.RowDefinitions>
|
|
||||||
<RowDefinition Height="*" />
|
|
||||||
<RowDefinition Height="*" />
|
|
||||||
<RowDefinition Height="*" />
|
|
||||||
</Grid.RowDefinitions>
|
|
||||||
</Grid>
|
|
||||||
</Grid>
|
|
||||||
</Window>
|
|
||||||
@ -1,60 +0,0 @@
|
|||||||
using System.Windows;
|
|
||||||
using System.Windows.Controls;
|
|
||||||
|
|
||||||
namespace Oshima.FunGame.OshimaModes
|
|
||||||
{
|
|
||||||
public partial class MainWindow : Window
|
|
||||||
{
|
|
||||||
public MainWindow()
|
|
||||||
{
|
|
||||||
InitializeComponent();
|
|
||||||
AddPlayers(7); // 初始化时添加7个玩家
|
|
||||||
}
|
|
||||||
|
|
||||||
// 动态添加玩家格子
|
|
||||||
private void AddPlayers(int playerCount)
|
|
||||||
{
|
|
||||||
int leftIndex = 0; // 左侧奇数玩家计数器
|
|
||||||
int rightIndex = 0; // 右侧偶数玩家计数器
|
|
||||||
|
|
||||||
for (int i = 1; i <= playerCount; i++)
|
|
||||||
{
|
|
||||||
// 使用 CharacterStatus 控件表示玩家
|
|
||||||
CharacterStatus playerSlot = new();
|
|
||||||
|
|
||||||
if (i % 2 == 1) // 奇数玩家,左侧
|
|
||||||
{
|
|
||||||
AddToLeftPanel(playerSlot, leftIndex);
|
|
||||||
leftIndex++;
|
|
||||||
}
|
|
||||||
else // 偶数玩家,右侧
|
|
||||||
{
|
|
||||||
AddToRightPanel(playerSlot, rightIndex);
|
|
||||||
rightIndex++;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// 添加奇数玩家到左侧 Grid
|
|
||||||
private void AddToLeftPanel(CharacterStatus control, int index)
|
|
||||||
{
|
|
||||||
int col = index / 3; // 每列容纳3个玩家
|
|
||||||
int row = index % 3; // 行号从0到2
|
|
||||||
|
|
||||||
Grid.SetColumn(control, col);
|
|
||||||
Grid.SetRow(control, row);
|
|
||||||
leftTableLayoutPanel.Children.Add(control);
|
|
||||||
}
|
|
||||||
|
|
||||||
// 添加偶数玩家到右侧 Grid
|
|
||||||
private void AddToRightPanel(CharacterStatus control, int index)
|
|
||||||
{
|
|
||||||
int col = (index >= 3) ? 0 : 1; // 超过3位玩家的偶数编号在第一列,否则在第二列
|
|
||||||
int row = index % 3; // 行号从0到2
|
|
||||||
|
|
||||||
Grid.SetColumn(control, col);
|
|
||||||
Grid.SetRow(control, row);
|
|
||||||
rightTableLayoutPanel.Children.Add(control);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@ -1,52 +0,0 @@
|
|||||||
using System.Collections.ObjectModel;
|
|
||||||
using System.ComponentModel;
|
|
||||||
using System.Windows.Media.Imaging;
|
|
||||||
|
|
||||||
namespace Oshima.FunGame.OshimaModes
|
|
||||||
{
|
|
||||||
public class MainWindowViewModel : INotifyPropertyChanged
|
|
||||||
{
|
|
||||||
public ObservableCollection<PlayerInfo> Players { get; set; } = new ObservableCollection<PlayerInfo>();
|
|
||||||
|
|
||||||
private string _gameInfoText;
|
|
||||||
public string GameInfoText
|
|
||||||
{
|
|
||||||
get { return _gameInfoText; }
|
|
||||||
set
|
|
||||||
{
|
|
||||||
_gameInfoText = value;
|
|
||||||
OnPropertyChanged(nameof(GameInfoText));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public MainWindowViewModel()
|
|
||||||
{
|
|
||||||
// 模拟添加玩家
|
|
||||||
for (int i = 1; i <= 12; i++)
|
|
||||||
{
|
|
||||||
Players.Add(new PlayerInfo
|
|
||||||
{
|
|
||||||
PlayerName = $"Player {i}",
|
|
||||||
HP = $"{i * 10}/{i * 100}",
|
|
||||||
MP = $"{i * 5}/{i * 50}",
|
|
||||||
PlayerImage = new BitmapImage(new System.Uri("pack://application:,,,/Oshima.FunGame.WPFUI;component/Images/default_avatar.png")) // 替换为你的默认头像
|
|
||||||
});
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public event PropertyChangedEventHandler PropertyChanged;
|
|
||||||
|
|
||||||
protected virtual void OnPropertyChanged(string propertyName)
|
|
||||||
{
|
|
||||||
PropertyChanged?.Invoke(this, new PropertyChangedEventArgs(propertyName));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public class PlayerInfo
|
|
||||||
{
|
|
||||||
public string PlayerName { get; set; }
|
|
||||||
public string HP { get; set; }
|
|
||||||
public string MP { get; set; }
|
|
||||||
public BitmapImage PlayerImage { get; set; }
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@ -1,48 +0,0 @@
|
|||||||
<Project Sdk="Microsoft.NET.Sdk">
|
|
||||||
|
|
||||||
<PropertyGroup>
|
|
||||||
<OutputType>WinExe</OutputType>
|
|
||||||
<TargetFramework>net10.0-windows7.0</TargetFramework>
|
|
||||||
<Nullable>enable</Nullable>
|
|
||||||
<UseWindowsForms>true</UseWindowsForms>
|
|
||||||
<ImplicitUsings>enable</ImplicitUsings>
|
|
||||||
<BaseOutputPath>..\bin\</BaseOutputPath>
|
|
||||||
<RootNamespace>Oshima.FunGame.$(MSBuildProjectName.Replace(" ", "_"))</RootNamespace>
|
|
||||||
<Authors>Oshima Studios</Authors>
|
|
||||||
<UseWPF>True</UseWPF>
|
|
||||||
</PropertyGroup>
|
|
||||||
|
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|AnyCPU'">
|
|
||||||
<NoWarn>1701;1702;IDE0130</NoWarn>
|
|
||||||
</PropertyGroup>
|
|
||||||
|
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|AnyCPU'">
|
|
||||||
<NoWarn>1701;1702;IDE0130</NoWarn>
|
|
||||||
</PropertyGroup>
|
|
||||||
|
|
||||||
<ItemGroup>
|
|
||||||
<Page Include="App.xaml" />
|
|
||||||
</ItemGroup>
|
|
||||||
|
|
||||||
<ItemGroup>
|
|
||||||
<ProjectReference Include="..\..\FunGame.Core\FunGame.Core.csproj" />
|
|
||||||
<ProjectReference Include="..\OshimaMaps\OshimaMaps.csproj" />
|
|
||||||
<ProjectReference Include="..\OshimaModules\OshimaModules.csproj" />
|
|
||||||
</ItemGroup>
|
|
||||||
|
|
||||||
<ItemGroup>
|
|
||||||
<Compile Update="Properties\Resources.Designer.cs">
|
|
||||||
<DesignTime>True</DesignTime>
|
|
||||||
<AutoGen>True</AutoGen>
|
|
||||||
<DependentUpon>Resources.resx</DependentUpon>
|
|
||||||
</Compile>
|
|
||||||
</ItemGroup>
|
|
||||||
|
|
||||||
<ItemGroup>
|
|
||||||
<EmbeddedResource Update="Properties\Resources.resx">
|
|
||||||
<Generator>ResXFileCodeGenerator</Generator>
|
|
||||||
<LastGenOutput>Resources.Designer.cs</LastGenOutput>
|
|
||||||
</EmbeddedResource>
|
|
||||||
</ItemGroup>
|
|
||||||
|
|
||||||
</Project>
|
|
||||||
63
OshimaModes/Properties/Resources.Designer.cs
generated
63
OshimaModes/Properties/Resources.Designer.cs
generated
@ -1,63 +0,0 @@
|
|||||||
//------------------------------------------------------------------------------
|
|
||||||
// <auto-generated>
|
|
||||||
// 此代码由工具生成。
|
|
||||||
// 运行时版本:4.0.30319.42000
|
|
||||||
//
|
|
||||||
// 对此文件的更改可能会导致不正确的行为,并且如果
|
|
||||||
// 重新生成代码,这些更改将会丢失。
|
|
||||||
// </auto-generated>
|
|
||||||
//------------------------------------------------------------------------------
|
|
||||||
|
|
||||||
namespace Oshima.FunGame.OshimaModes.Properties {
|
|
||||||
using System;
|
|
||||||
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// 一个强类型的资源类,用于查找本地化的字符串等。
|
|
||||||
/// </summary>
|
|
||||||
// 此类是由 StronglyTypedResourceBuilder
|
|
||||||
// 类通过类似于 ResGen 或 Visual Studio 的工具自动生成的。
|
|
||||||
// 若要添加或移除成员,请编辑 .ResX 文件,然后重新运行 ResGen
|
|
||||||
// (以 /str 作为命令选项),或重新生成 VS 项目。
|
|
||||||
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "17.0.0.0")]
|
|
||||||
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
|
|
||||||
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
|
|
||||||
internal class Resources {
|
|
||||||
|
|
||||||
private static global::System.Resources.ResourceManager resourceMan;
|
|
||||||
|
|
||||||
private static global::System.Globalization.CultureInfo resourceCulture;
|
|
||||||
|
|
||||||
[global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
|
|
||||||
internal Resources() {
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// 返回此类使用的缓存的 ResourceManager 实例。
|
|
||||||
/// </summary>
|
|
||||||
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
|
|
||||||
internal static global::System.Resources.ResourceManager ResourceManager {
|
|
||||||
get {
|
|
||||||
if (object.ReferenceEquals(resourceMan, null)) {
|
|
||||||
global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("Oshima.FunGame.OshimaModes.Properties.Resources", typeof(Resources).Assembly);
|
|
||||||
resourceMan = temp;
|
|
||||||
}
|
|
||||||
return resourceMan;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// 重写当前线程的 CurrentUICulture 属性,对
|
|
||||||
/// 使用此强类型资源类的所有资源查找执行重写。
|
|
||||||
/// </summary>
|
|
||||||
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
|
|
||||||
internal static global::System.Globalization.CultureInfo Culture {
|
|
||||||
get {
|
|
||||||
return resourceCulture;
|
|
||||||
}
|
|
||||||
set {
|
|
||||||
resourceCulture = value;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@ -1,120 +0,0 @@
|
|||||||
<?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>
|
|
||||||
@ -1,88 +0,0 @@
|
|||||||
<UserControl x:Class="Oshima.FunGame.OshimaModes.CharacterStatus"
|
|
||||||
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
|
|
||||||
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
|
|
||||||
xmlns:local="clr-namespace:Oshima.FunGame.OshimaModes"
|
|
||||||
Width="315" Height="357">
|
|
||||||
<Grid>
|
|
||||||
<Grid.RowDefinitions>
|
|
||||||
<RowDefinition Height="31" />
|
|
||||||
<RowDefinition Height="223" />
|
|
||||||
<RowDefinition Height="*" />
|
|
||||||
<RowDefinition Height="20" />
|
|
||||||
<RowDefinition Height="20" />
|
|
||||||
<RowDefinition Height="21" />
|
|
||||||
<RowDefinition Height="30" />
|
|
||||||
</Grid.RowDefinitions>
|
|
||||||
|
|
||||||
<!-- 角色名称 -->
|
|
||||||
<TextBlock x:Name="CharacterName"
|
|
||||||
Grid.Row="0"
|
|
||||||
Text="角色名称"
|
|
||||||
FontFamily="霞鹜文楷"
|
|
||||||
FontSize="14"
|
|
||||||
HorizontalAlignment="Center"
|
|
||||||
VerticalAlignment="Center" />
|
|
||||||
|
|
||||||
<!-- 角色头像 -->
|
|
||||||
<Image x:Name="CharacterAvatar"
|
|
||||||
Grid.Row="1"
|
|
||||||
Stretch="Uniform"
|
|
||||||
Margin="0" />
|
|
||||||
|
|
||||||
<!-- HP 进度条 -->
|
|
||||||
<ProgressBar x:Name="HPBar"
|
|
||||||
Grid.Row="3"
|
|
||||||
Height="20"
|
|
||||||
Foreground="Red"
|
|
||||||
BorderBrush="Black"
|
|
||||||
BorderThickness="1"
|
|
||||||
FontFamily="霞鹜文楷"
|
|
||||||
FontSize="10.5"
|
|
||||||
FontWeight="Bold"
|
|
||||||
Value="50"
|
|
||||||
Maximum="100" />
|
|
||||||
|
|
||||||
<!-- MP 进度条 -->
|
|
||||||
<ProgressBar x:Name="MPBar"
|
|
||||||
Grid.Row="4"
|
|
||||||
Height="20"
|
|
||||||
Foreground="Blue"
|
|
||||||
BorderBrush="Black"
|
|
||||||
BorderThickness="1"
|
|
||||||
FontFamily="霞鹜文楷"
|
|
||||||
FontSize="10.5"
|
|
||||||
FontWeight="Bold"
|
|
||||||
Value="50"
|
|
||||||
Maximum="100" />
|
|
||||||
|
|
||||||
<!-- EP 进度条 -->
|
|
||||||
<ProgressBar x:Name="EPBar"
|
|
||||||
Grid.Row="5"
|
|
||||||
Height="21"
|
|
||||||
Foreground="Yellow"
|
|
||||||
BorderBrush="Black"
|
|
||||||
BorderThickness="1"
|
|
||||||
FontFamily="霞鹜文楷"
|
|
||||||
FontSize="10.5"
|
|
||||||
FontWeight="Bold"
|
|
||||||
Value="50"
|
|
||||||
Maximum="100" />
|
|
||||||
|
|
||||||
<!-- 状态图标区域 -->
|
|
||||||
<StackPanel x:Name="flowLayoutPanel1"
|
|
||||||
Grid.Row="6"
|
|
||||||
Orientation="Horizontal"
|
|
||||||
HorizontalAlignment="Left">
|
|
||||||
<Image x:Name="pictureBox1"
|
|
||||||
Width="25"
|
|
||||||
Height="25"
|
|
||||||
Margin="3"
|
|
||||||
Stretch="Uniform" />
|
|
||||||
<Image x:Name="pictureBox2"
|
|
||||||
Width="25"
|
|
||||||
Height="25"
|
|
||||||
Margin="3"
|
|
||||||
Stretch="Uniform" />
|
|
||||||
</StackPanel>
|
|
||||||
</Grid>
|
|
||||||
</UserControl>
|
|
||||||
@ -1,73 +0,0 @@
|
|||||||
using System.Windows.Media;
|
|
||||||
|
|
||||||
namespace Oshima.FunGame.OshimaModes
|
|
||||||
{
|
|
||||||
public partial class CharacterStatus : System.Windows.Controls.UserControl
|
|
||||||
{
|
|
||||||
public CharacterStatus()
|
|
||||||
{
|
|
||||||
InitializeComponent();
|
|
||||||
}
|
|
||||||
|
|
||||||
// 公开控件属性以便外部访问
|
|
||||||
public string CharacterNameText
|
|
||||||
{
|
|
||||||
get => CharacterName.Text;
|
|
||||||
set => CharacterName.Text = value;
|
|
||||||
}
|
|
||||||
|
|
||||||
public ImageSource CharacterAvatarSource
|
|
||||||
{
|
|
||||||
get => CharacterAvatar.Source;
|
|
||||||
set => CharacterAvatar.Source = value;
|
|
||||||
}
|
|
||||||
|
|
||||||
public double HPBarValue
|
|
||||||
{
|
|
||||||
get => HPBar.Value;
|
|
||||||
set => HPBar.Value = value;
|
|
||||||
}
|
|
||||||
|
|
||||||
public double HPBarMaximum
|
|
||||||
{
|
|
||||||
get => HPBar.Maximum;
|
|
||||||
set => HPBar.Maximum = value;
|
|
||||||
}
|
|
||||||
|
|
||||||
public double MPBarValue
|
|
||||||
{
|
|
||||||
get => MPBar.Value;
|
|
||||||
set => MPBar.Value = value;
|
|
||||||
}
|
|
||||||
|
|
||||||
public double MPBarMaximum
|
|
||||||
{
|
|
||||||
get => MPBar.Maximum;
|
|
||||||
set => MPBar.Maximum = value;
|
|
||||||
}
|
|
||||||
|
|
||||||
public double EPBarValue
|
|
||||||
{
|
|
||||||
get => EPBar.Value;
|
|
||||||
set => EPBar.Value = value;
|
|
||||||
}
|
|
||||||
|
|
||||||
public double EPBarMaximum
|
|
||||||
{
|
|
||||||
get => EPBar.Maximum;
|
|
||||||
set => EPBar.Maximum = value;
|
|
||||||
}
|
|
||||||
|
|
||||||
public ImageSource PictureBox1Source
|
|
||||||
{
|
|
||||||
get => pictureBox1.Source;
|
|
||||||
set => pictureBox1.Source = value;
|
|
||||||
}
|
|
||||||
|
|
||||||
public ImageSource PictureBox2Source
|
|
||||||
{
|
|
||||||
get => pictureBox2.Source;
|
|
||||||
set => pictureBox2.Source = value;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@ -1,12 +0,0 @@
|
|||||||
<UserControl x:Class="Oshima.FunGame.OshimaModes.CustomProgressBar"
|
|
||||||
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
|
|
||||||
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
|
|
||||||
Height="20">
|
|
||||||
<ProgressBar x:Name="progressBar"
|
|
||||||
Value="50"
|
|
||||||
Minimum="0"
|
|
||||||
Maximum="100"
|
|
||||||
Height="{Binding Height, RelativeSource={RelativeSource AncestorType=UserControl}}"
|
|
||||||
BorderBrush="{Binding BorderBrush, RelativeSource={RelativeSource AncestorType=UserControl}}"
|
|
||||||
BorderThickness="{Binding BorderThickness, RelativeSource={RelativeSource AncestorType=UserControl}}"/>
|
|
||||||
</UserControl>
|
|
||||||
@ -1,46 +0,0 @@
|
|||||||
using System.Windows;
|
|
||||||
|
|
||||||
namespace Oshima.FunGame.OshimaModes
|
|
||||||
{
|
|
||||||
public partial class CustomProgressBar : System.Windows.Controls.UserControl
|
|
||||||
{
|
|
||||||
public CustomProgressBar()
|
|
||||||
{
|
|
||||||
InitializeComponent();
|
|
||||||
}
|
|
||||||
|
|
||||||
// 进度值依赖属性
|
|
||||||
public static readonly DependencyProperty ValueProperty = DependencyProperty.Register(
|
|
||||||
"Value", typeof(double), typeof(CustomProgressBar),
|
|
||||||
new PropertyMetadata(0.0, OnValueChanged));
|
|
||||||
|
|
||||||
public double Value
|
|
||||||
{
|
|
||||||
get => (double)GetValue(ValueProperty);
|
|
||||||
set => SetValue(ValueProperty, value);
|
|
||||||
}
|
|
||||||
|
|
||||||
private static void OnValueChanged(DependencyObject d, DependencyPropertyChangedEventArgs e)
|
|
||||||
{
|
|
||||||
var control = (CustomProgressBar)d;
|
|
||||||
control.progressBar.Value = (double)e.NewValue;
|
|
||||||
}
|
|
||||||
|
|
||||||
// 最大值依赖属性
|
|
||||||
public static readonly DependencyProperty MaximumProperty = DependencyProperty.Register(
|
|
||||||
"Maximum", typeof(double), typeof(CustomProgressBar),
|
|
||||||
new PropertyMetadata(100.0, OnMaximumChanged));
|
|
||||||
|
|
||||||
public double Maximum
|
|
||||||
{
|
|
||||||
get => (double)GetValue(MaximumProperty);
|
|
||||||
set => SetValue(MaximumProperty, value);
|
|
||||||
}
|
|
||||||
|
|
||||||
private static void OnMaximumChanged(DependencyObject d, DependencyPropertyChangedEventArgs e)
|
|
||||||
{
|
|
||||||
var control = (CustomProgressBar)d;
|
|
||||||
control.progressBar.Maximum = (double)e.NewValue;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
Loading…
x
Reference in New Issue
Block a user