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补全 Item 转换器的属性;添加装备物品时返回旧的物品
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@ -18,7 +18,6 @@ namespace Oshima.Core.Controllers
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private const int drawCardReduce = 2000;
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private const int drawCardReduce_Material = 10;
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private const string noSaved = "你还没有创建存档!请发送【创建存档】创建。";
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private readonly ItemType[] itemCanEquip = [ItemType.MagicCardPack, ItemType.Weapon, ItemType.Armor, ItemType.Shoes, ItemType.Accessory];
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private readonly ItemType[] itemCanUsed = [ItemType.Consumable, ItemType.MagicCard, ItemType.SpecialItem, ItemType.GiftBox, ItemType.Others];
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[HttpGet("test")]
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@ -514,7 +513,7 @@ namespace Oshima.Core.Controllers
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string str = $"{itemCount}. [{ItemSet.GetQualityTypeName(first.QualityType)}|{ItemSet.GetItemTypeName(first.ItemType)}] {first.Name}\r\n";
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str += $"物品描述:{first.Description}\r\n";
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str += $"物品序号:{string.Join(",", objs.Select(i => items.IndexOf(i) + 1))}\r\n";
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str += $"拥有数量:{objs.Count}(" + (itemCanEquip.Contains(first.ItemType) ? $"可装备数量:{objs.Count(i => i.Character is null)}," : "") +
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str += $"拥有数量:{objs.Count}(" + (first.IsEquipment ? $"可装备数量:{objs.Count(i => i.Character is null)}," : "") +
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(itemCanUsed.Contains(first.ItemType) ? $"可使用数量:{objs.Count(i => i.RemainUseTimes > 0)}," : "") +
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$"可出售数量:{objs.Count(i => i.IsSellable)},可交易数量:{objs.Count(i => i.IsTradable)})";
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list.Add(str);
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@ -594,7 +593,7 @@ namespace Oshima.Core.Controllers
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string str = $"{itemCount}. [{ItemSet.GetQualityTypeName(first.QualityType)}|{ItemSet.GetItemTypeName(first.ItemType)}] {first.Name}\r\n";
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str += $"物品描述:{first.Description}\r\n";
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str += $"物品序号:{string.Join(",", objs.Select(i => items.IndexOf(i) + 1))}\r\n";
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str += $"拥有数量:{objs.Count}(" + (itemCanEquip.Contains(first.ItemType) ? $"可装备数量:{objs.Count(i => i.Character is null)}," : "") +
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str += $"拥有数量:{objs.Count}(" + (first.IsEquipment ? $"可装备数量:{objs.Count(i => i.Character is null)}," : "") +
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(itemCanUsed.Contains(first.ItemType) ? $"可使用数量:{objs.Count(i => i.RemainUseTimes > 0)}," : "") +
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$"可出售数量:{objs.Count(i => i.IsSellable)},可交易数量:{objs.Count(i => i.IsTradable)})";
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list.Add(str);
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