diff --git a/OshimaCore/Controllers/FunGameController.cs b/OshimaCore/Controllers/FunGameController.cs index e78a6fe..f518043 100644 --- a/OshimaCore/Controllers/FunGameController.cs +++ b/OshimaCore/Controllers/FunGameController.cs @@ -3,8 +3,10 @@ using Microsoft.AspNetCore.Mvc; using Microsoft.Extensions.Logging; using Milimoe.FunGame.Core.Api.Utility; using Milimoe.FunGame.Core.Entity; +using Milimoe.FunGame.Core.Library.Constant; using Oshima.Core.Models; using Oshima.Core.Utils; +using Oshima.FunGame.OshimaModules.Skills; namespace Oshima.Core.Controllers { @@ -70,6 +72,212 @@ namespace Oshima.Core.Controllers return NetworkUtility.JsonSerialize(""); } + [HttpGet("cjs")] + public string GetCharacterIntroduce([FromQuery] int? id = null) + { + if (id != null && id > 0 && id <= FunGameSimulation.Characters.Count) + { + Character c = FunGameSimulation.Characters[Convert.ToInt32(id) - 1]; + c.Level = General.GameplayEquilibriumConstant.MaxLevel; + c.NormalAttack.Level = General.GameplayEquilibriumConstant.MaxNormalAttackLevel; + + Skill 冰霜攻击 = new 冰霜攻击(c) + { + Level = General.GameplayEquilibriumConstant.MaxMagicLevel + }; + c.Skills.Add(冰霜攻击); + + Skill 疾风步 = new 疾风步(c) + { + Level = General.GameplayEquilibriumConstant.MaxSkillLevel + }; + c.Skills.Add(疾风步); + + if (id == 1) + { + Skill META马 = new META马(c) + { + Level = 1 + }; + c.Skills.Add(META马); + + Skill 力量爆发 = new 力量爆发(c) + { + Level = General.GameplayEquilibriumConstant.MaxMagicLevel + }; + c.Skills.Add(力量爆发); + } + + if (id == 2) + { + Skill 心灵之火 = new 心灵之火(c) + { + Level = 1 + }; + c.Skills.Add(心灵之火); + + Skill 天赐之力 = new 天赐之力(c) + { + Level = General.GameplayEquilibriumConstant.MaxSkillLevel + }; + c.Skills.Add(天赐之力); + } + + if (id == 3) + { + Skill 魔法震荡 = new 魔法震荡(c) + { + Level = 1 + }; + c.Skills.Add(魔法震荡); + + Skill 魔法涌流 = new 魔法涌流(c) + { + Level = General.GameplayEquilibriumConstant.MaxSkillLevel + }; + c.Skills.Add(魔法涌流); + } + + if (id == 4) + { + Skill 灵能反射 = new 灵能反射(c) + { + Level = 1 + }; + c.Skills.Add(灵能反射); + + Skill 三重叠加 = new 三重叠加(c) + { + Level = General.GameplayEquilibriumConstant.MaxSkillLevel + }; + c.Skills.Add(三重叠加); + } + + if (id == 5) + { + Skill 智慧与力量 = new 智慧与力量(c) + { + Level = 1 + }; + c.Skills.Add(智慧与力量); + + Skill 变幻之心 = new 变幻之心(c) + { + Level = General.GameplayEquilibriumConstant.MaxSkillLevel + }; + c.Skills.Add(变幻之心); + } + + if (id == 6) + { + Skill 致命打击 = new 致命打击(c) + { + Level = 1 + }; + c.Skills.Add(致命打击); + + Skill 精准打击 = new 精准打击(c) + { + Level = General.GameplayEquilibriumConstant.MaxSkillLevel + }; + c.Skills.Add(精准打击); + } + + if (id == 7) + { + Skill 毁灭之势 = new 毁灭之势(c) + { + Level = 1 + }; + c.Skills.Add(毁灭之势); + + Skill 绝对领域 = new 绝对领域(c) + { + Level = General.GameplayEquilibriumConstant.MaxSkillLevel + }; + c.Skills.Add(绝对领域); + } + + if (id == 8) + { + Skill 枯竭打击 = new 枯竭打击(c) + { + Level = 1 + }; + c.Skills.Add(枯竭打击); + + Skill 能量毁灭 = new 能量毁灭(c) + { + Level = General.GameplayEquilibriumConstant.MaxSkillLevel + }; + c.Skills.Add(能量毁灭); + } + + if (id == 9) + { + Skill 玻璃大炮 = new 玻璃大炮(c) + { + Level = 1 + }; + c.Skills.Add(玻璃大炮); + + Skill 迅捷之势 = new 迅捷之势(c) + { + Level = General.GameplayEquilibriumConstant.MaxSkillLevel + }; + c.Skills.Add(迅捷之势); + } + + if (id == 10) + { + Skill 累积之压 = new 累积之压(c) + { + Level = 1 + }; + c.Skills.Add(累积之压); + + Skill 嗜血本能 = new 嗜血本能(c) + { + Level = General.GameplayEquilibriumConstant.MaxSkillLevel + }; + c.Skills.Add(嗜血本能); + } + + if (id == 11) + { + Skill 敏捷之刃 = new 敏捷之刃(c) + { + Level = 1 + }; + c.Skills.Add(敏捷之刃); + + Skill 平衡强化 = new 平衡强化(c) + { + Level = General.GameplayEquilibriumConstant.MaxSkillLevel + }; + c.Skills.Add(平衡强化); + } + + if (id == 12) + { + Skill 弱者猎手 = new 弱者猎手(c) + { + Level = 1 + }; + c.Skills.Add(弱者猎手); + + Skill 血之狂欢 = new 血之狂欢(c) + { + Level = General.GameplayEquilibriumConstant.MaxSkillLevel + }; + c.Skills.Add(血之狂欢); + } + + return NetworkUtility.JsonSerialize(c.GetInfo().Trim()); + } + return NetworkUtility.JsonSerialize(""); + } + [HttpPost("post")] public string PostName([FromBody] string name) {