diff --git a/Api/Utility/NovelConfig.cs b/Api/Utility/NovelConfig.cs
index a7591b1..5bb3814 100644
--- a/Api/Utility/NovelConfig.cs
+++ b/Api/Utility/NovelConfig.cs
@@ -110,7 +110,7 @@ namespace Milimoe.FunGame.Core.Api.Utility
}
// 确保目录存在
- ExistsDirectoryAndCreate(novelName);
+ DirectoryExistsAndCreate(novelName);
// 复制文件内容
string json = File.ReadAllText(path, General.DefaultEncoding);
@@ -276,7 +276,7 @@ namespace Milimoe.FunGame.Core.Api.Utility
///
///
///
- public static bool ExistsDirectory(string novelName)
+ public static bool DirectoryExists(string novelName)
{
string dpath = $@"{AppDomain.CurrentDomain.BaseDirectory}{RootPath}/{novelName}";
return Directory.Exists(dpath);
@@ -287,7 +287,7 @@ namespace Milimoe.FunGame.Core.Api.Utility
///
///
///
- public static bool ExistsDirectoryAndCreate(string novelName)
+ public static bool DirectoryExistsAndCreate(string novelName)
{
string dpath = $@"{AppDomain.CurrentDomain.BaseDirectory}{RootPath}/{novelName}";
bool result = Directory.Exists(dpath);
@@ -304,7 +304,7 @@ namespace Milimoe.FunGame.Core.Api.Utility
///
///
///
- public static bool ExistsFile(string novelName, string fileName)
+ public static bool FileExists(string novelName, string fileName)
{
string dpath = $@"{AppDomain.CurrentDomain.BaseDirectory}{RootPath}/{novelName}";
string fpath = $@"{dpath}/{fileName}.json";
diff --git a/Api/Utility/Singleton.cs b/Api/Utility/Singleton.cs
index 3451e8a..a492f6e 100644
--- a/Api/Utility/Singleton.cs
+++ b/Api/Utility/Singleton.cs
@@ -15,7 +15,7 @@ namespace Milimoe.FunGame.Core.Api.Utility
///
/// 单例对象
///
- public static bool IsExist(object single)
+ public static bool Exists(object single)
{
Type type = single.GetType();
string name = type.FullName ?? type.ToString();
diff --git a/Api/Utility/TextReader.cs b/Api/Utility/TextReader.cs
index f6382d0..f0cad4d 100644
--- a/Api/Utility/TextReader.cs
+++ b/Api/Utility/TextReader.cs
@@ -51,7 +51,7 @@ namespace Milimoe.FunGame.Core.Api.Utility
///
/// 文件名,缺省为FunGame.ini
/// 是否存在
- public static bool ExistINIFile(string FileName = DefaultFileName) => File.Exists($@"{AppDomain.CurrentDomain.BaseDirectory}{FileName}");
+ public static bool INIFileExists(string FileName = DefaultFileName) => File.Exists($@"{AppDomain.CurrentDomain.BaseDirectory}{FileName}");
///
/// 初始化ini模板文件
diff --git a/Entity/Character/Character.cs b/Entity/Character/Character.cs
index a8afe01..da3056c 100644
--- a/Entity/Character/Character.cs
+++ b/Entity/Character/Character.cs
@@ -243,7 +243,7 @@ namespace Milimoe.FunGame.Core.Entity
///
[InitRequired]
public bool HasMP { get; set; } = true;
-
+
///
/// 初始魔法值 [ 初始设定 ]
///
@@ -788,7 +788,7 @@ namespace Milimoe.FunGame.Core.Entity
/// 额外攻击距离 [ 与技能和物品相关 ] [ 单位:格(半径) ]
///
public int ExATR { get; set; } = 0;
-
+
///
/// 行动力/可移动距离 [ 与第一定位相关 ] [ 单位:格(半径) ]
///
@@ -812,12 +812,12 @@ namespace Milimoe.FunGame.Core.Entity
return Math.Max(1, baseMOV + ExMOV);
}
}
-
+
///
/// 行动力/可移动距离 [ 与技能和物品相关 ] [ 单位:格(半径) ]
///
public int ExMOV { get; set; } = 0;
-
+
///
/// 暴击率(%) = [ 与敏捷相关 ] + 额外暴击率(%)
///
@@ -1900,7 +1900,7 @@ namespace Milimoe.FunGame.Core.Entity
return builder.ToString();
}
-
+
///
/// 获取角色背包信息
///
diff --git a/Entity/Character/Shield.cs b/Entity/Character/Shield.cs
index 66a8a06..19ccd83 100644
--- a/Entity/Character/Shield.cs
+++ b/Entity/Character/Shield.cs
@@ -66,7 +66,7 @@ namespace Milimoe.FunGame.Core.Entity
/// 混合护盾
///
public double Mix { get; set; } = 0;
-
+
///
/// 总计混合护盾
///
diff --git a/Entity/Explore/Region.cs b/Entity/Explore/Region.cs
index e6d005b..86f8dc5 100644
--- a/Entity/Explore/Region.cs
+++ b/Entity/Explore/Region.cs
@@ -1,7 +1,6 @@
using System.Text;
using Milimoe.FunGame.Core.Interface.Entity;
using Milimoe.FunGame.Core.Library.Constant;
-using Milimoe.FunGame.Core.Model;
namespace Milimoe.FunGame.Core.Entity
{
diff --git a/Entity/Item/Item.cs b/Entity/Item/Item.cs
index 5d3cfbb..754ae68 100644
--- a/Entity/Item/Item.cs
+++ b/Entity/Item/Item.cs
@@ -1,5 +1,4 @@
-using System.Collections.Generic;
-using System.Text;
+using System.Text;
using Milimoe.FunGame.Core.Api.Utility;
using Milimoe.FunGame.Core.Interface.Base;
using Milimoe.FunGame.Core.Interface.Entity;
@@ -190,7 +189,7 @@ namespace Milimoe.FunGame.Core.Entity
/// 所属的玩家
///
public User? User { get; set; } = null;
-
+
///
/// 物品拥有的技能
///
diff --git a/Entity/Skill/Effect.cs b/Entity/Skill/Effect.cs
index 4528c10..9292f49 100644
--- a/Entity/Skill/Effect.cs
+++ b/Entity/Skill/Effect.cs
@@ -1,5 +1,4 @@
-using System.Collections.Generic;
-using System.Text;
+using System.Text;
using Milimoe.FunGame.Core.Api.Utility;
using Milimoe.FunGame.Core.Interface.Base;
using Milimoe.FunGame.Core.Interface.Entity;
@@ -260,7 +259,7 @@ namespace Milimoe.FunGame.Core.Entity
{
return 0;
}
-
+
///
/// 在应用真实伤害前修改伤害 [ 允许取消伤害 ]
///
@@ -1058,7 +1057,7 @@ namespace Milimoe.FunGame.Core.Entity
{
GamingQueue?.SetCharactersToAIControl(true, cancel, characters);
}
-
+
///
/// 检查角色是否在 AI 控制状态
///
diff --git a/Entity/Skill/NormalAttack.cs b/Entity/Skill/NormalAttack.cs
index 6623f85..1118581 100644
--- a/Entity/Skill/NormalAttack.cs
+++ b/Entity/Skill/NormalAttack.cs
@@ -162,7 +162,7 @@ namespace Milimoe.FunGame.Core.Entity
/// 额外硬直时间 [ 技能和物品相关 ]
///
public double ExHardnessTime { get; set; } = 0;
-
+
///
/// 额外硬直时间% [ 技能和物品相关 ]
///
@@ -266,7 +266,7 @@ namespace Milimoe.FunGame.Core.Entity
selectable.Add(character);
}
}
-
+
foreach (Character character in teammates)
{
if (CanSelectTeammate)
diff --git a/Entity/Skill/Skill.cs b/Entity/Skill/Skill.cs
index da26940..83d2ce2 100644
--- a/Entity/Skill/Skill.cs
+++ b/Entity/Skill/Skill.cs
@@ -94,7 +94,7 @@ namespace Milimoe.FunGame.Core.Entity
/// 是否无视施法距离(全图施法),魔法默认为 true,战技默认为 false
///
public virtual bool CastAnywhere { get; set; } = false;
-
+
///
/// 施法距离 [ 单位:格 ]
///
@@ -145,7 +145,7 @@ namespace Milimoe.FunGame.Core.Entity
/// 如果为 false,表示必须选取一个角色作为目标,当 > 0 时,技能作用范围将根据目标位置覆盖 形状的区域;= 0 时正常选取目标。
///
public virtual bool IsNonDirectional { get; set; } = false;
-
+
///
/// 作用范围形状
/// - 菱形。默认的曼哈顿距离正方形
@@ -383,7 +383,7 @@ namespace Milimoe.FunGame.Core.Entity
selectable.Add(character);
}
}
-
+
foreach (Character character in teammates)
{
IEnumerable effects = character.Effects.Where(e => e.IsInEffect);
diff --git a/Entity/System/RoundRecord.cs b/Entity/System/RoundRecord.cs
index 66866b0..5a96bcc 100644
--- a/Entity/System/RoundRecord.cs
+++ b/Entity/System/RoundRecord.cs
@@ -68,7 +68,7 @@ namespace Milimoe.FunGame.Core.Entity
if (ActorContinuousKilling.Count > 0) builder.AppendLine($"{string.Join("\r\n", ActorContinuousKilling)}");
if (Assists.Count > 0) builder.AppendLine($"本回合助攻:[ {string.Join(" ] / [ ", Assists)} ]");
}
-
+
if (ActionType == CharacterActionType.PreCastSkill && Skill != null)
{
if (Skill.IsMagic)
diff --git a/Entity/Trade/Goods.cs b/Entity/Trade/Goods.cs
index 8a0d112..6ac479b 100644
--- a/Entity/Trade/Goods.cs
+++ b/Entity/Trade/Goods.cs
@@ -43,7 +43,7 @@ namespace Milimoe.FunGame.Core.Entity
{
return ToString(null);
}
-
+
public string ToString(User? user = null)
{
StringBuilder builder = new();
diff --git a/Interface/Base/IGamingQueue.cs b/Interface/Base/IGamingQueue.cs
index 515f08c..ea4b6c0 100644
--- a/Interface/Base/IGamingQueue.cs
+++ b/Interface/Base/IGamingQueue.cs
@@ -224,7 +224,7 @@ namespace Milimoe.FunGame.Core.Interface.Base
///
///
public void SetCharactersToAIControl(bool bySystem = true, bool cancel = false, params IEnumerable characters);
-
+
///
/// 检查角色是否在 AI 控制状态
///
diff --git a/Library/Common/Addon/GameMap.cs b/Library/Common/Addon/GameMap.cs
index b054f40..42f01f3 100644
--- a/Library/Common/Addon/GameMap.cs
+++ b/Library/Common/Addon/GameMap.cs
@@ -51,12 +51,12 @@ namespace Milimoe.FunGame.Core.Library.Common.Addon
/// 格子集
///
public Dictionary Grids { get; } = [];
-
+
///
/// 格子集(基于坐标)
///
public Dictionary<(int x, int y, int z), Grid> GridsByCoordinate { get; } = [];
-
+
///
/// 角色集
///
@@ -560,7 +560,7 @@ namespace Milimoe.FunGame.Core.Library.Common.Addon
{
}
-
+
///
/// 在事件流逝后处理
///
diff --git a/Library/Common/Addon/WebAPIPlugin.cs b/Library/Common/Addon/WebAPIPlugin.cs
index 203ef0c..f9e68f0 100644
--- a/Library/Common/Addon/WebAPIPlugin.cs
+++ b/Library/Common/Addon/WebAPIPlugin.cs
@@ -98,7 +98,7 @@ namespace Milimoe.FunGame.Core.Library.Common.Addon
{
return true;
}
-
+
///
/// 当 Web API 服务启动完成后触发
///
diff --git a/Library/Constant/General.cs b/Library/Constant/General.cs
index afd3213..6c59658 100644
--- a/Library/Constant/General.cs
+++ b/Library/Constant/General.cs
@@ -56,7 +56,7 @@ namespace Milimoe.FunGame.Core.Library.Constant
/// yyyy年MM月dd日 HH:mm:ss
///
public static string GeneralDateTimeFormatChinese => "yyyy年MM月dd日 HH:mm:ss";
-
+
///
/// HH:mm:ss
///
diff --git a/Library/Constant/ResultEnum.cs b/Library/Constant/ResultEnum.cs
index b3930de..94e185d 100644
--- a/Library/Constant/ResultEnum.cs
+++ b/Library/Constant/ResultEnum.cs
@@ -48,7 +48,7 @@ namespace Milimoe.FunGame.Core.Library.Constant
Fail,
NotFound,
SQLError,
- IsExist
+ Exists
}
public enum MailSendResult
diff --git a/Library/SQLScript/Entity/MarketItemsQuery.cs b/Library/SQLScript/Entity/MarketItemsQuery.cs
index 52ddb9a..39b2f2a 100644
--- a/Library/SQLScript/Entity/MarketItemsQuery.cs
+++ b/Library/SQLScript/Entity/MarketItemsQuery.cs
@@ -53,7 +53,7 @@ namespace Milimoe.FunGame.Core.Library.SQLScript.Entity
SQLHelper.Parameters["@Price"] = Price;
return $"{Command_Update} {TableName} {Command_Set} {Column_Price} = @Price {Command_Where} {Column_ItemGuid} = @ItemGuid";
}
-
+
public static string Update_MarketItemStock(SQLHelper SQLHelper, Guid ItemGuid, double Stock)
{
SQLHelper.Parameters["@ItemGuid"] = ItemGuid.ToString();
diff --git a/Library/SQLScript/Entity/RoomQuery.cs b/Library/SQLScript/Entity/RoomQuery.cs
index 5ad4331..c27a2de 100644
--- a/Library/SQLScript/Entity/RoomQuery.cs
+++ b/Library/SQLScript/Entity/RoomQuery.cs
@@ -23,7 +23,7 @@ namespace Milimoe.FunGame.Core.Library.SQLScript.Entity
public const string Select_Rooms = $"{Command_Select} {TableName}.{Command_All}, {UserQuery.TableName}.{UserQuery.Column_Username} {Command_As} {Column_RoomMasterName} " +
$"{Command_From} {TableName} {Command_LeftJoin} {UserQuery.TableName} {Command_On} {UserQuery.TableName}.{UserQuery.Column_Id} = {TableName}.{Column_RoomMaster}";
- public static string Select_IsExistRoom(SQLHelper SQLHelper, string Roomid)
+ public static string Select_RoomByRoomId(SQLHelper SQLHelper, string Roomid)
{
SQLHelper.Parameters["@Roomid"] = Roomid;
return $"{Command_Select} {Command_All} {Command_From} {TableName} {Command_Where} {Column_Roomid} = @Roomid";
diff --git a/Library/SQLScript/Entity/UserQuery.cs b/Library/SQLScript/Entity/UserQuery.cs
index 33b5713..4e583d9 100644
--- a/Library/SQLScript/Entity/UserQuery.cs
+++ b/Library/SQLScript/Entity/UserQuery.cs
@@ -33,13 +33,13 @@ namespace Milimoe.FunGame.Core.Library.SQLScript.Entity
return $"{Select_Users} {Command_Where} {Column_Id} = @Id";
}
- public static string Select_IsExistEmail(SQLHelper SQLHelper, string Email)
+ public static string Select_UserByEmail(SQLHelper SQLHelper, string Email)
{
SQLHelper.Parameters["@Email"] = Email;
return $"{Select_Users} {Command_Where} {Column_Email} = @Email";
}
- public static string Select_IsExistUsername(SQLHelper SQLHelper, string Username)
+ public static string Select_UserByUsername(SQLHelper SQLHelper, string Username)
{
SQLHelper.Parameters["@Username"] = Username;
return $"{Select_Users} {Command_Where} {Column_Username} = @Username";
diff --git a/Model/EquilibriumConstant.cs b/Model/EquilibriumConstant.cs
index e58db8b..5769138 100644
--- a/Model/EquilibriumConstant.cs
+++ b/Model/EquilibriumConstant.cs
@@ -299,7 +299,7 @@ namespace Milimoe.FunGame.Core.Model
/// 单手剑的基础伤害倍率
///
public double OneHandedSwordBaseMultiplier { get; set; } = 1.0;
-
+
///
/// 单手剑的基础伤害倍率成长
///
diff --git a/Model/GamingQueue.cs b/Model/GamingQueue.cs
index 32a9cea..8d78495 100644
--- a/Model/GamingQueue.cs
+++ b/Model/GamingQueue.cs
@@ -180,7 +180,7 @@ namespace Milimoe.FunGame.Core.Model
/// 角色是否在 AI 控制下 [ 系统控制 ]
///
protected readonly HashSet _charactersInAIBySystem = [];
-
+
///
/// 角色是否在 AI 控制下 [ 玩家手动设置 ]
///
@@ -3313,7 +3313,7 @@ namespace Milimoe.FunGame.Core.Model
}
}
}
-
+
///
/// 设置角色为 AI 控制 [ 玩家手动设置 ]
///
@@ -3323,7 +3323,7 @@ namespace Milimoe.FunGame.Core.Model
{
SetCharactersToAIControl(false, cancel, characters);
}
-
+
///
/// 检查角色是否在 AI 控制状态
///
@@ -3610,7 +3610,7 @@ namespace Milimoe.FunGame.Core.Model
{
return await (SelectTargetGrid?.Invoke(this, character, enemys, teammates, map, moveRange) ?? Task.FromResult(Grid.Empty));
}
-
+
public delegate Task> SelectSkillTargetsEventHandler(GamingQueue queue, Character caster, Skill skill, List enemys, List teammates, List castRange);
///
/// 选取技能目标事件
@@ -3681,7 +3681,7 @@ namespace Milimoe.FunGame.Core.Model
{
return await (DeathCalculation?.Invoke(this, killer, death) ?? Task.FromResult(true));
}
-
+
public delegate Task DeathCalculationByTeammateEventHandler(GamingQueue queue, Character killer, Character death);
///
/// 死亡结算(击杀队友)事件
diff --git a/Model/RoomList.cs b/Model/RoomList.cs
index 0570963..73d83ba 100644
--- a/Model/RoomList.cs
+++ b/Model/RoomList.cs
@@ -98,7 +98,7 @@ namespace Milimoe.FunGame.Core.Model
public Room GetRoom(string roomid) => _List.TryGetValue(roomid, out Room? room) ? room : General.HallInstance;
- public bool IsExist(string roomid) => _List.ContainsKey(roomid);
+ public bool Exists(string roomid) => _List.ContainsKey(roomid);
public void SetRoomMaster(string roomid, User user)
{