mirror of
https://github.com/project-redbud/FunGame-Core.git
synced 2025-04-22 12:09:34 +08:00
482 lines
23 KiB
C#
482 lines
23 KiB
C#
using System.Text;
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using Milimoe.FunGame.Core.Api.Utility;
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using Milimoe.FunGame.Core.Library.Constant;
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namespace Milimoe.FunGame.Core.Entity
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{
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/// <summary>
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/// <see cref="Unit"/> 是一个用于描述生物的单元对象(单位),而 <see cref="Character"/> 是一种高级单位(单位单位/英雄单位)<para />
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/// 和单位一样,使用 <see cref="InitRequired"/> 标记的需要初始赋值的属性<para />
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/// </summary>
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public class Unit : Character
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{
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/// <summary>
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/// 单位名称
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/// </summary>
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public override string Name { get; set; } = "";
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/// <summary>
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/// 获取单位名称以及所属玩家
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/// </summary>
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/// <returns></returns>
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public override string ToString()
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{
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string str = Name;
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if (User != null && User.Username != "")
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{
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str += "(" + User.Username + ")";
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}
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return str;
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}
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/// <summary>
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/// 获取单位名称以及所属玩家,包含等级
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/// </summary>
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/// <returns></returns>
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public new string ToStringWithLevel()
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{
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string str = Name + " - 等级 " + Level;
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if (User != null && User.Username != "")
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{
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str += "(" + User.Username + ")";
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}
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return str;
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}
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/// <summary>
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/// 获取单位的详细信息
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/// </summary>
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/// <returns></returns>
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public new string GetInfo(bool showUser = true, bool showGrowth = true, bool showEXP = false)
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{
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StringBuilder builder = new();
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builder.AppendLine(showUser ? ToStringWithLevel() : ToStringWithLevelWithOutUser());
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builder.AppendLine($"等级:{Level} / {General.GameplayEquilibriumConstant.MaxLevel}");
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double exHP = ExHP + ExHP2 + ExHP3;
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builder.AppendLine($"生命值:{HP:0.##} / {MaxHP:0.##}" + (exHP != 0 ? $" [{BaseHP:0.##} {(exHP >= 0 ? "+" : "-")} {Math.Abs(exHP):0.##}]" : ""));
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double exMP = ExMP + ExMP2 + ExMP3;
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builder.AppendLine($"魔法值:{MP:0.##} / {MaxMP:0.##}" + (exMP != 0 ? $" [{BaseMP:0.##} {(exMP >= 0 ? "+" : "-")} {Math.Abs(exMP):0.##}]" : ""));
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double exATK = ExATK + ExATK2 + ExATK3;
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builder.AppendLine($"攻击力:{ATK:0.##}" + (exATK != 0 ? $" [{BaseATK:0.##} {(exATK >= 0 ? "+" : "-")} {Math.Abs(exATK):0.##}]" : ""));
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double exDEF = ExDEF + ExDEF2 + ExDEF3;
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builder.AppendLine($"物理护甲:{DEF:0.##}" + (exDEF != 0 ? $" [{BaseDEF:0.##} {(exMP >= 0 ? "+" : "-")} {Math.Abs(exDEF):0.##}]" : "") + $" ({PDR * 100:0.##}%)");
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double mdf = Calculation.Round4Digits((MDF.None + MDF.Starmark + MDF.PurityNatural + MDF.PurityContemporary +
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MDF.Bright + MDF.Shadow + MDF.Element + MDF.Fleabane + MDF.Particle) / 9) * 100;
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if (Calculation.IsApproximatelyZero(mdf)) mdf = 0;
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builder.AppendLine($"魔法抗性:{mdf:0.##}%(平均)");
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double exSPD = AGI * General.GameplayEquilibriumConstant.AGItoSPDMultiplier + ExSPD;
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builder.AppendLine($"行动速度:{SPD:0.##}" + (exSPD != 0 ? $" [{InitialSPD:0.##} {(exSPD >= 0 ? "+" : "-")} {Math.Abs(exSPD):0.##}]" : "") + $" ({ActionCoefficient * 100:0.##}%)");
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builder.AppendLine($"生命回复:{HR:0.##}" + (ExHR != 0 ? $" [{InitialHR + STR * General.GameplayEquilibriumConstant.STRtoHRFactor:0.##} {(ExHR >= 0 ? "+" : "-")} {Math.Abs(ExHR):0.##}]" : ""));
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builder.AppendLine($"魔法回复:{MR:0.##}" + (ExMR != 0 ? $" [{InitialMR + INT * General.GameplayEquilibriumConstant.INTtoMRFactor:0.##} {(ExMR >= 0 ? "+" : "-")} {Math.Abs(ExMR):0.##}]" : ""));
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builder.AppendLine($"暴击率:{CritRate * 100:0.##}%");
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builder.AppendLine($"暴击伤害:{CritDMG * 100:0.##}%");
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builder.AppendLine($"闪避率:{EvadeRate * 100:0.##}%");
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builder.AppendLine($"冷却缩减:{CDR * 100:0.##}%");
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builder.AppendLine($"加速系数:{AccelerationCoefficient * 100:0.##}%");
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builder.AppendLine($"物理穿透:{PhysicalPenetration * 100:0.##}%");
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builder.AppendLine($"魔法穿透:{MagicalPenetration * 100:0.##}%");
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if (CharacterState != CharacterState.Actionable)
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{
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builder.AppendLine(CharacterSet.GetCharacterState(CharacterState));
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}
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if (IsNeutral)
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{
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builder.AppendLine("单位是无敌的");
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}
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if (IsUnselectable)
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{
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builder.AppendLine("单位是不可选中的");
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}
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builder.AppendLine("== 普通攻击 ==");
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builder.Append(NormalAttack.ToString());
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if (Skills.Count > 0)
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{
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builder.AppendLine("== 单位技能 ==");
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foreach (Skill skill in Skills)
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{
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builder.Append(skill.ToString());
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}
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}
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if (EquipSlot.Any())
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{
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builder.AppendLine("== 装备栏 ==");
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if (EquipSlot.MagicCardPack != null)
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{
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builder.AppendLine($"[{ItemSet.GetQualityTypeName(EquipSlot.MagicCardPack.QualityType)}]" + ItemSet.GetEquipSlotTypeName(EquipSlotType.MagicCardPack) + ":" + EquipSlot.MagicCardPack.Name);
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builder.AppendLine(EquipSlot.MagicCardPack.Description);
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}
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if (EquipSlot.Weapon != null)
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{
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builder.AppendLine($"[{ItemSet.GetQualityTypeName(EquipSlot.Weapon.QualityType)}]" + ItemSet.GetEquipSlotTypeName(EquipSlotType.Weapon) + ":" + EquipSlot.Weapon.Name);
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builder.AppendLine(EquipSlot.Weapon.Description);
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}
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if (EquipSlot.Armor != null)
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{
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builder.AppendLine($"[{ItemSet.GetQualityTypeName(EquipSlot.Armor.QualityType)}]" + ItemSet.GetEquipSlotTypeName(EquipSlotType.Armor) + ":" + EquipSlot.Armor.Name);
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builder.AppendLine(EquipSlot.Armor.Description);
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}
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if (EquipSlot.Shoes != null)
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{
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builder.AppendLine($"[{ItemSet.GetQualityTypeName(EquipSlot.Shoes.QualityType)}]" + ItemSet.GetEquipSlotTypeName(EquipSlotType.Shoes) + ":" + EquipSlot.Shoes.Name);
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builder.AppendLine(EquipSlot.Shoes.Description);
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}
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if (EquipSlot.Accessory1 != null)
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{
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builder.AppendLine($"[{ItemSet.GetQualityTypeName(EquipSlot.Accessory1.QualityType)}]" + ItemSet.GetEquipSlotTypeName(EquipSlotType.Accessory1) + ":" + EquipSlot.Accessory1.Name);
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builder.AppendLine(EquipSlot.Accessory1.Description);
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}
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if (EquipSlot.Accessory2 != null)
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{
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builder.AppendLine($"[{ItemSet.GetQualityTypeName(EquipSlot.Accessory2.QualityType)}]" + ItemSet.GetEquipSlotTypeName(EquipSlotType.Accessory2) + ":" + EquipSlot.Accessory2.Name);
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builder.AppendLine(EquipSlot.Accessory2.Description);
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}
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}
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if (Items.Count > 0)
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{
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builder.AppendLine("== 单位背包 ==");
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foreach (Item item in Items)
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{
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builder.Append(item.ToString());
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}
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}
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if (Effects.Where(e => e.EffectType != EffectType.Item).Any())
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{
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builder.AppendLine("== 状态栏 ==");
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foreach (Effect effect in Effects.Where(e => e.EffectType != EffectType.Item))
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{
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builder.Append(effect.ToString());
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}
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}
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/**
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* 意义不明(✖)的代码
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*/
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if (showGrowth == showEXP)
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{
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showGrowth.ToString();
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}
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return builder.ToString();
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}
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/// <summary>
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/// 获取单位的简略信息
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/// </summary>
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/// <returns></returns>
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public new string GetSimpleInfo(bool showUser = true, bool showGrowth = true, bool showEXP = false, bool showBasicOnly = false)
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{
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StringBuilder builder = new();
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builder.AppendLine(showUser ? ToStringWithLevel() : ToStringWithLevelWithOutUser());
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builder.AppendLine($"等级:{Level} / {General.GameplayEquilibriumConstant.MaxLevel}");
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double exHP = ExHP + ExHP2 + ExHP3;
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builder.AppendLine($"生命值:{HP:0.##} / {MaxHP:0.##}" + (exHP != 0 ? $" [{BaseHP:0.##} {(exHP >= 0 ? "+" : "-")} {Math.Abs(exHP):0.##}]" : ""));
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double exMP = ExMP + ExMP2 + ExMP3;
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builder.AppendLine($"魔法值:{MP:0.##} / {MaxMP:0.##}" + (exMP != 0 ? $" [{BaseMP:0.##} {(exMP >= 0 ? "+" : "-")} {Math.Abs(exMP):0.##}]" : ""));
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double exATK = ExATK + ExATK2 + ExATK3;
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builder.AppendLine($"攻击力:{ATK:0.##}" + (exATK != 0 ? $" [{BaseATK:0.##} {(exATK >= 0 ? "+" : "-")} {Math.Abs(exATK):0.##}]" : ""));
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double exDEF = ExDEF + ExDEF2 + ExDEF3;
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builder.AppendLine($"物理护甲:{DEF:0.##}" + (exDEF != 0 ? $" [{BaseDEF:0.##} {(exMP >= 0 ? "+" : "-")} {Math.Abs(exDEF):0.##}]" : "") + $" ({PDR * 100:0.##}%)");
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double mdf = Calculation.Round4Digits((MDF.None + MDF.Starmark + MDF.PurityNatural + MDF.PurityContemporary +
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MDF.Bright + MDF.Shadow + MDF.Element + MDF.Fleabane + MDF.Particle) / 9) * 100;
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if (Calculation.IsApproximatelyZero(mdf)) mdf = 0;
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builder.AppendLine($"魔法抗性:{mdf:0.##}%(平均)");
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double exSPD = AGI * General.GameplayEquilibriumConstant.AGItoSPDMultiplier + ExSPD;
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builder.AppendLine($"行动速度:{SPD:0.##}" + (exSPD != 0 ? $" [{InitialSPD:0.##} {(exSPD >= 0 ? "+" : "-")} {Math.Abs(exSPD):0.##}]" : "") + $" ({ActionCoefficient * 100:0.##}%)");
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builder.AppendLine($"生命回复:{HR:0.##}" + (ExHR != 0 ? $" [{InitialHR + STR * General.GameplayEquilibriumConstant.STRtoHRFactor:0.##} {(ExHR >= 0 ? "+" : "-")} {Math.Abs(ExHR):0.##}]" : ""));
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builder.AppendLine($"魔法回复:{MR:0.##}" + (ExMR != 0 ? $" [{InitialMR + INT * General.GameplayEquilibriumConstant.INTtoMRFactor:0.##} {(ExMR >= 0 ? "+" : "-")} {Math.Abs(ExMR):0.##}]" : ""));
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if (!showBasicOnly)
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{
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if (CharacterState != CharacterState.Actionable)
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{
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builder.AppendLine(CharacterSet.GetCharacterState(CharacterState));
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}
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if (IsNeutral)
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{
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builder.AppendLine("单位是无敌的");
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}
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if (IsUnselectable)
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{
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builder.AppendLine("单位是不可选中的");
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}
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if (Skills.Count > 0)
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{
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builder.AppendLine("== 单位技能 ==");
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builder.AppendLine(string.Join(",", Skills.Select(s => s.Name)));
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}
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if (EquipSlot.Any())
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{
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builder.AppendLine("== 已装备槽位 ==");
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List<EquipSlotType> types = [];
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if (EquipSlot.MagicCardPack != null)
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{
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types.Add(EquipSlotType.MagicCardPack);
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}
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if (EquipSlot.Weapon != null)
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{
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types.Add(EquipSlotType.Weapon);
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}
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if (EquipSlot.Armor != null)
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{
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types.Add(EquipSlotType.Armor);
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}
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if (EquipSlot.Shoes != null)
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{
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types.Add(EquipSlotType.Shoes);
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}
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if (EquipSlot.Accessory1 != null)
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{
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types.Add(EquipSlotType.Accessory1);
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}
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if (EquipSlot.Accessory2 != null)
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{
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types.Add(EquipSlotType.Accessory2);
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}
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builder.AppendLine(string.Join(",", types.Select(ItemSet.GetEquipSlotTypeName)));
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}
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if (Effects.Where(e => e.EffectType != EffectType.Item).Any())
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{
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builder.AppendLine("== 状态栏 ==");
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builder.Append(string.Join(",", Effects.Where(e => e.EffectType != EffectType.Item).Select(e => e.Name)));
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}
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}
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/**
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* 意义不明(✖)的代码
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*/
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if (showGrowth == showEXP)
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{
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showGrowth.ToString();
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}
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return builder.ToString();
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}
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/// <summary>
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/// 获取战斗状态的信息
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/// </summary>
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/// <param name="hardnessTimes"></param>
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/// <returns></returns>
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public new string GetInBattleInfo(double hardnessTimes)
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{
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StringBuilder builder = new();
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builder.AppendLine(ToStringWithLevel());
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double exHP = ExHP + ExHP2 + ExHP3;
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builder.AppendLine($"生命值:{HP:0.##} / {MaxHP:0.##}" + (exHP != 0 ? $" [{BaseHP:0.##} {(exHP >= 0 ? "+" : "-")} {Math.Abs(exHP):0.##}]" : ""));
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double exMP = ExMP + ExMP2 + ExMP3;
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builder.AppendLine($"魔法值:{MP:0.##} / {MaxMP:0.##}" + (exMP != 0 ? $" [{BaseMP:0.##} {(exMP >= 0 ? "+" : "-")} {Math.Abs(exMP):0.##}]" : ""));
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double exATK = ExATK + ExATK2 + ExATK3;
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builder.AppendLine($"攻击力:{ATK:0.##}" + (exATK != 0 ? $" [{BaseATK:0.##} {(exATK >= 0 ? "+" : "-")} {Math.Abs(exATK):0.##}]" : ""));
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if (CharacterState != CharacterState.Actionable)
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{
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builder.AppendLine(CharacterSet.GetCharacterState(CharacterState));
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}
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if (IsNeutral)
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{
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builder.AppendLine("单位是中立单位,处于无敌状态");
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}
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if (IsUnselectable)
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{
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builder.AppendLine("单位是不可选中的");
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}
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builder.AppendLine($"硬直时间:{hardnessTimes:0.##}");
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if (Effects.Where(e => e.EffectType != EffectType.Item).Any())
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{
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builder.AppendLine("== 状态栏 ==");
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foreach (Effect effect in Effects.Where(e => e.EffectType != EffectType.Item))
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{
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builder.Append(effect.ToString());
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}
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}
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return builder.ToString();
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}
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/// <summary>
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/// 获取战斗状态的信息(简略版)
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/// </summary>
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/// <param name="hardnessTimes"></param>
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/// <returns></returns>
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public new string GetSimpleInBattleInfo(double hardnessTimes)
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{
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StringBuilder builder = new();
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builder.AppendLine(ToStringWithLevel());
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double exHP = ExHP + ExHP2 + ExHP3;
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builder.AppendLine($"生命值:{HP:0.##} / {MaxHP:0.##}" + (exHP != 0 ? $" [{BaseHP:0.##} {(exHP >= 0 ? "+" : "-")} {Math.Abs(exHP):0.##}]" : ""));
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double exMP = ExMP + ExMP2 + ExMP3;
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builder.AppendLine($"魔法值:{MP:0.##} / {MaxMP:0.##}" + (exMP != 0 ? $" [{BaseMP:0.##} {(exMP >= 0 ? "+" : "-")} {Math.Abs(exMP):0.##}]" : ""));
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double exATK = ExATK + ExATK2 + ExATK3;
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builder.AppendLine($"攻击力:{ATK:0.##}" + (exATK != 0 ? $" [{BaseATK:0.##} {(exATK >= 0 ? "+" : "-")} {Math.Abs(exATK):0.##}]" : ""));
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builder.AppendLine($"硬直时间:{hardnessTimes:0.##}");
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if (Effects.Where(e => e.EffectType != EffectType.Item).Any())
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{
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builder.AppendLine("== 状态栏 ==");
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builder.Append(string.Join(",", Effects.Where(e => e.EffectType != EffectType.Item).Select(e => e.Name)));
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}
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return builder.ToString();
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}
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/// <summary>
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/// 获取单位的技能信息
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/// </summary>
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/// <returns></returns>
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public new string GetSkillInfo(bool showUser = true)
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{
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StringBuilder builder = new();
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builder.AppendLine(showUser ? ToStringWithLevel() : ToStringWithLevelWithOutUser());
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if (CharacterState != CharacterState.Actionable)
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{
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builder.AppendLine(CharacterSet.GetCharacterState(CharacterState));
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}
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if (IsNeutral)
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{
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builder.AppendLine("单位是无敌的");
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}
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if (IsUnselectable)
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{
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builder.AppendLine("单位是不可选中的");
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}
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builder.AppendLine("== 普通攻击 ==");
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builder.Append(NormalAttack.ToString());
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if (Skills.Count > 0)
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{
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builder.AppendLine("== 单位技能 ==");
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foreach (Skill skill in Skills)
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{
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builder.Append(skill.ToString());
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}
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}
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if (Effects.Where(e => e.EffectType != EffectType.Item).Any())
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{
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builder.AppendLine("== 状态栏 ==");
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foreach (Effect effect in Effects.Where(e => e.EffectType != EffectType.Item))
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{
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builder.Append(effect.ToString());
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}
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}
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return builder.ToString();
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}
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/// <summary>
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/// 获取单位的物品信息
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/// </summary>
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/// <returns></returns>
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public new string GetItemInfo(bool showUser = true, bool showGrowth = true, bool showEXP = false)
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{
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StringBuilder builder = new();
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builder.AppendLine(showUser ? ToStringWithLevel() : ToStringWithLevelWithOutUser());
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builder.AppendLine($"等级:{Level} / {General.GameplayEquilibriumConstant.MaxLevel}");
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double exHP = ExHP + ExHP2 + ExHP3;
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builder.AppendLine($"生命值:{HP:0.##} / {MaxHP:0.##}" + (exHP != 0 ? $" [{BaseHP:0.##} {(exHP >= 0 ? "+" : "-")} {Math.Abs(exHP):0.##}]" : ""));
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double exMP = ExMP + ExMP2 + ExMP3;
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builder.AppendLine($"魔法值:{MP:0.##} / {MaxMP:0.##}" + (exMP != 0 ? $" [{BaseMP:0.##} {(exMP >= 0 ? "+" : "-")} {Math.Abs(exMP):0.##}]" : ""));
|
||
double exATK = ExATK + ExATK2 + ExATK3;
|
||
builder.AppendLine($"攻击力:{ATK:0.##}" + (exATK != 0 ? $" [{BaseATK:0.##} {(exATK >= 0 ? "+" : "-")} {Math.Abs(exATK):0.##}]" : ""));
|
||
double exDEF = ExDEF + ExDEF2 + ExDEF3;
|
||
builder.AppendLine($"物理护甲:{DEF:0.##}" + (exDEF != 0 ? $" [{BaseDEF:0.##} {(exMP >= 0 ? "+" : "-")} {Math.Abs(exDEF):0.##}]" : "") + $" ({PDR * 100:0.##}%)");
|
||
double mdf = Calculation.Round4Digits((MDF.None + MDF.Starmark + MDF.PurityNatural + MDF.PurityContemporary +
|
||
MDF.Bright + MDF.Shadow + MDF.Element + MDF.Fleabane + MDF.Particle) / 9) * 100;
|
||
if (Calculation.IsApproximatelyZero(mdf)) mdf = 0;
|
||
builder.AppendLine($"魔法抗性:{mdf:0.##}%(平均)");
|
||
double exSPD = AGI * General.GameplayEquilibriumConstant.AGItoSPDMultiplier + ExSPD;
|
||
builder.AppendLine($"行动速度:{SPD:0.##}" + (exSPD != 0 ? $" [{InitialSPD:0.##} {(exSPD >= 0 ? "+" : "-")} {Math.Abs(exSPD):0.##}]" : "") + $" ({ActionCoefficient * 100:0.##}%)");
|
||
builder.AppendLine($"生命回复:{HR:0.##}" + (ExHR != 0 ? $" [{InitialHR + STR * General.GameplayEquilibriumConstant.STRtoHRFactor:0.##} {(ExHR >= 0 ? "+" : "-")} {Math.Abs(ExHR):0.##}]" : ""));
|
||
builder.AppendLine($"魔法回复:{MR:0.##}" + (ExMR != 0 ? $" [{InitialMR + INT * General.GameplayEquilibriumConstant.INTtoMRFactor:0.##} {(ExMR >= 0 ? "+" : "-")} {Math.Abs(ExMR):0.##}]" : ""));
|
||
builder.AppendLine($"暴击率:{CritRate * 100:0.##}%");
|
||
builder.AppendLine($"暴击伤害:{CritDMG * 100:0.##}%");
|
||
builder.AppendLine($"闪避率:{EvadeRate * 100:0.##}%");
|
||
builder.AppendLine($"冷却缩减:{CDR * 100:0.##}%");
|
||
builder.AppendLine($"加速系数:{AccelerationCoefficient * 100:0.##}%");
|
||
builder.AppendLine($"物理穿透:{PhysicalPenetration * 100:0.##}%");
|
||
builder.AppendLine($"魔法穿透:{MagicalPenetration * 100:0.##}%");
|
||
|
||
if (EquipSlot.Any())
|
||
{
|
||
builder.AppendLine("== 装备栏 ==");
|
||
if (EquipSlot.MagicCardPack != null)
|
||
{
|
||
builder.AppendLine($"[{ItemSet.GetQualityTypeName(EquipSlot.MagicCardPack.QualityType)}]" + ItemSet.GetEquipSlotTypeName(EquipSlotType.MagicCardPack) + ":" + EquipSlot.MagicCardPack.Name);
|
||
builder.AppendLine(EquipSlot.MagicCardPack.Description);
|
||
}
|
||
if (EquipSlot.Weapon != null)
|
||
{
|
||
builder.AppendLine($"[{ItemSet.GetQualityTypeName(EquipSlot.Weapon.QualityType)}]" + ItemSet.GetEquipSlotTypeName(EquipSlotType.Weapon) + ":" + EquipSlot.Weapon.Name);
|
||
builder.AppendLine(EquipSlot.Weapon.Description);
|
||
}
|
||
if (EquipSlot.Armor != null)
|
||
{
|
||
builder.AppendLine($"[{ItemSet.GetQualityTypeName(EquipSlot.Armor.QualityType)}]" + ItemSet.GetEquipSlotTypeName(EquipSlotType.Armor) + ":" + EquipSlot.Armor.Name);
|
||
builder.AppendLine(EquipSlot.Armor.Description);
|
||
}
|
||
if (EquipSlot.Shoes != null)
|
||
{
|
||
builder.AppendLine($"[{ItemSet.GetQualityTypeName(EquipSlot.Shoes.QualityType)}]" + ItemSet.GetEquipSlotTypeName(EquipSlotType.Shoes) + ":" + EquipSlot.Shoes.Name);
|
||
builder.AppendLine(EquipSlot.Shoes.Description);
|
||
}
|
||
if (EquipSlot.Accessory1 != null)
|
||
{
|
||
builder.AppendLine($"[{ItemSet.GetQualityTypeName(EquipSlot.Accessory1.QualityType)}]" + ItemSet.GetEquipSlotTypeName(EquipSlotType.Accessory1) + ":" + EquipSlot.Accessory1.Name);
|
||
builder.AppendLine(EquipSlot.Accessory1.Description);
|
||
}
|
||
if (EquipSlot.Accessory2 != null)
|
||
{
|
||
builder.AppendLine($"[{ItemSet.GetQualityTypeName(EquipSlot.Accessory2.QualityType)}]" + ItemSet.GetEquipSlotTypeName(EquipSlotType.Accessory2) + ":" + EquipSlot.Accessory2.Name);
|
||
builder.AppendLine(EquipSlot.Accessory2.Description);
|
||
}
|
||
}
|
||
|
||
if (Items.Count > 0)
|
||
{
|
||
builder.AppendLine("== 单位背包 ==");
|
||
foreach (Item item in Items)
|
||
{
|
||
builder.Append(item.ToString());
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 意义不明(✖)的代码
|
||
*/
|
||
if (showGrowth == showEXP)
|
||
{
|
||
showGrowth.ToString();
|
||
}
|
||
|
||
return builder.ToString();
|
||
}
|
||
}
|
||
}
|