FunGame-Core/FunGame.Core.xml
2025-05-12 23:51:36 +00:00

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<?xml version="1.0"?>
<doc>
<assembly>
<name>FunGame.Core</name>
</assembly>
<members>
<member name="T:Milimoe.FunGame.Core.Api.Transmittal.DataRequest">
<summary>
需要配合 <see cref="T:Milimoe.FunGame.Core.Library.Constant.DataRequestType"/> 使用<para/>
如果是 <see cref="T:Milimoe.FunGame.Core.Model.Gaming"/> 的数据请求,则配合 <see cref="T:Milimoe.FunGame.Core.Library.Constant.GamingType"/> 使用<para/>
确保已添加对应的枚举
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Transmittal.DataRequest.Result">
<summary>
数据请求结果
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Transmittal.DataRequest.Error">
<summary>
详细错误信息
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Transmittal.DataRequest.IsDisposed">
<summary>
是否已经关闭
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Api.Transmittal.DataRequest._worker">
<summary>
私有的实现类
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Api.Transmittal.DataRequest._gamingWorker">
<summary>
私有的实现类(这是局内请求的)
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Api.Transmittal.DataRequest._isDisposed">
<summary>
指示关闭的变量
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.DataRequest.#ctor(Milimoe.FunGame.Core.Library.Common.Network.Socket,Milimoe.FunGame.Core.Library.Constant.DataRequestType,System.Boolean,Milimoe.FunGame.Core.Library.Constant.SocketRuntimeType)">
<summary>
基于本地已连接的 <see cref="T:Milimoe.FunGame.Core.Library.Common.Network.Socket"/> 创建新的数据请求<para/>
使用 <see cref="T:Milimoe.FunGame.Core.Controller.RunTimeController"/> 中的 <see cref="M:Milimoe.FunGame.Core.Controller.RunTimeController.NewDataRequest(Milimoe.FunGame.Core.Library.Constant.DataRequestType)"/> 创建一个新的请求
插件则使用 <see cref="T:Milimoe.FunGame.Core.Controller.RunTimeController"/> 中的 <see cref="M:Milimoe.FunGame.Core.Controller.RunTimeController.NewDataRequestForAddon(Milimoe.FunGame.Core.Library.Constant.DataRequestType)"/> 创建一个新的请求<para/>
</summary>
<param name="socket"></param>
<param name="type"></param>
<param name="longRunning"></param>
<param name="runtime"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.DataRequest.#ctor(Milimoe.FunGame.Core.Library.Common.Network.HTTPClient,Milimoe.FunGame.Core.Library.Constant.DataRequestType,System.Boolean,Milimoe.FunGame.Core.Library.Constant.SocketRuntimeType)">
<summary>
基于本地已连接的 <see cref="T:Milimoe.FunGame.Core.Library.Common.Network.HTTPClient"/> 创建新的数据请求<para/>
使用 <see cref="T:Milimoe.FunGame.Core.Controller.RunTimeController"/> 中的 <see cref="M:Milimoe.FunGame.Core.Controller.RunTimeController.NewDataRequest(Milimoe.FunGame.Core.Library.Constant.DataRequestType)"/> 创建一个新的请求<para/>
插件则使用 <see cref="T:Milimoe.FunGame.Core.Controller.RunTimeController"/> 中的 <see cref="M:Milimoe.FunGame.Core.Controller.RunTimeController.NewDataRequestForAddon(Milimoe.FunGame.Core.Library.Constant.DataRequestType)"/> 创建一个新的请求<para/>
此数据请求只能调用异步方法 <see cref="M:Milimoe.FunGame.Core.Api.Transmittal.DataRequest.SendRequestAsync"/> 请求数据
</summary>
<param name="client"></param>
<param name="type"></param>
<param name="longRunning"></param>
<param name="runtime"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.DataRequest.#ctor(Milimoe.FunGame.Core.Library.Common.Network.Socket,Milimoe.FunGame.Core.Library.Constant.GamingType,System.Boolean,Milimoe.FunGame.Core.Library.Constant.SocketRuntimeType)">
<summary>
基于本地已连接的 <see cref="T:Milimoe.FunGame.Core.Library.Common.Network.Socket"/> 创建新的局内(<see cref="T:Milimoe.FunGame.Core.Model.Gaming"/>)数据请求<para/>
使用 <see cref="T:Milimoe.FunGame.Core.Controller.RunTimeController"/> 中的 <see cref="M:Milimoe.FunGame.Core.Controller.RunTimeController.NewDataRequestForAddon(Milimoe.FunGame.Core.Library.Constant.GamingType)"/> 创建一个新的请求<para/>
此构造方法是给 <see cref="T:Milimoe.FunGame.Core.Library.Common.Addon.GameModule"/> 提供的
</summary>
<param name="socket"></param>
<param name="type"></param>
<param name="longRunning"></param>
<param name="runtime"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.DataRequest.#ctor(Milimoe.FunGame.Core.Library.Common.Network.HTTPClient,Milimoe.FunGame.Core.Library.Constant.GamingType,System.Boolean,Milimoe.FunGame.Core.Library.Constant.SocketRuntimeType)">
<summary>
基于本地已连接的 <see cref="T:Milimoe.FunGame.Core.Library.Common.Network.HTTPClient"/> 创建新的局内(<see cref="T:Milimoe.FunGame.Core.Model.Gaming"/>)数据请求<para/>
使用 <see cref="T:Milimoe.FunGame.Core.Controller.RunTimeController"/> 中的 <see cref="M:Milimoe.FunGame.Core.Controller.RunTimeController.NewDataRequestForAddon(Milimoe.FunGame.Core.Library.Constant.GamingType)"/> 创建一个新的请求<para/>
此构造方法是给 <see cref="T:Milimoe.FunGame.Core.Library.Common.Addon.GameModule"/> 提供的<para/>
此数据请求只能调用异步方法 <see cref="M:Milimoe.FunGame.Core.Api.Transmittal.DataRequest.SendRequestAsync"/> 请求数据
</summary>
<param name="client"></param>
<param name="type"></param>
<param name="longRunning"></param>
<param name="runtime"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.DataRequest.AddRequestData(System.String,System.Object)">
<summary>
添加数据
</summary>
<param name="key"></param>
<param name="value"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.DataRequest.Dispose">
<summary>
长时间运行的数据请求需要在使用完毕后自行关闭
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.DataRequest.Dispose(System.Boolean)">
<summary>
关闭时
</summary>
<param name="disposing"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.DataRequest.SendRequest">
<summary>
向服务器发送数据请求
<para/>警告:<see cref="T:Milimoe.FunGame.Core.Library.Common.Network.HTTPClient"/> 调用此方法将抛出异常。请调用并等待 <see cref="M:Milimoe.FunGame.Core.Api.Transmittal.DataRequest.SendRequestAsync"/>
</summary>
<returns></returns>
<exception cref="T:Milimoe.FunGame.AsyncSendException"></exception>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.DataRequest.SendRequestAsync">
<summary>
异步向服务器发送数据请求
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.DataRequest.GetResult``1(System.String)">
<summary>
获取指定key对应的反序列化对象
</summary>
<typeparam name="T"></typeparam>
<param name="key"></param>
<returns></returns>
</member>
<member name="T:Milimoe.FunGame.Core.Api.Transmittal.DataRequest.SocketRequest">
<summary>
常规数据请求
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Api.Transmittal.DataRequest.GamingRequest">
<summary>
游戏局内请求
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.DataRequest.GetDictionaryJsonObject``1(System.Collections.Generic.Dictionary{System.String,System.Object},System.String)">
<summary>
反序列化Dictionary中的Json对象
</summary>
<typeparam name="T"></typeparam>
<param name="dict"></param>
<param name="key"></param>
<returns></returns>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Transmittal.MailSender.MailSenderID">
<summary>
邮件服务内部ID
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Transmittal.MailSender.SmtpClientInfo">
<summary>
Smtp客户端信息
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Transmittal.MailSender.LastestResult">
<summary>
上一个邮件发送的结果
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Transmittal.MailSender.ErrorMsg">
<summary>
上一个邮件的发送错误信息(如果发送失败)
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Api.Transmittal.MailSender._SmtpClientInfo">
内部变量
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.MailSender.#ctor(System.String,System.String,System.String,System.String,System.Int32,System.Boolean)">
<summary>
创建邮件服务
</summary>
<param name="senderMailAddress"></param>
<param name="senderName"></param>
<param name="senderPassword"></param>
<param name="host"></param>
<param name="port"></param>
<param name="ssl"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.MailSender.CreateMail(System.String,System.String,System.Net.Mail.MailPriority,System.Boolean,System.String[],System.String[],System.String[])">
<summary>
创建完整邮件对象
</summary>
<param name="subject"></param>
<param name="body"></param>
<param name="priority"></param>
<param name="html"></param>
<param name="toList"></param>
<param name="ccList"></param>
<param name="bccList"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.MailSender.Send(Milimoe.FunGame.Core.Library.Common.Network.MailObject)">
<summary>
发送邮件
</summary>
<param name="mail"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.MailSender.Dispose">
<summary>
关闭邮件服务
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.MailSender.Dispose(System.Boolean)">
<summary>
关闭邮件服务
</summary>
<param name="disposing"></param>
</member>
<member name="T:Milimoe.FunGame.Core.Api.Transmittal.SQLHelper">
<summary>
数据库助手类。这是一个抽象类需要在Server中继承此类实现
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Transmittal.SQLHelper.FunGameType">
<summary>
FunGame 类型
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Transmittal.SQLHelper.Mode">
<summary>
使用的数据库类型
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Transmittal.SQLHelper.Script">
<summary>
SQL 脚本
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Transmittal.SQLHelper.CommandType">
<summary>
命令类型
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Transmittal.SQLHelper.Transaction">
<summary>
数据库事务
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Transmittal.SQLHelper.Result">
<summary>
执行结果
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Transmittal.SQLHelper.ServerInfo">
<summary>
SQL 服务器信息
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Transmittal.SQLHelper.AffectedRows">
<summary>
上一次执行命令影响的行数
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Transmittal.SQLHelper.LastInsertId">
<summary>
上一次执行的命令是 Insert 时,返回的自增 ID大于 0 有效
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Transmittal.SQLHelper.DataSet">
<summary>
上一次执行命令的查询结果集
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Transmittal.SQLHelper.Parameters">
<summary>
SQL 语句参数
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Transmittal.SQLHelper.Success">
<summary>
上一次执行命令是否成功
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Transmittal.SQLHelper.ClearParametersAfterExecute">
<summary>
是否在每次执行命令后清除参数,默认为 true
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.SQLHelper.Execute">
<summary>
执行现有命令(<see cref="P:Milimoe.FunGame.Core.Api.Transmittal.SQLHelper.Script"/>
</summary>
<returns>影响的行数</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.SQLHelper.Execute(System.String)">
<summary>
执行一个指定的命令
</summary>
<param name="script">命令</param>
<returns>影响的行数</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.SQLHelper.ExecuteAsync">
<summary>
异步执行现有命令(<see cref="P:Milimoe.FunGame.Core.Api.Transmittal.SQLHelper.Script"/>
</summary>
<returns>影响的行数</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.SQLHelper.ExecuteAsync(System.String)">
<summary>
异步执行一个指定的命令
</summary>
<param name="script">命令</param>
<returns>影响的行数</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.SQLHelper.ExecuteDataSet">
<summary>
执行现有命令(<see cref="P:Milimoe.FunGame.Core.Api.Transmittal.SQLHelper.Script"/>)查询 DataSet
</summary>
<returns>结果集</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.SQLHelper.ExecuteDataSet(System.String)">
<summary>
执行指定的命令查询 DataSet
</summary>
<param name="script">命令</param>
<returns>结果集</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.SQLHelper.ExecuteDataSetAsync">
<summary>
异步执行现有命令(<see cref="P:Milimoe.FunGame.Core.Api.Transmittal.SQLHelper.Script"/>)查询 DataSet
</summary>
<returns>结果集</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.SQLHelper.ExecuteDataSetAsync(System.String)">
<summary>
异步执行指定的命令查询 DataSet
</summary>
<param name="script">命令</param>
<returns>结果集</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.SQLHelper.ExecuteDataRow">
<summary>
执行现有命令(<see cref="P:Milimoe.FunGame.Core.Api.Transmittal.SQLHelper.Script"/>)查询 DataRow可选实现
</summary>
<returns>结果行</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.SQLHelper.ExecuteDataRow(System.String)">
<summary>
执行指定的命令查询 DataRow可选实现
</summary>
<param name="script">命令</param>
<returns>结果行</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.SQLHelper.ExecuteDataRowAsync">
<summary>
异步执行现有命令(<see cref="P:Milimoe.FunGame.Core.Api.Transmittal.SQLHelper.Script"/>)查询 DataRow可选实现
</summary>
<returns>结果行</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.SQLHelper.ExecuteDataRowAsync(System.String)">
<summary>
异步执行指定的命令查询 DataRow可选实现
</summary>
<param name="script">命令</param>
<returns>结果行</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.SQLHelper.DatabaseExists">
<summary>
查询数据库是否存在
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.SQLHelper.ExecuteSqlFile(System.String)">
<summary>
执行一个 sql 脚本文件
</summary>
<param name="path"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.SQLHelper.ExecuteSqlFileAsync(System.String)">
<summary>
异步执行一个 sql 脚本文件
</summary>
<param name="path"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.SQLHelper.Close">
<summary>
关闭连接
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.SQLHelper.NewTransaction">
<summary>
创建一个SQL事务
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.SQLHelper.Commit">
<summary>
提交事务
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.SQLHelper.Rollback">
<summary>
回滚事务
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Transmittal.SQLHelper.Dispose">
<summary>
释放资源
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Api.Utility.InitOptional">
<summary>
此标记意味着属性允许初始设定,但不是强制的。适用于 <see cref="T:Milimoe.FunGame.Core.Entity.BaseEntity"/>
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Api.Utility.InitRequired">
<summary>
此标记意味着属性需要经过初始设定。适用于 <see cref="T:Milimoe.FunGame.Core.Entity.BaseEntity"/>
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Api.Utility.AddonVersion">
<summary>
此标记意味着字段需要满足 x.x.x 的格式。适用于 <see cref="T:Milimoe.FunGame.Core.Interface.Addons.IAddon"/> 的版本号
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Utility.ConcurrentModelList`1.Count">
<summary>
目前的Model数量
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Utility.ConcurrentModelList`1.MaxModel">
<summary>
最大接受的Model数量
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Utility.ConcurrentModelList`1.Models">
<summary>
可参与高并发的字典,但添加效率较低
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.ConcurrentModelList`1.#ctor(System.Int32)">
<summary>
Init ModelManager
</summary>
<param name="MaxModel">MaxModel</param>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Utility.ConcurrentModelList`1.Item(System.String)">
<summary>
获取Model对象
</summary>
<param name="name">Model的Key</param>
<returns>Model对象</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.ConcurrentModelList`1.Add(System.String,`0)">
<summary>
向Model管理器中添加Model
</summary>
<param name="name">Model的Key</param>
<param name="t">Model对象</param>
<returns>True操作成功</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.ConcurrentModelList`1.Remove(System.String)">
<summary>
从Model管理器中移除Model
</summary>
<param name="name">Model的Key</param>
<returns>True操作成功</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.ConcurrentModelList`1.Remove(System.String,`0@)">
<summary>
将Model移除并取得这个Model
</summary>
<param name="name">Model的Key</param>
<param name="t">Model对象</param>
<returns>被移除的Model</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.ConcurrentModelList`1.RemoveAndGet(System.String)">
<summary>
将Model移除并取得这个Model
</summary>
<param name="name">Model的Key</param>
<returns>被移除的Model</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.ConcurrentModelList`1.ContainsKey(System.String)">
<summary>
判断是否存在指定的Model
</summary>
<param name="name"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.ConcurrentModelList`1.Clear">
<summary>
清空Model管理器
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.ConcurrentModelList`1.GetList">
<summary>
获取Model对象的列表
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.DictionaryExtensions.GetValue``1(System.Collections.Generic.Dictionary{System.String,System.Object},System.String)">
<summary>
<see cref="T:System.Collections.Generic.Dictionary`2"/> 中获取指定键的值,并将其转换为指定的类型。
</summary>
<typeparam name="T">要转换的目标类型</typeparam>
<param name="dict">要从中获取值的字典</param>
<param name="key">要获取值的键</param>
<returns>转换后的值,如果键不存在或转换失败,则返回默认值。</returns>
</member>
<member name="T:Milimoe.FunGame.Core.Api.Utility.EntityModuleConfig`1">
<summary>
简易的实体模组配置文件生成器,适用范围:动态扩展技能和物品、保存玩家的存档<para/>
仅支持继承了 <see cref="T:Milimoe.FunGame.Core.Entity.BaseEntity"/> 的实体类型,每个 <see cref="T:Milimoe.FunGame.Core.Api.Utility.EntityModuleConfig`1"/> 仅保存一种实体类型的数据
<para/>文件会保存为:程序目录/configs/<see cref="P:Milimoe.FunGame.Core.Api.Utility.EntityModuleConfig`1.ModuleName"/>/<see cref="P:Milimoe.FunGame.Core.Api.Utility.EntityModuleConfig`1.FileName"/>.json
</summary>
<remarks>
新建一个配置文件,文件会保存为:程序目录/configs/<paramref name="module_name"/>/<paramref name="file_name"/>.json
</remarks>
<param name="module_name"></param>
<param name="file_name"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.EntityModuleConfig`1.#ctor(System.String,System.String)">
<summary>
简易的实体模组配置文件生成器,适用范围:动态扩展技能和物品、保存玩家的存档<para/>
仅支持继承了 <see cref="T:Milimoe.FunGame.Core.Entity.BaseEntity"/> 的实体类型,每个 <see cref="T:Milimoe.FunGame.Core.Api.Utility.EntityModuleConfig`1"/> 仅保存一种实体类型的数据
<para/>文件会保存为:程序目录/configs/<see cref="P:Milimoe.FunGame.Core.Api.Utility.EntityModuleConfig`1.ModuleName"/>/<see cref="P:Milimoe.FunGame.Core.Api.Utility.EntityModuleConfig`1.FileName"/>.json
</summary>
<remarks>
新建一个配置文件,文件会保存为:程序目录/configs/<paramref name="module_name"/>/<paramref name="file_name"/>.json
</remarks>
<param name="module_name"></param>
<param name="file_name"></param>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Utility.EntityModuleConfig`1.ModuleName">
<summary>
模组的名称
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Utility.EntityModuleConfig`1.FileName">
<summary>
配置文件的名称(后缀将是.json
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Utility.EntityModuleConfig`1.Item(System.String)">
<summary>
使用索引器给指定key赋值不存在key会新增
</summary>
<param name="key"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.EntityModuleConfig`1.Get(System.String)">
<summary>
获取指定key的value
</summary>
<param name="key"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.EntityModuleConfig`1.Add(System.String,`0)">
<summary>
添加一个配置如果已存在key会覆盖
</summary>
<param name="key"></param>
<param name="value"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.EntityModuleConfig`1.LoadConfig">
<summary>
从配置文件中读取配置。
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.EntityModuleConfig`1.SaveConfig">
<summary>
将配置保存到配置文件。调用此方法会覆盖原有的.json请注意备份
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Utility.Factory.OpenFactory">
<summary>
支持动态扩展的工厂实例
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Factory.RegisterFactory``1(Milimoe.FunGame.Core.Api.Utility.Factory.EntityFactoryDelegate{``0})">
<summary>
注册工厂方法
</summary>
<typeparam name="T"></typeparam>
<param name="d"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Factory.GetInstance``1(System.Int64,System.String,System.Collections.Generic.Dictionary{System.String,System.Object})">
<summary>
构造一个实体实例
</summary>
<typeparam name="T"></typeparam>
<param name="id"></param>
<param name="name"></param>
<param name="args"></param>
<returns></returns>
<exception cref="T:Milimoe.FunGame.NotSupportedInstanceClassException"></exception>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Factory.GetGameModuleInstances``1(System.String,System.String)">
<summary>
此方法使用 <see cref="T:Milimoe.FunGame.Core.Api.Utility.EntityModuleConfig`1"/> 取得一个实体字典
</summary>
<typeparam name="T"></typeparam>
<param name="module_name"></param>
<param name="file_name"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Factory.CreateGameModuleEntityConfig``1(System.String,System.String,System.Collections.Generic.Dictionary{System.String,``0})">
<summary>
使用 <see cref="T:Milimoe.FunGame.Core.Api.Utility.EntityModuleConfig`1"/> 构造一个实体字典并保存
</summary>
<typeparam name="T"></typeparam>
<param name="module_name"></param>
<param name="file_name"></param>
<param name="dict"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Factory.RegisterFactory(Milimoe.FunGame.Core.Api.Utility.Factory.SQLHelperFactoryDelegate)">
<summary>
注册工厂方法 [SQLHelper]
</summary>
<param name="d"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Factory.GetSQLHelper">
<summary>
构造一个 SQLHelper 实例
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Factory.RegisterFactory(Milimoe.FunGame.Core.Api.Utility.Factory.MailSenderFactoryDelegate)">
<summary>
注册工厂方法 [MailSender]
</summary>
<param name="d"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Factory.GetMailSender">
<summary>
构造一个 MailSender 实例
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Factory.GetCharacter">
<summary>
获取角色实例
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Factory.GetInventory">
<summary>
获取库存实例
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Factory.GetSkill">
<summary>
获取技能实例
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Factory.GetEffect">
<summary>
获取技能特效实例
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Factory.GetItem">
<summary>
获取物品实例
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Factory.GetRoom(System.Int64,System.String,System.Nullable{System.DateTime},Milimoe.FunGame.Core.Entity.User,Milimoe.FunGame.Core.Library.Constant.RoomType,System.String,System.String,Milimoe.FunGame.Core.Library.Constant.RoomState,System.Boolean,System.String,System.Int32)">
<summary>
获取房间实例
</summary>
<param name="id">房间内部序列号</param>
<param name="roomid">房间号</param>
<param name="createTime">创建时间</param>
<param name="roomMaster">房主</param>
<param name="roomType">房间类型</param>
<param name="gameModule">游戏模组</param>
<param name="gameMap"></param>
<param name="roomState">房间状态</param>
<param name="isRank"></param>
<param name="password">房间密码</param>
<param name="maxUsers">人数上限</param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Factory.GetRoom(System.Data.DataRow,Milimoe.FunGame.Core.Entity.User)">
<summary>
通过DataSet获取房间实例
</summary>
<param name="drRoom"></param>
<param name="user"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Factory.GetRooms(System.Data.DataSet,System.Data.DataSet)">
<summary>
通过DataSet获取房间列表
</summary>
<param name="dsRoom"></param>
<param name="dsUser"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Factory.GetHall">
<summary>
获取大厅(-1号房
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Factory.GetUser">
<summary>
获取用户实例
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Factory.GetUser(System.Int64,System.String,System.Nullable{System.DateTime},System.Nullable{System.DateTime},System.String,System.String,System.Boolean,System.Boolean,System.Boolean,System.Double,System.String)">
<summary>
获取用户实例
</summary>
<param name="Id"></param>
<param name="Username"></param>
<param name="RegTime"></param>
<param name="LastTime"></param>
<param name="Email"></param>
<param name="NickName"></param>
<param name="IsAdmin"></param>
<param name="IsOperator"></param>
<param name="IsEnable"></param>
<param name="GameTime"></param>
<param name="AutoKey"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Factory.GetUser(System.Data.DataSet)">
<summary>
获取用户实例
</summary>
<param name="ds"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Factory.GetUser(System.Data.DataRow)">
<summary>
获取用户实例
</summary>
<param name="dr"></param>
<returns></returns>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Utility.GameModuleLoader.Modules">
<summary>
适用于客户端的模组集
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Utility.GameModuleLoader.ModuleServers">
<summary>
适用于服务器的模组集
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Utility.GameModuleLoader.Maps">
<summary>
游戏地图集
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Utility.GameModuleLoader.Characters">
<summary>
角色表
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Utility.GameModuleLoader.Skills">
<summary>
技能表
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Utility.GameModuleLoader.Items">
<summary>
物品表
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Utility.GameModuleLoader.ModuleFilePaths">
<summary>
已加载的模组DLL名称对应的路径
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.GameModuleLoader.LoadGameModules(Milimoe.FunGame.Core.Library.Constant.FunGameInfo.FunGame,System.Collections.Generic.Dictionary{System.String,System.Object},System.Object[])">
<summary>
传入 <see cref="T:Milimoe.FunGame.Core.Library.Constant.FunGameInfo.FunGame"/> 类型来创建指定端的模组读取器
<para>runtime = <see cref="F:Milimoe.FunGame.Core.Library.Constant.FunGameInfo.FunGame.FunGame_Desktop"/> 时,仅读取 <seealso cref="P:Milimoe.FunGame.Core.Api.Utility.GameModuleLoader.Modules"/></para>
<para>runtime = <see cref="F:Milimoe.FunGame.Core.Library.Constant.FunGameInfo.FunGame.FunGame_Server"/> 时,仅读取 <seealso cref="P:Milimoe.FunGame.Core.Api.Utility.GameModuleLoader.ModuleServers"/></para>
<seealso cref="P:Milimoe.FunGame.Core.Api.Utility.GameModuleLoader.Maps"/> 都会读取
</summary>
<param name="runtime">传入 <see cref="T:Milimoe.FunGame.Core.Library.Constant.FunGameInfo.FunGame"/> 类型来创建指定端的模组读取器</param>
<param name="delegates">用于构建 <see cref="T:Milimoe.FunGame.Core.Controller.AddonController`1"/></param>
<param name="otherobjs">其他需要传入给插件初始化的对象</param>
<returns></returns>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Utility.GameModuleLoader.Item(System.String)">
<summary>
获取对应名称的模组实例
<para>如果需要取得服务器模组的实例,请调用 <see cref="M:Milimoe.FunGame.Core.Api.Utility.GameModuleLoader.GetServerMode(System.String)"/></para>
</summary>
<param name="name"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.GameModuleLoader.GetServerMode(System.String)">
<summary>
获取对应名称的服务器模组实例
</summary>
<param name="name"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.GameModuleLoader.GetGameMap(System.String)">
<summary>
获取对应名称的游戏地图
</summary>
<param name="name"></param>
<returns></returns>
</member>
<member name="T:Milimoe.FunGame.Core.Api.Utility.NetworkUtility">
<summary>
网络服务工具箱
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.NetworkUtility.IsIP(System.String)">
<summary>
判断字符串是否是IP地址
</summary>
<param name="str"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.NetworkUtility.IsEmail(System.String)">
<summary>
判断字符串是否为邮箱地址
</summary>
<param name="str"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.NetworkUtility.IsUserName(System.String)">
<summary>
判断字符串是否是正常的用户名(只有中英文和数字)
</summary>
<param name="str"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.NetworkUtility.IsChineseName(System.String)">
<summary>
判断字符串是否是全中文的字符
</summary>
<param name="str"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.NetworkUtility.GetUserNameLength(System.String)">
<summary>
获取用户名长度
</summary>
<param name="str"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.NetworkUtility.IsServerAddress(System.String,System.String@,System.Int32@)">
<summary>
判断字符串是否是一个FunGame可接受的服务器地址<para/>
此方法可以解析域名
</summary>
<param name="str"></param>
<param name="addr"></param>
<param name="port"></param>
<returns>返回地址验证结果,同时输出服务器地址和端口号</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.NetworkUtility.IsServerAddress(System.String,System.Int32)">
<summary>
判断参数是否是一个FunGame可接受的服务器地址
</summary>
<param name="ip"></param>
<param name="port"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.NetworkUtility.GetServerPing(System.String)">
<summary>
获取服务器的延迟
</summary>
<param name="addr">服务器IP地址</param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.NetworkUtility.GetIPAddress(System.String,System.Net.Sockets.AddressFamily)">
<summary>
解析域名为IP地址
</summary>
<param name="domain"></param>
<param name="family"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.NetworkUtility.JsonSerialize``1(``0)">
<summary>
返回目标对象的Json字符串
</summary>
<typeparam name="T"></typeparam>
<param name="obj"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.NetworkUtility.JsonSerialize``1(``0,System.Text.Json.JsonSerializerOptions)">
<summary>
返回目标对象的Json字符串 可指定反序列化选项
</summary>
<typeparam name="T"></typeparam>
<param name="obj"></param>
<param name="options"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.NetworkUtility.JsonDeserialize``1(System.String)">
<summary>
反序列化Json对象
</summary>
<typeparam name="T"></typeparam>
<param name="json"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.NetworkUtility.JsonDeserialize``1(System.Text.Json.Utf8JsonReader@,System.Text.Json.JsonSerializerOptions)">
<summary>
反序列化Json对象 使用 <paramref name="reader"/> 可指定反序列化选项
</summary>
<typeparam name="T"></typeparam>
<param name="reader"></param>
<param name="options"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.NetworkUtility.JsonDeserialize``1(System.String,System.Text.Json.JsonSerializerOptions)">
<summary>
反序列化Json对象 可指定反序列化选项
</summary>
<typeparam name="T"></typeparam>
<param name="json"></param>
<param name="options"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.NetworkUtility.JsonDeserializeFromHashtable``1(System.Collections.Hashtable,System.String)">
<summary>
反序列化Hashtable中的Json对象
</summary>
<typeparam name="T"></typeparam>
<param name="hashtable"></param>
<param name="key"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.NetworkUtility.JsonDeserializeFromDictionary``1(System.Collections.Generic.Dictionary{System.String,System.Object},System.String)">
<summary>
反序列化Dictionary中的Json对象
</summary>
<typeparam name="T"></typeparam>
<param name="dict"></param>
<param name="key"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.NetworkUtility.JsonDeserializeFromIEnumerable``1(System.Collections.Generic.IEnumerable{System.Object},System.Int32)">
<summary>
反序列化IEnumerable中的Json对象
</summary>
<typeparam name="T"></typeparam>
<param name="e"></param>
<param name="index"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.NetworkUtility.JsonDeserializeFromIEnumerable``1(System.Collections.Generic.IEnumerable{System.Object},System.Int32,System.Text.Json.JsonSerializerOptions)">
<summary>
反序列化IEnumerable中的Json对象 可指定反序列化选项
</summary>
<typeparam name="T"></typeparam>
<param name="e"></param>
<param name="index"></param>
<param name="options"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.NetworkUtility.JsonDeserializeFromHashtable``1(System.Collections.Hashtable,System.String,System.Text.Json.JsonSerializerOptions)">
<summary>
反序列化Hashtable中的Json对象 可指定反序列化选项
</summary>
<typeparam name="T"></typeparam>
<param name="hashtable"></param>
<param name="key"></param>
<param name="options"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.NetworkUtility.HttpGet``1(System.String)">
<summary>
发送 GET 请求
</summary>
<param name="url"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.NetworkUtility.HttpPost``1(System.String,System.String)">
<summary>
发送 POST 请求
</summary>
<typeparam name="T"></typeparam>
<param name="url"></param>
<param name="json"></param>
<returns></returns>
</member>
<member name="T:Milimoe.FunGame.Core.Api.Utility.DateTimeUtility">
<summary>
时间服务工具箱
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.DateTimeUtility.GetDateTime(Milimoe.FunGame.Core.Library.Constant.TimeType)">
<summary>
获取系统时间
</summary>
<param name="type">格式化类型</param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.DateTimeUtility.GetDateTime(System.String)">
<summary>
通过字符串转换为DateTime对象
</summary>
<param name="format">时间字符串</param>
<returns>转换失败返回当前时间</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.DateTimeUtility.GetDateTimeToString(Milimoe.FunGame.Core.Library.Constant.TimeType)">
<summary>
获取系统时间并转为字符串
</summary>
<param name="type">格式化类型</param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.DateTimeUtility.GetDateTimeToString(System.String)">
<summary>
获取系统时间并转为字符串
</summary>
<param name="format">格式化字符串</param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.DateTimeUtility.GetNowShortTime">
<summary>
获取系统短时间
</summary>
<returns>时:分:秒</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.DateTimeUtility.GetNowTime">
<summary>
获取系统日期
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.DateTimeUtility.GetBuiltTime(System.String)">
<summary>
获取 DLL 编译时间
</summary>
<param name="dll"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.DateTimeUtility.GetTradableTime(System.Nullable{System.DateTime})">
<summary>
获取下一次可交易的时间
</summary>
<returns></returns>
</member>
<member name="T:Milimoe.FunGame.Core.Api.Utility.Encryption">
<summary>
加密服务工具箱
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Encryption.HmacSha512(System.String,System.String)">
<summary>
使用 HMAC-SHA512 算法对文本进行加密
</summary>
<param name="text">需要加密的文本</param>
<param name="key">用于加密的秘钥</param>
<returns>加密后的 HMAC-SHA512 哈希值</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Encryption.HmacSha256(System.String,System.String)">
<summary>
使用 HMAC-SHA256 算法对文本进行加密
</summary>
<param name="text">需要加密的文本</param>
<param name="key">用于加密的秘钥</param>
<returns>加密后的 HMAC-SHA256 哈希值</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Encryption.Sha256(System.String)">
<summary>
使用 SHA256 算法对文本进行加密
</summary>
<param name="text">需要加密的文本</param>
<returns>加密后的 SHA256 哈希值</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Encryption.FileSha256(System.String)">
<summary>
计算文件的 SHA-256 哈希值
</summary>
<param name="file_path">要计算哈希值的文件路径</param>
<returns>文件的 SHA-256 哈希值</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Encryption.RSAEncrypt(System.String,System.String)">
<summary>
使用 RSA 算法加密
</summary>
<param name="plain_text">明文</param>
<param name="plublic_key">公钥</param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Encryption.RSADecrypt(System.String,System.String)">
<summary>
使用 RSA 算法解密
</summary>
<param name="secret_text">密文</param>
<param name="private_key">私钥</param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Encryption.MD5(System.String)">
<summary>
使用 MD5 算法加密
</summary>
<param name="text"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Encryption.GenerateRandomString(System.Int32)">
<summary>
生成随机字符串
</summary>
<param name="length"></param>
<returns></returns>
</member>
<member name="T:Milimoe.FunGame.Core.Api.Utility.Verification">
<summary>
验证码服务工具箱
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Verification.CreateVerifyCode(Milimoe.FunGame.Core.Library.Constant.VerifyCodeType,System.Int32)">
<summary>
生成验证码
</summary>
<param name="type">类型</param>
<param name="length">长度</param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Verification.NumberVerifyCode(System.Int32)">
<summary>
数字验证码
</summary>
<param name="length"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Verification.LetterVerifyCode(System.Int32)">
<summary>
字母验证码
</summary>
<param name="length"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Verification.MixVerifyCode(System.Int32)">
<summary>
混合验证码
</summary>
<param name="length"></param>
<returns></returns>
</member>
<member name="E:Milimoe.FunGame.Core.Api.Utility.WebAPIAuthenticator.WebAPICustomBearerTokenAuthenticator">
<summary>
Web API 自定义 Token 验证器
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.WebAPIAuthenticator.AddCustomBearerTokenHandler(System.Func{System.String,System.String})">
<summary>
添加自定义 Token 验证器
</summary>
<param name="handler"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.WebAPIAuthenticator.ValidateToken(System.String)">
<summary>
对自定义 Token 进行验证
</summary>
<param name="token"></param>
<returns></returns>
</member>
<member name="T:Milimoe.FunGame.Core.Api.Utility.TaskUtility">
<summary>
多线程服务工具箱
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.TaskUtility.NewTask(System.Action)">
<summary>
开启一个异步任务。调用返回对象的 OnCompleted() 方法可以执行后续操作
</summary>
<param name="action"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.TaskUtility.NewTask(System.Func{System.Threading.Tasks.Task})">
<summary>
开启一个异步任务。调用返回对象的 OnCompleted() 方法可以执行后续操作
</summary>
<param name="task"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.TaskUtility.RunTimer(System.Action,System.Int32)">
<summary>
开启一个计时器任务
</summary>
<param name="action"></param>
<param name="milliseconds"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.TaskUtility.AddSchedulerTask(System.String,System.DateTime,System.Action)">
<summary>
添加任务计划,使用 <paramref name="time"/> 的时分秒。如果用 <see cref="T:System.TimeSpan"/>,请直接在 <see cref="P:Milimoe.FunGame.Core.Api.Utility.TaskScheduler.Shared"/> 中添加
</summary>
<param name="name"></param>
<param name="time"></param>
<param name="action"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.TaskUtility.AddRecurringTask(System.String,System.Int32,System.Action,System.Int32,System.Int32,System.Boolean)">
<summary>
添加循环任务。如果用 <see cref="T:System.TimeSpan"/>,请直接在 <see cref="P:Milimoe.FunGame.Core.Api.Utility.TaskScheduler.Shared"/> 中添加
</summary>
<param name="name"></param>
<param name="seconds"></param>
<param name="action"></param>
<param name="hours"></param>
<param name="minutes"></param>
<param name="startNow"></param>
</member>
<member name="T:Milimoe.FunGame.Core.Api.Utility.Calculation">
<summary>
计算服务工具箱
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Calculation.Round(System.Double,System.Int32)">
<summary>
四舍五入计算
</summary>
<param name="value"></param>
<param name="digits"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Calculation.Round2Digits(System.Double)">
<summary>
四舍五入保留2位小数
</summary>
<param name="value"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Calculation.Round4Digits(System.Double)">
<summary>
四舍五入保留4位小数
</summary>
<param name="value"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Calculation.PercentageCheck(System.Double)">
<summary>
此方法检查一个 百分比(%) 数值是否存在于 [0,1] 区间
</summary>
<param name="value"></param>
<returns>如果低于0则返回0超过1则返回1。</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Calculation.IsApproximatelyZero(System.Double,System.Double)">
<summary>
检查 <paramref name="value"/> 是否约等于 0
</summary>
<param name="value"></param>
<param name="epsilon"></param>
<returns></returns>
</member>
<member name="T:Milimoe.FunGame.Core.Api.Utility.Implement">
<summary>
See: <see cref="T:Milimoe.FunGame.Core.Library.Constant.InterfaceMethod"/>, <see cref="T:Milimoe.FunGame.Core.Library.Constant.InterfaceType"/>, <see cref="T:Milimoe.FunGame.Core.Library.Constant.InterfaceSet"/>
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Implement.GetFunGameImplementType(System.Reflection.Assembly,Milimoe.FunGame.Core.Library.Constant.InterfaceType)">
<summary>
获取FunGame.Implement.dll中接口的实现方法
</summary>
<param name="Assembly">程序集</param>
<param name="Interface">接口代号</param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Implement.GetImplementClassName(Milimoe.FunGame.Core.Library.Constant.InterfaceType)">
<summary>
获取接口实现类类名
</summary>
<param name="Interface">接口类型</param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Implement.GetImplementMethodName(Milimoe.FunGame.Core.Library.Constant.InterfaceMethod)">
<summary>
获取接口方法名(支持属性)
</summary>
<param name="Method">方法</param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Implement.GetFunGameImplValue(Milimoe.FunGame.Core.Library.Constant.InterfaceType,Milimoe.FunGame.Core.Library.Constant.InterfaceMethod,System.Boolean)">
<summary>
公开方法获取FunGame.Implement.DLL中指定方法属性的返回值
</summary>
<param name="Interface">接口代号</param>
<param name="Method">方法代号(支持属性)</param>
<param name="IsMethod">是否是方法如是属性请传入false</param>
<returns></returns>
</member>
<member name="T:Milimoe.FunGame.Core.Api.Utility.JsonTool">
<summary>
Json工具类<para/>
此工具类拥有单独的序列化选项,支持添加自定义转换器 <see cref="T:Milimoe.FunGame.Core.Library.Common.Architecture.BaseEntityConverter`1"/><para/>
<see cref="T:Milimoe.FunGame.Core.Library.Common.Architecture.BaseEntityConverter`1"/> 继承自 <see cref="T:System.Text.Json.Serialization.JsonConverter"/>
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Utility.JsonTool.JsonSerializerOptions">
<summary>
默认的序列化选项
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Utility.JsonTool.Options">
<summary>
序列化选项
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.JsonTool.#ctor">
<summary>
创建一个Json工具类<para/>
此工具类拥有单独的序列化选项,支持添加自定义转换器 <see cref="T:Milimoe.FunGame.Core.Library.Common.Architecture.BaseEntityConverter`1"/><para/>
<see cref="T:Milimoe.FunGame.Core.Library.Common.Architecture.BaseEntityConverter`1"/> 继承自 <see cref="T:System.Text.Json.Serialization.JsonConverter"/>
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.JsonTool.AddConverter(System.Text.Json.Serialization.JsonConverter)">
<summary>
注册一个自定义转换器,支持 <see cref="T:Milimoe.FunGame.Core.Library.Common.Architecture.BaseEntityConverter`1"/>
</summary>
<param name="converter"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.JsonTool.AddConverters(System.Collections.Generic.IEnumerable{System.Text.Json.Serialization.JsonConverter})">
<summary>
注册多个自定义转换器,支持 <see cref="T:Milimoe.FunGame.Core.Library.Common.Architecture.BaseEntityConverter`1"/>
</summary>
<param name="converters"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.JsonTool.GetString``1(``0)">
<summary>
获取Json字符串
</summary>
<typeparam name="T"></typeparam>
<param name="obj"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.JsonTool.GetObject``1(System.String)">
<summary>
反序列化Json对象
</summary>
<typeparam name="T"></typeparam>
<param name="json"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.JsonTool.GetObject(System.String)">
<summary>
反序列化Json对象此方法可能无法返回正确的类型请注意辨别
</summary>
<param name="json"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.JsonTool.GetObject``1(System.Collections.Hashtable,System.String)">
<summary>
反序列化Hashtable中Key对应的Json对象
</summary>
<typeparam name="T"></typeparam>
<param name="table"></param>
<param name="key"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.JsonTool.GetObject``1(System.Collections.Generic.Dictionary{System.String,System.Object},System.String)">
<summary>
反序列化Dictionary中Key对应的Json对象
</summary>
<typeparam name="T"></typeparam>
<param name="dict"></param>
<param name="key"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.JsonTool.JsonDeserializeFromIEnumerable``1(System.Collections.Generic.IEnumerable{System.Object},System.Int32)">
<summary>
反序列化IEnumerable中的Json对象 可指定反序列化选项
</summary>
<typeparam name="T"></typeparam>
<param name="e"></param>
<param name="index"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.JsonTool.GetObjects``1(System.String)">
<summary>
反序列化多个Json对象
注意必须是相同的Json对象才可以使用此方法解析
</summary>
<typeparam name="T"></typeparam>
<param name="json"></param>
<returns></returns>
</member>
<member name="T:Milimoe.FunGame.Core.Api.Utility.NovelConfig">
<summary>
视觉小说文本配置器<para/>
<para/>文件会保存为:程序目录/<see cref="P:Milimoe.FunGame.Core.Api.Utility.NovelConfig.RootPath"/>(通常是 novels)/<see cref="P:Milimoe.FunGame.Core.Api.Utility.NovelConfig.NovelName"/>/<see cref="P:Milimoe.FunGame.Core.Api.Utility.NovelConfig.FileName"/>.json
</summary>
<remarks>
新建一个配置文件,文件会保存为:程序目录/<see cref="P:Milimoe.FunGame.Core.Api.Utility.NovelConfig.RootPath"/>(通常是 novels)/<paramref name="novel_name"/>/<paramref name="file_name"/>.json
</remarks>
<param name="novel_name"></param>
<param name="file_name"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.NovelConfig.#ctor(System.String,System.String)">
<summary>
视觉小说文本配置器<para/>
<para/>文件会保存为:程序目录/<see cref="P:Milimoe.FunGame.Core.Api.Utility.NovelConfig.RootPath"/>(通常是 novels)/<see cref="P:Milimoe.FunGame.Core.Api.Utility.NovelConfig.NovelName"/>/<see cref="P:Milimoe.FunGame.Core.Api.Utility.NovelConfig.FileName"/>.json
</summary>
<remarks>
新建一个配置文件,文件会保存为:程序目录/<see cref="P:Milimoe.FunGame.Core.Api.Utility.NovelConfig.RootPath"/>(通常是 novels)/<paramref name="novel_name"/>/<paramref name="file_name"/>.json
</remarks>
<param name="novel_name"></param>
<param name="file_name"></param>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Utility.NovelConfig.RootPath">
<summary>
配置文件存放的根目录
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Utility.NovelConfig.Readonly">
<summary>
是否允许 <see cref="M:Milimoe.FunGame.Core.Api.Utility.NovelConfig.SaveConfig"/>
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Utility.NovelConfig.NovelName">
<summary>
模组的名称
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Utility.NovelConfig.FileName">
<summary>
配置文件的名称(后缀将是.json
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Utility.NovelConfig.Predicates">
<summary>
断言方法字典<para/>
<see cref="T:Milimoe.FunGame.Core.Model.NovelNode"/><see cref="T:Milimoe.FunGame.Core.Model.NovelOption"/> 都有显示的条件,反序列化 json 文件时,会根据其名称来分配具体的断言方法
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Utility.NovelConfig.Item(System.String)">
<summary>
使用索引器给指定key赋值不存在key会新增
</summary>
<param name="key"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.NovelConfig.Get(System.String)">
<summary>
获取指定key的value
</summary>
<param name="key"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.NovelConfig.Add(System.String,Milimoe.FunGame.Core.Model.NovelNode)">
<summary>
添加一个配置如果已存在key会覆盖
</summary>
<param name="key"></param>
<param name="value"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.NovelConfig.LoadFrom(System.String,System.String,System.Boolean,System.Boolean,System.Collections.Generic.Dictionary{System.String,System.Func{System.Boolean}})">
<summary>
从指定路径加载配置文件,并根据其文件名,转换为本框架所需的文件<para/>
<paramref name="copyToRootPath"/> 为 false 时将不会复制此文件至配置文件目录并且不允许 <see cref="M:Milimoe.FunGame.Core.Api.Utility.NovelConfig.SaveConfig"/><para/>
需要注意:<paramref name="checkConflict"/> 用于检查加载的文件名是否在配置文件目录中已经存在<para/>
如果不使用此检查,使用 <see cref="M:Milimoe.FunGame.Core.Api.Utility.NovelConfig.SaveConfig"/> 时可能会覆盖原有文件(程序目录/<see cref="P:Milimoe.FunGame.Core.Api.Utility.NovelConfig.RootPath"/>(通常是 novels)/<paramref name="novelName"/>/[所选的文件名].json
</summary>
<param name="path"></param>
<param name="novelName"></param>
<param name="copyToRootPath"></param>
<param name="checkConflict"></param>
<param name="predicates"></param>
<returns></returns>
<exception cref="T:System.IO.FileNotFoundException" />
<exception cref="T:System.InvalidOperationException" />
<exception cref="T:System.IO.InvalidDataException" />
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.NovelConfig.LoadConfig(System.Collections.Generic.Dictionary{System.String,System.Func{System.Boolean}})">
<summary>
从配置文件中读取配置。
</summary>
<param name="predicates">传入定义好的条件字典</param>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.NovelConfig.LoadConfig(System.Collections.Generic.Dictionary{System.String,Milimoe.FunGame.Core.Model.NovelNode},System.Collections.Generic.Dictionary{System.String,System.Func{System.Boolean}})">
<summary>
根据断言方法字典重新生成小说的字典
</summary>
<param name="dict"></param>
<param name="predicates"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.NovelConfig.SaveConfig">
<summary>
将配置保存到配置文件。调用此方法会覆盖原有的.json请注意备份
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.NovelConfig.ExistsDirectory(System.String)">
<summary>
检查配置文件目录是否存在
</summary>
<param name="novelName"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.NovelConfig.ExistsDirectoryAndCreate(System.String)">
<summary>
检查配置文件目录是否存在,不存在则创建
</summary>
<param name="novelName"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.NovelConfig.ExistsFile(System.String,System.String)">
<summary>
检查配置文件目录中是否存在指定文件
</summary>
<param name="novelName"></param>
<param name="fileName"></param>
<returns></returns>
</member>
<member name="T:Milimoe.FunGame.Core.Api.Utility.PluginConfig">
<summary>
简易的插件配置文件生成器<para/>
仅支持部分基本类型(<see cref="T:System.Int64"/>, <see cref="T:System.Double"/>, <see cref="T:System.Decimal"/>, <see cref="T:System.String"/>, <see cref="T:System.Boolean"/>)及其数组(<see cref="T:System.Collections.Generic.List`1">List&lt;long&gt;, List&lt;double&gt;, List&lt;decimal&gt;, List&lt;string&gt;, List&lt;bool&gt;</see><see cref="T:System.Array">long[], double[], decimal[], string[], bool[]</see>
<para/>文件会保存为:程序目录/<see cref="P:Milimoe.FunGame.Core.Api.Utility.PluginConfig.RootPath"/>(通常是 configs)/<see cref="P:Milimoe.FunGame.Core.Api.Utility.PluginConfig.PluginName"/>/<see cref="P:Milimoe.FunGame.Core.Api.Utility.PluginConfig.FileName"/>.json
</summary>
<remarks>
新建一个配置文件,文件会保存为:程序目录/<see cref="P:Milimoe.FunGame.Core.Api.Utility.PluginConfig.RootPath"/>(通常是 configs)/<paramref name="plugin_name"/>/<paramref name="file_name"/>.json
</remarks>
<param name="plugin_name"></param>
<param name="file_name"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.PluginConfig.#ctor(System.String,System.String)">
<summary>
简易的插件配置文件生成器<para/>
仅支持部分基本类型(<see cref="T:System.Int64"/>, <see cref="T:System.Double"/>, <see cref="T:System.Decimal"/>, <see cref="T:System.String"/>, <see cref="T:System.Boolean"/>)及其数组(<see cref="T:System.Collections.Generic.List`1">List&lt;long&gt;, List&lt;double&gt;, List&lt;decimal&gt;, List&lt;string&gt;, List&lt;bool&gt;</see><see cref="T:System.Array">long[], double[], decimal[], string[], bool[]</see>
<para/>文件会保存为:程序目录/<see cref="P:Milimoe.FunGame.Core.Api.Utility.PluginConfig.RootPath"/>(通常是 configs)/<see cref="P:Milimoe.FunGame.Core.Api.Utility.PluginConfig.PluginName"/>/<see cref="P:Milimoe.FunGame.Core.Api.Utility.PluginConfig.FileName"/>.json
</summary>
<remarks>
新建一个配置文件,文件会保存为:程序目录/<see cref="P:Milimoe.FunGame.Core.Api.Utility.PluginConfig.RootPath"/>(通常是 configs)/<paramref name="plugin_name"/>/<paramref name="file_name"/>.json
</remarks>
<param name="plugin_name"></param>
<param name="file_name"></param>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Utility.PluginConfig.RootPath">
<summary>
配置文件存放的根目录
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Utility.PluginConfig.PluginName">
<summary>
插件的名称
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Utility.PluginConfig.FileName">
<summary>
配置文件的名称(后缀将是.json
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Utility.PluginConfig.Item(System.String)">
<summary>
使用索引器给指定key赋值不存在key会新增
</summary>
<param name="key"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.PluginConfig.Parse``1(System.String)">
<summary>
如果保存了对象,请使用此方法转换
</summary>
<typeparam name="T"></typeparam>
<param name="key"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.PluginConfig.GetValue(System.String)">
<summary>
获取指定key的value
</summary>
<param name="key"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.PluginConfig.Get``1(System.String)">
<summary>
使用泛型获取指定key的value
</summary>
<typeparam name="T"></typeparam>
<param name="key"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.PluginConfig.Add(System.String,System.Object)">
<summary>
添加一个配置如果已存在key会覆盖
</summary>
<param name="key"></param>
<param name="value"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.PluginConfig.LoadConfig">
<summary>
从配置文件中读取配置。
注意:所有保存时为数组的对象都会变成<see cref="T:System.Collections.Generic.List`1"/>对象,并且不支持<see cref="T:System.Object"/>类型
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.PluginConfig.SaveConfig">
<summary>
将配置保存到配置文件。调用此方法会覆盖原有的.json请注意备份
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.PluginConfig.AddValue(System.String,System.Text.Json.JsonElement)">
<summary>
Json反序列化的方法
</summary>
<param name="key"></param>
<param name="obj"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.PluginConfig.AddValues(System.String,System.Text.Json.JsonElement.ArrayEnumerator)">
<summary>
Json数组反序列化的方法。不支持<see cref="T:System.Object"/>数组。
</summary>
<param name="key"></param>
<param name="obj"></param>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Utility.PluginLoader.Plugins">
<summary>
已读取的插件列表
<para>key 是 <see cref="P:Milimoe.FunGame.Core.Library.Common.Addon.Plugin.Name"/></para>
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Utility.PluginLoader.PluginFilePaths">
<summary>
已加载的插件DLL名称对应的路径
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.PluginLoader.LoadPlugins(System.Collections.Generic.Dictionary{System.String,System.Object},System.Object[])">
<summary>
构建一个插件读取器并读取插件
</summary>
<param name="delegates">用于构建 <see cref="T:Milimoe.FunGame.Core.Controller.AddonController`1"/></param>
<param name="otherobjs">其他需要传入给插件初始化的对象</param>
<returns></returns>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Utility.ServerPluginLoader.Plugins">
<summary>
已读取的插件列表
<para>key 是 <see cref="P:Milimoe.FunGame.Core.Library.Common.Addon.ServerPlugin.Name"/></para>
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Utility.ServerPluginLoader.PluginFilePaths">
<summary>
已加载的插件DLL名称对应的路径
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.ServerPluginLoader.LoadPlugins(System.Collections.Generic.Dictionary{System.String,System.Object},System.Object[])">
<summary>
构建一个插件读取器并读取插件
</summary>
<param name="delegates">用于构建 <see cref="T:Milimoe.FunGame.Core.Controller.BaseAddonController`1"/></param>
<param name="otherobjs">其他需要传入给插件初始化的对象</param>
<returns></returns>
</member>
<member name="T:Milimoe.FunGame.Core.Api.Utility.Singleton">
<summary>
单例表表中的对象以类名作为Key保存并以Key获取该对象Key具有唯一约束
用于储存单例对象使用
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Singleton.IsExist(System.Object)">
<summary>
查询目标的类是否已经有实例
</summary>
<param name="single">单例对象</param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Singleton.AddOrUpdate(System.Object,System.Boolean)">
<summary>
将目标和目标的类添加至单例表,如果存在,将更新此类单例
</summary>
<param name="single">单例对象</param>
<param name="baseClass">存入基类</param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Singleton.Remove(System.Object)">
<summary>
将目标和目标的类从单例表中移除
</summary>
<param name="single">单例对象</param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Singleton.Get``1">
<summary>
获取单例对象
</summary>
<typeparam name="T">目标类</typeparam>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.Singleton.Get(System.Type)">
<summary>
获取单例对象
</summary>
<param name="type">目标类</param>
<returns></returns>
</member>
<member name="T:Milimoe.FunGame.Core.Api.Utility.StringExtension">
<summary>
为字符串string添加扩展方法
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.StringExtension.Encrypt(System.String,System.String)">
<summary>
使用 HMAC-SHA512 算法对文本进行加密<para/>
</summary>
<param name="text">需要加密的文本</param>
<param name="key">用于加密的秘钥</param>
<returns>加密后的 HMAC-SHA512 哈希值</returns>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Utility.TaskScheduler.Shared">
<summary>
任务计划管理器实例,可以直接使用
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.TaskScheduler.#ctor">
<summary>
创建一个轻量级的任务计划管理器
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.TaskScheduler.AddTask(System.String,System.TimeSpan,System.Action)">
<summary>
添加一个任务计划
</summary>
<param name="name"></param>
<param name="timeOfDay"></param>
<param name="action"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.TaskScheduler.AddRecurringTask(System.String,System.TimeSpan,System.Action,System.Boolean)">
<summary>
添加一个循环任务
</summary>
<param name="name"></param>
<param name="interval"></param>
<param name="action"></param>
<param name="startNow"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.TaskScheduler.RemoveTask(System.String)">
<summary>
移除任务计划
</summary>
<param name="name"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.TaskScheduler.GetLastTime(System.String,System.Boolean)">
<summary>
获取任务计划上一次执行时间
</summary>
<param name="name"></param>
<param name="recurring"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.TaskScheduler.GetNextTime(System.String,System.Boolean)">
<summary>
获取任务计划下一次执行时间
</summary>
<param name="name"></param>
<param name="recurring"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.TaskScheduler.CheckAndRunTasks">
<summary>
执行任务
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Api.Utility.INIHelper.DefaultFileName">
<summary>
默认的配置文件名称
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.INIHelper.WriteINI(System.String,System.String,System.String,System.String)">
<summary>
写入ini文件
</summary>
<param name="Section">Section</param>
<param name="Key"></param>
<param name="Value"></param>
<param name="FileName">文件名缺省为FunGame.ini</param>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.INIHelper.ReadINI(System.String,System.String,System.String)">
<summary>
读取ini文件
</summary>
<param name="Section">Section</param>
<param name="Key"></param>
<param name="FileName">文件名缺省为FunGame.ini</param>
<returns>读取到的值</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.INIHelper.ExistINIFile(System.String)">
<summary>
查询ini文件是否存在
</summary>
<param name="FileName">文件名缺省为FunGame.ini</param>
<returns>是否存在</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.INIHelper.Init(Milimoe.FunGame.Core.Library.Constant.FunGameInfo.FunGame)">
<summary>
初始化ini模板文件
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.TXTHelper.ReadTXT(System.String,System.String)">
<summary>
读取TXT文件内容
</summary>
<param name="filename">文件名(需要包含扩展名)</param>
<param name="path">相对路径</param>
<returns>内容</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.TXTHelper.WriteTXT(System.String,System.String,System.String,System.Boolean)">
<summary>
写入TXT文件内容如不存在文件会创建<para/>
<paramref name="overwrite" /> 选项用于覆盖或追加文本
</summary>
<param name="content"></param>
<param name="filename">文件名(需要包含扩展名)</param>
<param name="path">相对路径</param>
<param name="overwrite">是否覆盖</param>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.TXTHelper.OverwriteTXT(System.String,System.String,System.String)">
<summary>
写入并覆盖TXT文件内容
</summary>
<param name="content"></param>
<param name="filename">文件名(需要包含扩展名)</param>
<param name="path">相对路径</param>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.TXTHelper.AppendErrorLog(System.String)">
<summary>
追加错误日志 默认写入logs文件夹下的当日日期.log文件
</summary>
<param name="msg"></param>
</member>
<member name="T:Milimoe.FunGame.Core.Api.Utility.TwoFactorAuthenticator">
<summary>
Aka. 2FA 双重认证 双因素身份验证
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Api.Utility.TwoFactorAuthenticator.SQLHelper">
<summary>
SQLHelper 允许为空
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.TwoFactorAuthenticator.#ctor">
<summary>
不使用SQL模式
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.TwoFactorAuthenticator.#ctor(Milimoe.FunGame.Core.Api.Transmittal.SQLHelper)">
<summary>
使用SQL模式 记录对应账号的密文到数据库中
</summary>
<param name="SQLHelper"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.TwoFactorAuthenticator.IsAvailable(System.String)">
<summary>
检查账号是否需要2FA
</summary>
<param name="username"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.TwoFactorAuthenticator.Authenticate(System.String,System.String)">
<summary>
2FA验证
</summary>
<param name="username"></param>
<param name="code"></param>
<returns></returns>
</member>
<member name="F:Milimoe.FunGame.Core.Api.Utility.TwoFactorAuthenticator.INTERVAL_SECONDS">
<summary>
每30秒刷新
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Api.Utility.TwoFactorAuthenticator.DIGITS">
<summary>
6位数字2FA验证码
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Api.Utility.TwoFactorAuthenticator.PUBLICKEY">
<summary>
----- PUBLIC KEY -----
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Api.Utility.TwoFactorAuthenticator.SECRETSIGN">
<summary>
----- SECRET SIGN -----
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.TwoFactorAuthenticator.CreateSecretKey(System.String)">
<summary>
创键私钥,用于绑定账号,并生成两个文件,需要用户保存
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.TwoFactorAuthenticator.Base32Encode(System.Byte[])">
<summary>
生成随机秘钥字符串
</summary>
<param name="data"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.TwoFactorAuthenticator.GenerateCode(System.String)">
<summary>
生成基于当前时间戳的6位数字2FA验证码
</summary>
<param name="secretKey"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.TwoFactorAuthenticator.GetCurrentCounter">
<summary>
获取当前时间节点
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.TwoFactorAuthenticator.Base32Decode(System.String)">
<summary>
生成验证码
</summary>
<param name="input"></param>
<returns></returns>
<exception cref="T:System.ArgumentException"></exception>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.TwoFactorAuthenticator.SplitKeyFile(System.String,System.String[]@)">
<summary>
拆分字符串中的密文和私钥
</summary>
<param name="content"></param>
<param name="strs"></param>
<returns></returns>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Utility.WebAPIPluginLoader.Plugins">
<summary>
已读取的插件列表
<para>key 是 <see cref="P:Milimoe.FunGame.Core.Library.Common.Addon.WebAPIPlugin.Name"/></para>
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Utility.WebAPIPluginLoader.PluginFilePaths">
<summary>
已加载的插件DLL名称对应的路径
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.WebAPIPluginLoader.LoadPlugins(System.Collections.Generic.Dictionary{System.String,System.Object},System.Object[])">
<summary>
构建一个插件读取器并读取插件
</summary>
<param name="delegates">用于构建 <see cref="T:Milimoe.FunGame.Core.Controller.BaseAddonController`1"/></param>
<param name="otherobjs">其他需要传入给插件初始化的对象</param>
<returns></returns>
</member>
<member name="T:Milimoe.FunGame.Core.Controller.AddonController`1">
<summary>
这个控制器在 Base 的基础上添加了 DataRequest
</summary>
<typeparam name="T"></typeparam>
</member>
<member name="P:Milimoe.FunGame.Core.Controller.AddonController`1.MaskMethod_NewDataRequest">
<summary>
基于本地已连接的Socket创建新的数据请求
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Controller.AddonController`1.MaskMethod_NewLongRunningDataRequest">
<summary>
基于本地已连接的Socket创建长时间运行的数据请求
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Controller.AddonController`1.MaskMethod_NewGamingRequest">
<summary>
基于本地已连接的Socket创建新的局内数据请求
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Controller.AddonController`1.MaskMethod_NewLongRunningGamingRequest">
<summary>
基于本地已连接的Socket创建长时间运行的局内数据请求
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.AddonController`1.NewDataRequest(Milimoe.FunGame.Core.Library.Constant.DataRequestType)">
<summary>
基于本地已连接的Socket创建新的数据请求<para/>
此方法只允许插件调用,如果是模组和模组服务器调用此方法将抛出异常
</summary>
<param name="type"></param>
<returns></returns>
<exception cref="T:Milimoe.FunGame.InvalidNewDataRequestException"></exception>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.AddonController`1.NewLongRunningDataRequest(Milimoe.FunGame.Core.Library.Constant.DataRequestType)">
<summary>
基于本地已连接的Socket创建长时间运行的数据请求<para/>
此方法只允许插件调用,如果是模组和模组服务器调用此方法将抛出异常
</summary>
<param name="type"></param>
<returns></returns>
<exception cref="T:Milimoe.FunGame.InvalidNewDataRequestException"></exception>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.AddonController`1.NewDataRequest(Milimoe.FunGame.Core.Library.Constant.GamingType)">
<summary>
基于本地已连接的Socket创建新的局内<see cref="T:Milimoe.FunGame.Core.Model.Gaming"/>)数据请求<para/>
此方法是给 <see cref="T:Milimoe.FunGame.Core.Library.Common.Addon.GameModule"/> 提供的,但是 <see cref="T:Milimoe.FunGame.Core.Library.Common.Addon.Plugin"/> 也能调用<para/>
模组服务器调用此方法将抛出异常
</summary>
<param name="type"></param>
<returns></returns>
<exception cref="T:Milimoe.FunGame.ConnectFailedException"></exception>
<exception cref="T:Milimoe.FunGame.InvalidNewDataRequestException"></exception>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.AddonController`1.NewLongRunningDataRequest(Milimoe.FunGame.Core.Library.Constant.GamingType)">
<summary>
基于本地已连接的Socket创建长时间运行的局内<see cref="T:Milimoe.FunGame.Core.Model.Gaming"/>)数据请求<para/>
此方法是给 <see cref="T:Milimoe.FunGame.Core.Library.Common.Addon.GameModule"/> 提供的,但是 <see cref="T:Milimoe.FunGame.Core.Library.Common.Addon.Plugin"/> 也能调用<para/>
模组服务器调用此方法将抛出异常
</summary>
<param name="type"></param>
<returns></returns>
<exception cref="T:Milimoe.FunGame.ConnectFailedException"></exception>
<exception cref="T:Milimoe.FunGame.InvalidNewDataRequestException"></exception>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.AddonController`1.#ctor(Milimoe.FunGame.Core.Interface.Addons.IAddon,System.Collections.Generic.Dictionary{System.String,System.Object})">
<summary>
新建一个AddonController
</summary>
<param name="addon"></param>
<param name="delegates"></param>
</member>
<member name="T:Milimoe.FunGame.Core.Controller.BaseAddonController`1">
<summary>
这是通用的控制器,仅提供基本功能
</summary>
<typeparam name="T">Addon的类型<see cref="T:Milimoe.FunGame.Core.Library.Common.Addon.GameModule"/> 或者 <see cref="T:Milimoe.FunGame.Core.Library.Common.Addon.Plugin"/> / <see cref="T:Milimoe.FunGame.Core.Library.Common.Addon.ServerPlugin"/> / <see cref="T:Milimoe.FunGame.Core.Library.Common.Addon.WebAPIPlugin"/></typeparam>
</member>
<member name="P:Milimoe.FunGame.Core.Controller.BaseAddonController`1.Addon">
<summary>
控制器的本体
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Controller.BaseAddonController`1.MaskMethod_WriteLine">
<summary>
输出系统消息
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Controller.BaseAddonController`1.MaskMethod_Error">
<summary>
输出错误消息
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.BaseAddonController`1.WriteLine(System.String,Milimoe.FunGame.Core.Library.Constant.LogLevel,System.Boolean)">
<summary>
输出系统消息
</summary>
<param name="msg"></param>
<param name="level"></param>
<param name="useLevel"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.BaseAddonController`1.Error(System.Exception)">
<summary>
输出错误消息
</summary>
<param name="e"></param>
<returns></returns>
</member>
<member name="P:Milimoe.FunGame.Core.Controller.BaseAddonController`1.JSON">
<summary>
JSON 工具类对象
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.BaseAddonController`1.#ctor(Milimoe.FunGame.Core.Interface.Addons.IAddon,System.Collections.Generic.Dictionary{System.String,System.Object})">
<summary>
新建一个BaseAddonController
</summary>
<param name="addon"></param>
<param name="delegates"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.BaseAddonController`1.DefaultPrint(System.String,System.String,Milimoe.FunGame.Core.Library.Constant.LogLevel,System.Boolean)">
<summary>
默认的输出错误消息方法
</summary>
<param name="name"></param>
<param name="msg"></param>
<param name="level"></param>
<param name="useLevel"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.BaseAddonController`1.DefaultPrint(System.Exception)">
<summary>
输出错误消息
</summary>
<param name="e"></param>
<returns></returns>
</member>
<member name="T:Milimoe.FunGame.Core.Controller.RunTimeController">
<summary>
此类实现服务器连接、断开连接、心跳检测、创建数据请求等功能
-- 需要继承并实现部分方法 --
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Controller.RunTimeController.Socket">
<summary>
与服务器的连接套接字实例
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Controller.RunTimeController.HTTPClient">
<summary>
与服务器的连接套接字实例WebSocket
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Controller.RunTimeController.Connected">
<summary>
套接字是否已经连接
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Controller.RunTimeController._ReceivingTask">
<summary>
接收服务器信息的线程
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Controller.RunTimeController._Socket">
<summary>
用于类内赋值
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Controller.RunTimeController._HTTPClient">
<summary>
用于类内赋值
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Controller.RunTimeController._IsReceiving">
<summary>
是否正在接收服务器信息
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.Disconnect">
<summary>
断开服务器连接
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.EndGame">
<summary>
发送结束游戏反馈
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.Connect(Milimoe.FunGame.Core.Library.Constant.TransmittalType,System.String,System.Int32,System.Boolean,System.String)">
<summary>
连接服务器 [ 可选参数需要根据连接方式提供 ]
建议使用异步版,此方法为兼容性处理
</summary>
<param name="type"></param>
<param name="address"></param>
<param name="port"></param>
<param name="ssl"></param>
<param name="subUrl"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.ConnectAsync(Milimoe.FunGame.Core.Library.Constant.TransmittalType,System.String,System.Int32,System.Boolean,System.String)">
<summary>
连接服务器 [ 异步版,可选参数需要根据连接方式提供 ]
</summary>
<param name="type"></param>
<param name="address"></param>
<param name="port"></param>
<param name="ssl"></param>
<param name="subUrl"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.Connect_Socket(System.Collections.ArrayList,System.String,System.Int32)">
<summary>
使用 Socket 方式连接服务器
</summary>
<param name="connectArgs"></param>
<param name="address"></param>
<param name="port"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.Connect_WebSocket(System.Collections.ArrayList,System.String,System.Boolean,System.Int32,System.String)">
<summary>
使用 WebSocket 方式连接服务器
</summary>
<param name="connectArgs"></param>
<param name="address"></param>
<param name="ssl"></param>
<param name="port"></param>
<param name="subUrl"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.GetServerAddress">
<summary>
获取服务器地址
</summary>
<returns>string服务器地址int端口号</returns>
<exception cref="T:Milimoe.FunGame.FindServerFailedException"></exception>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.BeforeConnect(System.String@,System.Int32@,System.Collections.ArrayList)">
<summary>
此方法将在连接服务器前触发<para/>
客户端可以重写此方法
</summary>
<param name="address">服务器地址</param>
<param name="port">服务器端口</param>
<param name="args">重写时可以提供额外的连接参数</param>
<returns>false中止连接</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.AfterConnect(System.Collections.ArrayList)">
<summary>
此方法将在连接服务器后触发Connect结果返回前<para/>
客户端可以重写此方法
</summary>
<param name="ConnectArgs">连接服务器后返回的一些数据,可以使用也可以修改它们</param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.AutoLogin(System.String,System.String,System.String)">
<summary>
客户端需要自行实现自动登录的事务
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.Close_Socket">
<summary>
关闭 Socket 连接
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.Close_WebSocket">
<summary>
关闭 WebSocket 连接
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.WritelnSystemInfo(System.String,Milimoe.FunGame.Core.Library.Constant.LogLevel,System.Boolean)">
<summary>
输出消息
</summary>
<param name="msg"></param>
<param name="level"></param>
<param name="useLevel"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.Error(System.Exception)">
<summary>
自定处理异常的方法
-- 一般放在catch中 --
</summary>
<param name="e"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.NewDataRequest(Milimoe.FunGame.Core.Library.Constant.DataRequestType)">
<summary>
基于本地已连接的Socket创建新的数据请求
</summary>
<param name="RequestType"></param>
<returns></returns>
<exception cref="T:Milimoe.FunGame.ConnectFailedException"></exception>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.NewLongRunningDataRequest(Milimoe.FunGame.Core.Library.Constant.DataRequestType)">
<summary>
基于本地已连接的Socket创建长时间运行的数据请求
</summary>
<param name="RequestType"></param>
<returns></returns>
<exception cref="T:Milimoe.FunGame.ConnectFailedException"></exception>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.NewDataRequestForAddon(Milimoe.FunGame.Core.Library.Constant.DataRequestType)">
<summary>
基于本地已连接的Socket创建新的数据请求<para/>
加载项专用(<see cref="T:Milimoe.FunGame.Core.Library.Common.Addon.Plugin"/> / <see cref="T:Milimoe.FunGame.Core.Library.Common.Addon.GameModule"/>
</summary>
<param name="RequestType"></param>
<returns></returns>
<exception cref="T:Milimoe.FunGame.ConnectFailedException"></exception>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.NewLongRunningDataRequestForAddon(Milimoe.FunGame.Core.Library.Constant.DataRequestType)">
<summary>
基于本地已连接的Socket创建长时间运行的数据请求
加载项专用(<see cref="T:Milimoe.FunGame.Core.Library.Common.Addon.Plugin"/> / <see cref="T:Milimoe.FunGame.Core.Library.Common.Addon.GameModule"/>
</summary>
<param name="RequestType"></param>
<returns></returns>
<exception cref="T:Milimoe.FunGame.ConnectFailedException"></exception>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.NewDataRequestForAddon(Milimoe.FunGame.Core.Library.Constant.GamingType)">
<summary>
基于本地已连接的Socket创建新的局内<see cref="T:Milimoe.FunGame.Core.Model.Gaming"/>)数据请求<para/>
加载项专用:此方法是给 <see cref="T:Milimoe.FunGame.Core.Library.Common.Addon.GameModule"/> 提供的
</summary>
<param name="GamingType"></param>
<returns></returns>
<exception cref="T:Milimoe.FunGame.ConnectFailedException"></exception>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.NewLongRunningDataRequestForAddon(Milimoe.FunGame.Core.Library.Constant.GamingType)">
<summary>
基于本地已连接的Socket创建长时间运行的局内<see cref="T:Milimoe.FunGame.Core.Model.Gaming"/>)数据请求<para/>
加载项专用:此方法是给 <see cref="T:Milimoe.FunGame.Core.Library.Common.Addon.GameModule"/> 提供的
</summary>
<param name="GamingType"></param>
<returns></returns>
<exception cref="T:Milimoe.FunGame.ConnectFailedException"></exception>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.StartReceiving">
<summary>
开始接收服务器信息 [ Socket Only ]
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.GetServerMessages">
<summary>
获取服务器已发送的信息为SocketObject数组 [ Socket Only ]
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.Receiving">
<summary>
具体接收服务器信息以及处理信息的方法 [ Socket Only ]
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.HandleSocketMessage(Milimoe.FunGame.Core.Library.Constant.TransmittalType,Milimoe.FunGame.Core.Library.Common.Network.SocketObject)">
<summary>
处理接收到的信息
</summary>
<param name="transmittalType"></param>
<param name="obj"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.SocketHandler_Disconnect(Milimoe.FunGame.Core.Library.Common.Network.SocketObject)">
<summary>
客户端接收服务器断开连接的通知
</summary>
<param name="obj"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.SocketHandler_System(Milimoe.FunGame.Core.Library.Common.Network.SocketObject)">
<summary>
客户端接收并处理服务器系统消息
</summary>
<param name="obj"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.SocketHandler_HeartBeat(Milimoe.FunGame.Core.Library.Common.Network.SocketObject)">
<summary>
客户端接收并处理服务器心跳
</summary>
<param name="obj"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.SocketHandler_ForceLogout(Milimoe.FunGame.Core.Library.Common.Network.SocketObject)">
<summary>
客户端接收强制退出登录的通知
</summary>
<param name="obj"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.SocketHandler_Chat(Milimoe.FunGame.Core.Library.Common.Network.SocketObject)">
<summary>
客户端接收并处理聊天信息
</summary>
<param name="obj"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.SocketHandler_UpdateRoomMaster(Milimoe.FunGame.Core.Library.Common.Network.SocketObject)">
<summary>
客户端接收并处理更换房主信息
</summary>
<param name="obj"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.SocketHandler_MatchRoom(Milimoe.FunGame.Core.Library.Common.Network.SocketObject)">
<summary>
客户端接收并处理匹配房间成功信息
</summary>
<param name="obj"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.SocketHandler_StartGame(Milimoe.FunGame.Core.Library.Common.Network.SocketObject)">
<summary>
客户端接收并处理开始游戏信息
</summary>
<param name="obj"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.SocketHandler_EndGame(Milimoe.FunGame.Core.Library.Common.Network.SocketObject)">
<summary>
客户端接收并处理游戏结束信息
</summary>
<param name="obj"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.SocketHandler_Gaming(Milimoe.FunGame.Core.Library.Common.Network.SocketObject)">
<summary>
客户端接收并处理局内消息
</summary>
<param name="obj"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.SocketHandler_AnonymousGameServer(Milimoe.FunGame.Core.Library.Common.Network.SocketObject)">
<summary>
客户端接收并处理匿名服务器的消息
</summary>
<param name="obj"></param>
</member>
<member name="T:Milimoe.FunGame.Core.Controller.ServerAddonController`1">
<summary>
这个控制器在 Base 的基础上添加了 SQLHelper 和 MailSender
</summary>
<typeparam name="T"></typeparam>
<remarks>
新建一个ServerAddonController
</remarks>
<param name="addon"></param>
<param name="delegates"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.ServerAddonController`1.#ctor(Milimoe.FunGame.Core.Interface.Addons.IAddon,System.Collections.Generic.Dictionary{System.String,System.Object})">
<summary>
这个控制器在 Base 的基础上添加了 SQLHelper 和 MailSender
</summary>
<typeparam name="T"></typeparam>
<remarks>
新建一个ServerAddonController
</remarks>
<param name="addon"></param>
<param name="delegates"></param>
</member>
<member name="P:Milimoe.FunGame.Core.Controller.ServerAddonController`1.SQLHelper">
<summary>
数据库连接器 [ 后台长连接仅查询专用,请勿用于事务、更新和新增,对应需求请使用:<see cref="M:Milimoe.FunGame.Core.Controller.ServerAddonController`1.GetSQLHelper"/> ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Controller.ServerAddonController`1.MailSender">
<summary>
邮件发送器
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.ServerAddonController`1.GetSQLHelper">
<summary>
获取一个可以用来进行事务操作、更新/新增数据的数据库连接器 [ 请使用 using Controller.GetSQLHelper() 来让它能够自动释放 ]
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.ServerAddonController`1.NewSQLHelper">
<summary>
新建 SQLHelper [ 后台长连接仅查询专用,请勿用于事务、更新和新增,对应需求请使用:<see cref="M:Milimoe.FunGame.Core.Controller.ServerAddonController`1.GetSQLHelper"/> ]
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.ServerAddonController`1.NewMailSender">
<summary>
新建 MailSender
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.ServerAddonController`1.Close">
<summary>
关闭插件的服务
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Controller.SocketHandlerController">
<summary>
<para>继承 AsyncAwaiter 用法:</para>
<para>1、调用Socket.Send()前请设置为等待状态SetWorking();</para>
<para>2、调用Socket.Send() == Success后请等待任务完成WaitForWorkDone();</para>
<para>3、在其他任何地方修改Working状态均会使任务终止。</para>
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Controller.SocketHandlerController.ReceivedObject">
<summary>
接收到的SocketObject实例
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Controller.SocketHandlerController._socket">
<summary>
Socket
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Controller.SocketHandlerController._webSocket">
<summary>
WebSocket
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.SocketHandlerController.#ctor(Milimoe.FunGame.Core.Library.Common.Network.Socket)">
<summary>
继承请调用base构造
</summary>
<param name="socket">Socket</param>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.SocketHandlerController.#ctor(Milimoe.FunGame.Core.Library.Common.Network.HTTPClient)">
<summary>
继承请调用base构造
</summary>
<param name="websocket">Socket</param>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.SocketHandlerController.SocketHandler(Milimoe.FunGame.Core.Library.Common.Network.SocketObject)">
<summary>
继承请重写此方法
</summary>
<param name="SocketObject">SocketObject</param>
</member>
<member name="F:Milimoe.FunGame.Core.Controller.SocketHandlerController._isDisposed">
<summary>
判断是否已经Disposed
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.SocketHandlerController.Dispose">
<summary>
公开的Dispose方法
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.SocketHandlerController.Dispose(System.Boolean)">
<summary>
关闭时
</summary>
<param name="Disposing"></param>
</member>
<member name="T:Milimoe.FunGame.Core.Controller.SocketHandlerController.DisposedEvent">
<summary>
关闭事件
</summary>
</member>
<member name="E:Milimoe.FunGame.Core.Controller.SocketHandlerController.Disposed">
<summary>
<para>Controller关闭时事件</para>
<para>不建议new Dispose()方法,建议使用事件</para>
<para>事件会在base.Dispose()执行前触发</para>
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Controller.SocketHandlerController.OnDisposed">
<summary>
触发关闭事件
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.BaseEntity.Id">
<summary>
实体的数字 ID
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.BaseEntity.Guid">
<summary>
实体的唯一 ID
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.BaseEntity.Name">
<summary>
实体的名称
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.BaseEntity.EntityState">
<summary>
实体的当前状态(关联数据库操作)
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.BaseEntity.GameplayEquilibriumConstant">
<summary>
实体所用的游戏平衡常数
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.BaseEntity.Equals(Milimoe.FunGame.Core.Interface.Entity.IBaseEntity)">
<summary>
比较两个实体是否相同
</summary>
<param name="other"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.BaseEntity.GetIdName">
<summary>
获取实体的 Id.Name
</summary>
<returns></returns>
</member>
<member name="T:Milimoe.FunGame.Core.Entity.AssistDetail">
<summary>
用于记录对哪个角色造成了多少伤害
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.AssistDetail.Character">
<summary>
此详情类属于哪个角色
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.AssistDetail.Damages">
<summary>
对敌人造成的伤害
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.AssistDetail.DamageLastTime">
<summary>
最后一次造成伤害的时间
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.AssistDetail.NotDamageAssistLastTime">
<summary>
对某角色最后一次友方非伤害辅助的时间
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.AssistDetail.#ctor(Milimoe.FunGame.Core.Entity.Character,System.Collections.Generic.IEnumerable{Milimoe.FunGame.Core.Entity.Character})">
<summary>
初始化一个助攻详情类
</summary>
<param name="character"></param>
<param name="enemys"></param>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.AssistDetail.Item(Milimoe.FunGame.Core.Entity.Character,System.Nullable{System.Double})">
<summary>
获取和设置对 <paramref name="enemy"/> 的伤害,并设置时间
</summary>
<param name="enemy"></param>
<param name="time"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.AssistDetail.GetPercentage(Milimoe.FunGame.Core.Entity.Character)">
<summary>
获取对 <paramref name="enemy"/> 的伤害
</summary>
<param name="enemy"></param>
<returns>目标的 <see cref="P:Milimoe.FunGame.Core.Entity.Character.MaxHP"/> 的百分比形式</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.AssistDetail.GetLastTime(Milimoe.FunGame.Core.Entity.Character)">
<summary>
获取对 <paramref name="enemy"/> 造成伤害的最后时间
</summary>
<param name="enemy"></param>
<returns>-1 意味着没有时间</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.AssistDetail.GetNotDamageAssistLastTime(Milimoe.FunGame.Core.Entity.Character)">
<summary>
获取对某角色友方非伤害辅助的最后时间
</summary>
<param name="character"></param>
<returns>-1 意味着没有时间</returns>
</member>
<member name="T:Milimoe.FunGame.Core.Entity.Character">
<summary>
角色需要使用 Factory.Get 的方式来构造,并赋值 <see cref="T:Milimoe.FunGame.Core.Api.Utility.InitRequired"/> 标记的属性<para />
在使用时仅需要调用 <see cref="M:Milimoe.FunGame.Core.Entity.Character.Copy(System.Boolean)"/> 方法即可获得相同对象<para />
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.Guid">
<summary>
唯一标识符
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.Name">
<summary>
角色的姓
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.FirstName">
<summary>
角色的名字
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.NickName">
<summary>
角色的昵称
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.User">
<summary>
角色所属的玩家
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.Profile">
<summary>
角色的详细资料
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.EquipSlot">
<summary>
角色的装备
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.MagicType">
<summary>
魔法属性
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.FirstRoleType">
<summary>
角色定位1
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.SecondRoleType">
<summary>
角色定位2
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.ThirdRoleType">
<summary>
角色定位3
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.RoleRating">
<summary>
角色评级
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.Promotion">
<summary>
晋升点数
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.PrimaryAttribute">
<summary>
核心属性
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.Level">
<summary>
等级
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.EXP">
<summary>
经验值
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.LevelBreak">
<summary>
等级突破进度 [ 对应 <see cref="P:Milimoe.FunGame.Core.Model.EquilibriumConstant.LevelBreakList"/> 中的索引 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.CharacterState">
<summary>
角色目前所处的状态 [ 战斗相关 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.CharacterEffectStates">
<summary>
角色目前被特效施加的状态 [ 用于设置角色的状态,这些状态会影响角色的行动 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.CharacterEffectTypes">
<summary>
角色目前被特效施加的控制效果 [ 用于特效在不同的钩子中更改角色的行为 ]
<para/>我们需要明确控制效果不一定能造成角色的状态改变(影响角色的行动),但是这些控制状态需要由特效在不同的地方改变角色的行为
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.CharacterImmuneTypes">
<summary>
角色目前被特效施加的免疫状态 [ 战斗相关 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.IsNeutral">
<summary>
角色是否是中立的 [ 战斗相关 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.IsUnselectable">
<summary>
角色是否是不可选中的 [ 战斗相关 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.ImmuneType">
<summary>
角色是否具备免疫状态 [ 战斗相关 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.InitialHP">
<summary>
初始生命值 [ 初始设定 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.BaseHP">
<summary>
基础生命值 [ 与初始设定和等级相关 ] [ 与基础力量相关 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.ExHP">
<summary>
额外生命值 [ 与额外力量相关 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.ExHP2">
<summary>
额外生命值2 [ 与技能和物品相关 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.ExHP3">
<summary>
额外生命值3 [ 额外生命值% ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.ExHPPercentage">
<summary>
额外生命值% [ 与技能和物品相关 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.MaxHP">
<summary>
最大生命值 = 基础生命值 + 额外生命值 + 额外生命值2 + 额外生命值3
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.HP">
<summary>
当前生命值 [ 战斗相关 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.InitialMP">
<summary>
初始魔法值 [ 初始设定 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.BaseMP">
<summary>
基础魔法值 [ 与初始设定和等级相关 ] [ 与基础智力相关 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.ExMP">
<summary>
额外魔法值 [ 与额外智力相关 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.ExMP2">
<summary>
额外魔法值2 [ 与技能和物品相关 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.ExMP3">
<summary>
额外魔法值3 [ 额外魔法值% ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.ExMPPercentage">
<summary>
额外魔法值% [ 与技能和物品相关 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.MaxMP">
<summary>
最大魔法值 = 基础魔法值 + 额外魔法值 + 额外魔法值2 + 额外魔法值3
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.MP">
<summary>
当前魔法值 [ 战斗相关 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.EP">
<summary>
当前爆发能量 [ 战斗相关 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.InitialATK">
<summary>
初始攻击力 [ 初始设定 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.BaseATK">
<summary>
基础攻击力 [ 与初始设定和等级相关 ] [ 与核心属性相关 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.ExATK">
<summary>
额外攻击力 [ 与额外核心属性相关 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.ExATK2">
<summary>
额外攻击力2 [ 与技能和物品相关 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.ExATK3">
<summary>
额外攻击力3 [ 额外攻击力% ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.ExATKPercentage">
<summary>
额外攻击力% [ 与技能和物品相关 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.ATK">
<summary>
攻击力 = 基础攻击力 + 额外攻击力 + 额外攻击力2 + 额外攻击力3
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.InitialDEF">
<summary>
初始物理护甲 [ 初始设定 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.BaseDEF">
<summary>
基础物理护甲 [ 与初始设定相关 ] [ 与基础力量相关 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.ExDEF">
<summary>
额外物理护甲 [ 与额外力量相关 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.ExDEF2">
<summary>
额外物理护甲2 [ 与技能和物品相关 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.ExDEF3">
<summary>
额外物理护甲3 [ 额外物理护甲% ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.ExDEFPercentage">
<summary>
额外物理护甲% [ 与技能和物品相关 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.DEF">
<summary>
物理护甲 = 基础物理护甲 + 额外物理护甲 + 额外物理护甲2 + 额外物理护甲3
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.PDR">
<summary>
物理伤害减免(%) = [ 与物理护甲相关 ] + 额外物理伤害减免(%)
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.ExPDR">
<summary>
额外物理伤害减免(%) [ 与技能和物品相关 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.MDF">
<summary>
魔法抗性(%) [ 与技能和物品相关 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.PhysicalPenetration">
<summary>
物理穿透(%) [ 与技能和物品相关 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.MagicalPenetration">
<summary>
魔法穿透(%) [ 与技能和物品相关 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.InitialHR">
<summary>
初始生命回复力 [ 初始设定 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.HR">
<summary>
生命回复力 = [ 与初始设定相关 ] [ 与力量相关 ] + 额外生命回复力
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.ExHR">
<summary>
额外生命回复力 [ 与技能和物品相关 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.InitialMR">
<summary>
初始魔法回复力 [ 初始设定 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.MR">
<summary>
魔法回复力 = [ 与初始设定相关 ] [ 与智力相关 ] + 额外魔法回复力
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.ExMR">
<summary>
额外魔法回复力 [ 与技能和物品相关 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.ER">
<summary>
能量回复力 [ 与技能和物品相关 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.PrimaryAttributeValue">
<summary>
核心属性的值 [ 核心属性相关 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.BasePrimaryAttributeValue">
<summary>
基础核心属性的值 [ 核心属性相关 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.ExPrimaryAttributeValue">
<summary>
额外核心属性的值 [ 核心属性相关 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.InitialSTR">
<summary>
初始力量 [ 初始设定 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.InitialAGI">
<summary>
初始敏捷 [ 初始设定 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.InitialINT">
<summary>
初始智力 [ 初始设定 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.BaseSTR">
<summary>
基础力量 [ 与初始设定和等级相关 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.BaseAGI">
<summary>
基础敏捷 [ 与初始设定和等级相关 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.BaseINT">
<summary>
基础智力 [ 与初始设定和等级相关 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.ExSTR">
<summary>
额外力量 [ 与技能和物品相关 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.ExAGI">
<summary>
额外敏捷 [ 与技能和物品相关 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.ExINT">
<summary>
额外智力 [ 与技能和物品相关 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.ExSTR2">
<summary>
额外力量2 [ 额外力量% ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.ExAGI2">
<summary>
额外敏捷2 [ 额外敏捷% ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.ExINT2">
<summary>
额外智力2 [ 额外智力% ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.ExSTRPercentage">
<summary>
额外力量% [ 与技能和物品相关 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.ExAGIPercentage">
<summary>
额外敏捷% [ 与技能和物品相关 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.ExINTPercentage">
<summary>
额外智力% [ 与技能和物品相关 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.STR">
<summary>
力量 = 基础力量 + 额外力量 + 额外力量2
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.AGI">
<summary>
敏捷 = 基础敏捷 + 额外敏捷 + 额外敏捷2
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.INT">
<summary>
智力 = 基础智力 + 额外智力 + 额外智力2
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.STRGrowth">
<summary>
力量成长值(+BaseSTR/Lv)
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.AGIGrowth">
<summary>
敏捷成长值(+BaseAGI/Lv)
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.INTGrowth">
<summary>
智力成长值(+BaseINT/Lv)
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.InitialSPD">
<summary>
行动速度 [ 初始设定 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.SPD">
<summary>
行动速度 = [ 与初始设定相关 ][ 与敏捷相关 ] + 额外行动速度
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.ExSPD">
<summary>
额外行动速度 [ 与技能和物品相关 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.ActionCoefficient">
<summary>
行动系数(%) = [ 与速度相关 ] + 额外行动系数(%)
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.ExActionCoefficient">
<summary>
额外行动系数(%) [ 与技能和物品相关 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.AccelerationCoefficient">
<summary>
加速系数(%) = [ 与智力相关 ] + 额外加速系数(%)
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.ExAccelerationCoefficient">
<summary>
额外加速系数(%) [ 与技能和物品相关 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.CDR">
<summary>
冷却缩减(%) = [ 与智力相关 ] + 额外冷却缩减(%)
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.ExCDR">
<summary>
额外冷却缩减(%) [ 与技能和物品相关 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.ATR">
<summary>
攻击距离 [ 与技能和物品相关 ] [ 单位:格 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.CritRate">
<summary>
暴击率(%) = [ 与敏捷相关 ] + 额外暴击率(%)
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.ExCritRate">
<summary>
额外暴击率(%) [ 与技能和物品相关 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.CritDMG">
<summary>
暴击伤害(%) = [ 与力量相关 ] + 额外暴击伤害(%)
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.ExCritDMG">
<summary>
额外暴击伤害(%) [ 与技能和物品相关 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.EvadeRate">
<summary>
闪避率(%) = [ 与敏捷相关 ] + 额外闪避率(%)
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.ExEvadeRate">
<summary>
额外闪避率(%) [ 与技能和物品相关 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.Lifesteal">
<summary>
生命偷取 [ 与技能和物品相关 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.Shield">
<summary>
护盾值 [ 与技能和物品相关 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.NormalAttack">
<summary>
普通攻击对象
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.Skills">
<summary>
角色的技能列表
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.Effects">
<summary>
角色的持续性特效列表
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Character.Items">
<summary>
角色携带的物品
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Entity.Character._Level">
===== 私有变量 =====
<summary>
等级
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Entity.Character._HP">
<summary>
生命值
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Entity.Character._MP">
<summary>
魔法值
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Entity.Character._EP">
<summary>
能量值
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Entity.Character._PhysicalPenetration">
<summary>
物理穿透
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Entity.Character._MagicalPenetration">
<summary>
魔法穿透
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Character.Recovery(System.Double)">
<summary>
回复状态至满
</summary>
<param name="EP"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Character.Recovery(System.Int32,System.Double)">
<summary>
按时间回复状态
</summary>
<param name="time"></param>
<param name="EP"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Character.Recovery(System.Double,System.Double,System.Double,System.Double)">
<summary>
按当前百分比回复状态(一般在属性变化时调用)
</summary>
<param name="pastHP"></param>
<param name="pastMP"></param>
<param name="pastMaxHP"></param>
<param name="pastMaxMP"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Character.Equip(Milimoe.FunGame.Core.Entity.Item,Milimoe.FunGame.Core.Library.Constant.EquipSlotType,Milimoe.FunGame.Core.Entity.Item@)">
<summary>
为角色装备物品必须使用此方法而不是自己去给EquipSlot里的物品赋值<para/>
此方法装备到指定栏位,并返回被替换的装备(如果有的话)
</summary>
<param name="item"></param>
<param name="slot"></param>
<param name="previous"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Character.Equip(Milimoe.FunGame.Core.Entity.Item)">
<summary>
为角色装备物品必须使用此方法而不是自己去给EquipSlot里的物品赋值<para/>
此方法为根据物品类型,优先空位自动装备
</summary>
<param name="item"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Character.Equip(Milimoe.FunGame.Core.Entity.Item,Milimoe.FunGame.Core.Entity.Item@)">
<summary>
为角色装备物品必须使用此方法而不是自己去给EquipSlot里的物品赋值<para/>
此方法为根据物品类型,优先空位自动装备<para/>
此方法可返回被替换的装备(如果有的话)
</summary>
<param name="item"></param>
<param name="previous"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Character.UnEquip(Milimoe.FunGame.Core.Library.Constant.EquipSlotType)">
<summary>
取消装备,返回被取消的物品对象
</summary>
<param name="type"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Character.OnLevelUp(System.Int32,System.Boolean)">
<summary>
角色升级
</summary>
<param name="level"></param>
<param name="checkLevelBreak"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Character.OnLevelBreak">
<summary>
角色突破,允许继续升级
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Character.OnAttributeChanged">
<summary>
角色的属性发生变化,会影响特殊效果的计算
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Character.Equals(Milimoe.FunGame.Core.Interface.Entity.IBaseEntity)">
<summary>
比较一个角色(只比较 <see cref="M:Milimoe.FunGame.Core.Entity.Character.ToString"/>
</summary>
<param name="other"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Character.ToString">
<summary>
获取角色实例的昵称以及所属玩家,如果没有昵称,则用名字代替
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Character.ToStringWithOutUser">
<summary>
获取角色实例的名字、昵称
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Character.ToStringWithUser">
<summary>
获取角色实例的名字、昵称以及所属玩家
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Character.ToStringWithLevel">
<summary>
获取角色实例的名字、昵称以及所属玩家,包含等级
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Character.ToStringWithLevelWithOutUser">
<summary>
获取角色实例的名字、昵称以及等级
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Character.GetName(System.Boolean)">
<summary>
获取角色的名字
</summary>
<param name="full"></param>
<returns>如果 <paramref name="full"/> = false返回 <see cref="P:Milimoe.FunGame.Core.Entity.Character.FirstName"/>;反之,返回 <see cref="P:Milimoe.FunGame.Core.Entity.Character.Name"/> + <see cref="P:Milimoe.FunGame.Core.Entity.Character.FirstName"/></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Character.GetInfo(System.Boolean,System.Boolean,System.Boolean)">
<summary>
获取角色的详细信息
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Character.GetSimpleInfo(System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
<summary>
获取角色的简略信息
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Character.GetInBattleInfo(System.Double)">
<summary>
获取战斗状态的信息
</summary>
<param name="hardnessTimes"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Character.GetSimpleInBattleInfo(System.Double)">
<summary>
获取战斗状态的信息(简略版)
</summary>
<param name="hardnessTimes"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Character.GetSkillInfo(System.Boolean)">
<summary>
获取角色的技能信息
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Character.GetItemInfo(System.Boolean,System.Boolean,System.Boolean)">
<summary>
获取角色的物品信息
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Character.UpdateCharacterState">
<summary>
更新角色的状态,参见 <see cref="P:Milimoe.FunGame.Core.Entity.Character.CharacterEffectStates"/><see cref="P:Milimoe.FunGame.Core.Entity.Character.CharacterEffectTypes"/> 用法
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Character.Copy(System.Boolean)">
<summary>
复制一个角色
[ 推荐从模组中复制后使用对象 ]
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Character.Respawn(Milimoe.FunGame.Core.Entity.Character)">
<summary>
复活此角色,回复出厂状态
<para>注意:此方法仅用于角色的复活,如果需要完全重构相同角色,请使用 <see cref="T:Milimoe.FunGame.Core.Entity.CharacterBuilder"/></para>
</summary>
<param name="original">需要一个原始的角色用于还原状态</param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.CharacterBuilder.#ctor(System.Int64,System.String,System.String,System.String,Milimoe.FunGame.Core.Library.Constant.PrimaryAttribute,System.Double,System.Double,System.Double,System.Double,System.Double,System.Double,System.Double,System.Double,System.Double,System.Double,System.Double,System.Double,System.Double)">
<summary>
基于初始属性创建角色构建器
</summary>
<param name="id"></param>
<param name="name"></param>
<param name="firstName"></param>
<param name="nickName"></param>
<param name="primaryAttribute"></param>
<param name="initialATK"></param>
<param name="initialDEF"></param>
<param name="initialHP"></param>
<param name="initialMP"></param>
<param name="initialSTR"></param>
<param name="strGrowth"></param>
<param name="initialAGI"></param>
<param name="agiGrowth"></param>
<param name="initialINT"></param>
<param name="intGrowth"></param>
<param name="initialSPD"></param>
<param name="initialHR"></param>
<param name="initialMR"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.CharacterBuilder.#ctor(Milimoe.FunGame.Core.Entity.Character)">
<summary>
基于模板角色创建角色构建器
</summary>
<param name="character"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.CharacterBuilder.Build(System.Collections.Generic.IEnumerable{Milimoe.FunGame.Core.Entity.Skill},System.Collections.Generic.IEnumerable{Milimoe.FunGame.Core.Entity.Item},System.Boolean,Milimoe.FunGame.Core.Entity.EquipSlot,Milimoe.FunGame.Core.Entity.Inventory,System.Collections.Generic.IEnumerable{Milimoe.FunGame.Core.Entity.Item},System.Collections.Generic.IEnumerable{Milimoe.FunGame.Core.Entity.Skill})">
<summary>
基于初始条件构建新的角色
<para>需要传入技能、物品,可选构建装备</para>
</summary>
<param name="skills"></param>
<param name="items"></param>
<param name="newItemGuid"></param>
<param name="equips"></param>
<param name="inventory"></param>
<param name="itemsDefined"></param>
<param name="skillsDefined"></param>
<returns>构建的新角色</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.CharacterBuilder.Build(Milimoe.FunGame.Core.Entity.Character,System.Boolean,System.Boolean,Milimoe.FunGame.Core.Entity.Inventory,System.Collections.Generic.IEnumerable{Milimoe.FunGame.Core.Entity.Item},System.Collections.Generic.IEnumerable{Milimoe.FunGame.Core.Entity.Skill},System.Boolean)">
<summary>
使用 <paramref name="reference"/> 角色构建
<para>新角色将获得参考角色的等级、技能、装备和身上的物品</para>
</summary>
<param name="reference"></param>
<param name="newItemGuid"></param>
<param name="copyLevel"></param>
<param name="inventory"></param>
<param name="itemsDefined">对于动态扩展的物品而言,传入已定义的物品表,不使用被复制物品的数据</param>
<param name="skillsDefined">对于动态扩展的技能而言,传入已定义的技能表,不使用被复制技能的数据</param>
<param name="recovery"></param>
<returns>构建的新角色</returns>
</member>
<member name="T:Milimoe.FunGame.Core.Entity.CharacterProfile">
<summary>
角色的一些个人信息
</summary>
<param name="name"></param>
<param name="firstname"></param>
<param name="nickname"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.CharacterProfile.#ctor(System.String,System.String,System.String)">
<summary>
角色的一些个人信息
</summary>
<param name="name"></param>
<param name="firstname"></param>
<param name="nickname"></param>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.CharacterProfile.Name">
<summary>
角色的姓
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.CharacterProfile.FirstName">
<summary>
角色的名字
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.CharacterProfile.NickName">
<summary>
角色的昵称
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.CharacterProfile.Birthplace">
<summary>
角色的出生地
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.CharacterProfile.Birthday">
<summary>
角色的出生日期
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.CharacterProfile.Status">
<summary>
角色的身份
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.CharacterProfile.Affiliation">
<summary>
角色的隶属
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.CharacterProfile.Sex">
<summary>
角色的性别
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.CharacterProfile.Height">
<summary>
角色的身高
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.CharacterProfile.Weight">
<summary>
角色的体重
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.CharacterProfile.Stories">
<summary>
角色的故事
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.CharacterProfile.Copy">
<summary>
复制一个角色资料
</summary>
<returns></returns>
</member>
<member name="T:Milimoe.FunGame.Core.Entity.EquipSlot">
<summary>
角色的装备槽位
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.EquipSlot.#ctor">
<summary>
角色的装备槽位
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.EquipSlot.MagicCardPack">
<summary>
魔法卡包
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.EquipSlot.Weapon">
<summary>
武器
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.EquipSlot.Armor">
<summary>
防具
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.EquipSlot.Shoes">
<summary>
鞋子
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.EquipSlot.Accessory1">
<summary>
饰品1
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.EquipSlot.Accessory2">
<summary>
饰品2
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.EquipSlot.LastEquipSlotType">
<summary>
上一次装备的饰品槽
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.EquipSlot.Any">
<summary>
是否有任意装备
</summary>
<returns></returns>
</member>
<member name="T:Milimoe.FunGame.Core.Entity.MagicResistance">
<summary>
角色的魔法抗性,对不同的魔法类型有不同抗性
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.MagicResistance.None">
<summary>
无属性魔法抗性
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.MagicResistance.Starmark">
<summary>
星痕魔法抗性
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.MagicResistance.PurityNatural">
<summary>
纯粹结晶魔法抗性
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.MagicResistance.PurityContemporary">
<summary>
纯现代结晶魔法抗性
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.MagicResistance.Bright">
<summary>
光魔法抗性
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.MagicResistance.Shadow">
<summary>
影魔法抗性
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.MagicResistance.Element">
<summary>
元素魔法抗性
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.MagicResistance.Fleabane">
<summary>
紫宛魔法抗性
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.MagicResistance.Particle">
<summary>
时空魔法抗性
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.MagicResistance.Avg">
<summary>
平均魔法抗性
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.MagicResistance.Item(Milimoe.FunGame.Core.Library.Constant.MagicType)">
<summary>
获取或设置抗性值
</summary>
<param name="type"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.MagicResistance.SetAllValue(System.Double,System.Boolean)">
<summary>
对所有抗性赋值
</summary>
<param name="value"></param>
<param name="assignment"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.MagicResistance.AddAllValue(System.Double)">
<summary>
增加所有抗性,传入负数来减少
</summary>
<param name="value"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.MagicResistance.Copy">
<summary>
复制一个魔法抗性对象
</summary>
<returns></returns>
</member>
<member name="T:Milimoe.FunGame.Core.Entity.Shield">
<summary>
角色的护盾,对不同的魔法类型有不同值
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Shield.Physical">
<summary>
物理护盾
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Shield.None">
<summary>
无属性魔法护盾
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Shield.Starmark">
<summary>
星痕魔法护盾
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Shield.PurityNatural">
<summary>
纯粹结晶护盾
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Shield.PurityContemporary">
<summary>
纯现代结晶护盾
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Shield.Bright">
<summary>
光护盾
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Shield.Shadow">
<summary>
影护盾
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Shield.Element">
<summary>
元素护盾
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Shield.Fleabane">
<summary>
紫宛护盾
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Shield.Particle">
<summary>
时空护盾
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Shield.TotalPhysical">
<summary>
总计物理护盾
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Shield.TotalMagicial">
<summary>
总计魔法护盾
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Shield.Item(System.Boolean,Milimoe.FunGame.Core.Library.Constant.MagicType)">
<summary>
获取或设置护盾值
</summary>
<param name="isMagic"></param>
<param name="type"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Shield.Copy">
<summary>
复制一个护盾对象
</summary>
<returns></returns>
</member>
<member name="T:Milimoe.FunGame.Core.Entity.Unit">
<summary>
<see cref="T:Milimoe.FunGame.Core.Entity.Unit"/> 是一个用于描述生物的单元对象(单位),而 <see cref="T:Milimoe.FunGame.Core.Entity.Character"/> 是一种高级单位(单位单位/英雄单位)<para />
和单位一样,使用 <see cref="T:Milimoe.FunGame.Core.Api.Utility.InitRequired"/> 标记的需要初始赋值的属性<para />
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Unit.Name">
<summary>
单位名称
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Unit.ToString">
<summary>
获取单位名称以及所属玩家
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Unit.ToStringWithLevel">
<summary>
获取单位名称以及所属玩家,包含等级
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Unit.GetInfo(System.Boolean,System.Boolean,System.Boolean)">
<summary>
获取单位的详细信息
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Unit.GetSimpleInfo(System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
<summary>
获取单位的简略信息
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Unit.GetInBattleInfo(System.Double)">
<summary>
获取战斗状态的信息
</summary>
<param name="hardnessTimes"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Unit.GetSimpleInBattleInfo(System.Double)">
<summary>
获取战斗状态的信息(简略版)
</summary>
<param name="hardnessTimes"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Unit.GetSkillInfo(System.Boolean)">
<summary>
获取单位的技能信息
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Unit.GetItemInfo(System.Boolean,System.Boolean,System.Boolean)">
<summary>
获取单位的物品信息
</summary>
<returns></returns>
</member>
<member name="T:Milimoe.FunGame.Core.Entity.Item">
<summary>
<see cref="T:Milimoe.FunGame.Core.Entity.Skill"/> 一样,需要继承构造
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Item.Guid">
<summary>
唯一标识符
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Item.Description">
<summary>
物品的描述
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Item.GeneralDescription">
<summary>
物品的通用描述
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Item.BackgroundStory">
<summary>
物品的背景故事
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Item.ItemType">
<summary>
物品类型
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Item.IsEquipment">
<summary>
是否是装备
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Item.IsLock">
<summary>
锁定后无法被出售和交易且不能被手动移出库存
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Item.Equipable">
<summary>
是否允许装备
[ 注意:这个不是用来判断是不是装备类型的,判断装备类型时,请判断他们的 <see cref="P:Milimoe.FunGame.Core.Entity.Item.IsEquipment"/> ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Item.Unequipable">
<summary>
是否允许取消装备
[ 注意:这个不是用来判断是不是装备类型的,判断装备类型时,使用 <see cref="P:Milimoe.FunGame.Core.Entity.Item.IsEquipment"/> ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Item.EquipSlotType">
<summary>
当前装备的槽位
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Item.WeaponType">
<summary>
武器类型(如果是武器)
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Item.QualityType">
<summary>
品质类型
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Item.RarityType">
<summary>
稀有度类型
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Item.RankType">
<summary>
物品评级
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Item.Key">
<summary>
快捷键
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Item.IsActive">
<summary>
是否是主动物品
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Item.Enable">
<summary>
是否可用(涉及冷却和禁用等)
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Item.IsInGameItem">
<summary>
是否是局内使用的物品(局内是指对角色生效的物品)
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Item.IsPurchasable">
<summary>
是否允许购买
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Item.Price">
<summary>
物品的价格
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Item.IsSellable">
<summary>
是否允许出售
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Item.NextSellableTime">
<summary>
下次可出售的时间
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Item.IsTradable">
<summary>
是否允许交易
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Item.NextTradableTime">
<summary>
下次可交易的时间
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Item.RemainUseTimes">
<summary>
剩余使用次数<para/>
对于永久性主动物品而言,如果是 <see cref="P:Milimoe.FunGame.Core.Entity.Item.IsInGameItem"/> 物品,可以不设置此值;反之,强烈建议设置为 1.
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Item.IsReduceTimesAfterUse">
<summary>
使用后减少使用次数
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Item.IsRemoveAfterUse">
<summary>
用完后删除物品
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Item.Character">
<summary>
物品所属的角色(只有装备物品,才需要设置)
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Item.User">
<summary>
所属的玩家
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Item.Skills">
<summary>
物品拥有的技能
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Item.Others">
<summary>
其他内容
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Item.OnItemEquip(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Library.Constant.EquipSlotType)">
<summary>
当装备物品时
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Item.OnItemUnEquip(Milimoe.FunGame.Core.Library.Constant.EquipSlotType)">
<summary>
当取消装备物品时
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Item.SetGamingQueue(Milimoe.FunGame.Core.Interface.Base.IGamingQueue)">
<summary>
设置游戏内的行动顺序表实例
</summary>
<param name="queue"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Item.UseItem(Milimoe.FunGame.Core.Interface.Base.IGamingQueue,Milimoe.FunGame.Core.Entity.Character,System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character},System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character})">
<summary>
局内使用物品触发
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Item.UseItem(System.Collections.Generic.Dictionary{System.String,System.Object})">
<summary>
局外(库存)使用物品触发
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Item.OnItemUsed(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Item,System.Boolean@)">
<summary>
当物品被角色使用时
</summary>
<param name="character"></param>
<param name="item"></param>
<param name="cancel"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Item.OnItemUsed(System.Collections.Generic.Dictionary{System.String,System.Object})">
<summary>
当物品被玩家使用时
</summary>
<param name="args"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Item.OnItemEquipped(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Item,Milimoe.FunGame.Core.Library.Constant.EquipSlotType)">
<summary>
当物品被装备时
</summary>
<param name="character"></param>
<param name="item"></param>
<param name="type"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Item.OnItemUnEquipped(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Item,Milimoe.FunGame.Core.Library.Constant.EquipSlotType)">
<summary>
当物品被取消装备时
</summary>
<param name="character"></param>
<param name="item"></param>
<param name="type"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Item.ToString">
<summary>
显示物品的详细信息
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Item.ToString(System.Boolean,System.Boolean)">
<summary>
显示物品的详细信息
</summary>
<param name="isShowGeneralDescription">是否显示通用描述,而不是描述</param>
<param name="isShowInStore">是否在商店中显示</param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Item.Equals(Milimoe.FunGame.Core.Interface.Entity.IBaseEntity)">
<summary>
判断两个物品是否相同 检查Id.Name
</summary>
<param name="other"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Item.SetPropertyToItemModuleNew(Milimoe.FunGame.Core.Entity.Item)">
<summary>
设置一些属性给从工厂构造出来的 <paramref name="newbyFactory"/> 对象
</summary>
<param name="newbyFactory"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Item.Copy(System.Boolean,System.Boolean,System.Boolean,System.Collections.Generic.IEnumerable{Milimoe.FunGame.Core.Entity.Item},System.Collections.Generic.IEnumerable{Milimoe.FunGame.Core.Entity.Skill})">
<summary>
复制一个物品
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Item.SetLevel(System.Int32)">
<summary>
设置所有技能的等级
</summary>
<param name="level"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Item.SetMagicsLevel(System.Int32)">
<summary>
设置所有魔法的等级
</summary>
<param name="level"></param>
</member>
<member name="F:Milimoe.FunGame.Core.Entity.Item._character">
<summary>
所属的角色
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Entity.OpenItem">
<summary>
用于动态扩展物品
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Entity.SkillGroup">
<summary>
物品只有一个主动技能,但是可以有很多个被动技能
<para>魔法卡包具有很多个魔法技能</para>
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.SkillGroup.Active">
<summary>
唯一的主动技能
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.SkillGroup.Passives">
<summary>
被动技能组
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.SkillGroup.Magics">
<summary>
魔法技能组
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Entity.Effect">
<summary>
特殊效果类,需要继承
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Effect.Skill">
<summary>
所属的技能
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Effect.EffectType">
<summary>
特殊效果类型<para/>
注意:如果技能特效没有原生施加控制效果,请始终保持此属性为 <see cref="F:Milimoe.FunGame.Core.Library.Constant.EffectType.None"/>
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Effect.Durative">
<summary>
持续性的<para/>
配合 <see cref="P:Milimoe.FunGame.Core.Entity.Effect.Duration"/> 使用,而不是 <see cref="P:Milimoe.FunGame.Core.Entity.Effect.DurationTurn"/>
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Effect.Duration">
<summary>
持续时间<para/>
配合 <see cref="P:Milimoe.FunGame.Core.Entity.Effect.Durative"/> 使用。
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Effect.DurationTurn">
<summary>
持续时间(回合)<para/>
使用此属性需要将 <see cref="P:Milimoe.FunGame.Core.Entity.Effect.Durative"/> 设置为 false。
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Effect.RemainDuration">
<summary>
剩余持续时间
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Effect.RemainDurationTurn">
<summary>
剩余持续时间(回合)
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Effect.DurativeWithoutDuration">
<summary>
是否是没有具体持续时间的持续性特效
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Effect.ParentEffect">
<summary>
附属于某个特效
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Effect.IsSubsidiary">
<summary>
是否是某个特效的附属
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Effect.ForceHideInStatusBar">
<summary>
是否强制在状态栏中隐藏
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Effect.ShowInStatusBar">
<summary>
是否显示在状态栏
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Effect.IsInEffect">
<summary>
特效是否生效
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Effect.MagicType">
<summary>
魔法类型
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Effect.DispelType">
<summary>
驱散性 [ 能驱散什么特效,默认无驱散 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Effect.DispelledType">
<summary>
被驱散性 [ 能被什么驱散类型驱散,默认弱驱散 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Effect.IsDebuff">
<summary>
是否是负面效果
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Effect.DispelDescription">
<summary>
驱散性和被驱散性的具体说明
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Effect.CanWeakDispel">
<summary>
是否具备弱驱散功能(强驱散包含在内)
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Effect.CanStrongDispel">
<summary>
是否具备强驱散功能
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Effect.IsTemporaryDispel">
<summary>
是否是临时驱散 [ 需注意持续性驱散是在持续时间内将特效无效化而不是移除,适用临时驱散机制 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Effect.IsBeingTemporaryDispelled">
<summary>
是否处于临时被驱散状态 [ 如果使用后不手动恢复为 false那么行动顺序表会在时间流逝时恢复它 ]
<para/>注意看标准实现,需要配合 <see cref="M:Milimoe.FunGame.Core.Entity.Effect.OnEffectLost(Milimoe.FunGame.Core.Entity.Character)"/><see cref="M:Milimoe.FunGame.Core.Entity.Effect.OnEffectGained(Milimoe.FunGame.Core.Entity.Character)"/> 使用
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Effect.IgnoreImmune">
<summary>
无视免疫类型
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Effect.Description">
<summary>
效果描述
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Effect.Level">
<summary>
等级,跟随技能的等级
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Effect.Source">
<summary>
此特效的施加者,用于溯源
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Effect.GamingQueue">
<summary>
游戏中的行动顺序表实例,在技能效果被触发时,此实例会获得赋值,使用时需要判断其是否存在
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Effect.Values">
<summary>
用于动态扩展特效的参数
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Effect.WriteLine">
<summary>
输出文本或日志
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.#ctor(Milimoe.FunGame.Core.Entity.Skill,System.Collections.Generic.Dictionary{System.String,System.Object})">
<summary>
Values 构造动态特效参考这个构造函数
</summary>
<param name="skill"></param>
<param name="args"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.OnEffectGained(Milimoe.FunGame.Core.Entity.Character)">
<summary>
获得此特效时
</summary>
<param name="character"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.OnEffectLost(Milimoe.FunGame.Core.Entity.Character)">
<summary>
失去此特效时
</summary>
<param name="character"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.AlterDamageTypeBeforeCalculation(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Character,System.Boolean@,System.Boolean@,Milimoe.FunGame.Core.Library.Constant.MagicType@)">
<summary>
在伤害计算前修改伤害类型
</summary>
<param name="character"></param>
<param name="enemy"></param>
<param name="isNormalAttack"></param>
<param name="isMagicDamage"></param>
<param name="magicType"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.AlterExpectedDamageBeforeCalculation(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Character,System.Double,System.Boolean,System.Boolean,Milimoe.FunGame.Core.Library.Constant.MagicType,System.Collections.Generic.Dictionary{Milimoe.FunGame.Core.Entity.Effect,System.Double})">
<summary>
在伤害计算前修改预期伤害
</summary>
<param name="character"></param>
<param name="enemy"></param>
<param name="damage"></param>
<param name="isNormalAttack"></param>
<param name="isMagicDamage"></param>
<param name="magicType"></param>
<param name="totalDamageBonus"></param>
<returns>返回伤害增减值</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.AlterActualDamageAfterCalculation(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Character,System.Double,System.Boolean,System.Boolean,Milimoe.FunGame.Core.Library.Constant.MagicType,Milimoe.FunGame.Core.Library.Constant.DamageResult,System.Boolean@,System.Collections.Generic.Dictionary{Milimoe.FunGame.Core.Entity.Effect,System.Double})">
<summary>
在伤害计算完成后修改实际伤害 [ 允许取消伤害 ]
</summary>
<param name="character"></param>
<param name="enemy"></param>
<param name="damage"></param>
<param name="isNormalAttack"></param>
<param name="isMagicDamage"></param>
<param name="magicType"></param>
<param name="damageResult"></param>
<param name="isEvaded"></param>
<param name="totalDamageBonus"></param>
<returns>返回伤害增减值</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.AlterHardnessTimeAfterNormalAttack(Milimoe.FunGame.Core.Entity.Character,System.Double@,System.Boolean@)">
<summary>
在完成普通攻击动作之后修改硬直时间
</summary>
<param name="character"></param>
<param name="baseHardnessTime"></param>
<param name="isCheckProtected"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.AlterHardnessTimeAfterCastSkill(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Skill,System.Double@,System.Boolean@)">
<summary>
在完成释放技能动作之后修改硬直时间
</summary>
<param name="character"></param>
<param name="skill"></param>
<param name="baseHardnessTime"></param>
<param name="isCheckProtected"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.AlterEPAfterDamage(Milimoe.FunGame.Core.Entity.Character,System.Double@)">
<summary>
在造成伤害时,修改获得的能量
</summary>
<param name="character"></param>
<param name="baseEP"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.AlterEPAfterGetDamage(Milimoe.FunGame.Core.Entity.Character,System.Double@)">
<summary>
在受到伤害时,修改获得的能量
</summary>
<param name="character"></param>
<param name="baseEP"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.OnSkillCasting(Milimoe.FunGame.Core.Entity.Character,System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character})">
<summary>
技能开始吟唱时 [ 爆发技插队可触发此项 ]
</summary>
<param name="caster"></param>
<param name="targets"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.OnSkillCastInterrupted(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Skill,Milimoe.FunGame.Core.Entity.Character)">
<summary>
技能吟唱被打断时
</summary>
<param name="caster"></param>
<param name="skill"></param>
<param name="interrupter"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.OnSkillCasted(Milimoe.FunGame.Core.Entity.Character,System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character},System.Collections.Generic.Dictionary{System.String,System.Object})">
<summary>
吟唱结束后释放技能(魔法)/ 直接释放技能(战技/爆发技)
</summary>
<param name="caster"></param>
<param name="targets"></param>
<param name="others"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.OnSkillCasted(System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character},System.Collections.Generic.Dictionary{System.String,System.Object})">
<summary>
对目标触发技能效果
</summary>
<param name="targets"></param>
<param name="others"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.OnTimeElapsed(Milimoe.FunGame.Core.Entity.Character,System.Double)">
<summary>
时间流逝时
</summary>
<param name="character"></param>
<param name="elapsed"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.AfterDamageCalculation(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Character,System.Double,System.Double,System.Boolean,System.Boolean,Milimoe.FunGame.Core.Library.Constant.MagicType,Milimoe.FunGame.Core.Library.Constant.DamageResult)">
<summary>
在完成伤害结算后
</summary>
<param name="character"></param>
<param name="enemy"></param>
<param name="damage"></param>
<param name="actualDamage"></param>
<param name="isNormalAttack"></param>
<param name="isMagicDamage"></param>
<param name="magicType"></param>
<param name="damageResult"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.AlterHealValueBeforeHealToTarget(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Character,System.Double,System.Boolean@,System.Collections.Generic.Dictionary{Milimoe.FunGame.Core.Entity.Effect,System.Double})">
<summary>
在治疗结算前修改治疗值
</summary>
<param name="actor"></param>
<param name="target"></param>
<param name="heal"></param>
<param name="canRespawn"></param>
<param name="totalHealBonus"></param>
<returns>返回治疗增减值</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.OnTurnStart(Milimoe.FunGame.Core.Entity.Character,System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character},System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character},System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Skill},System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Item})">
<summary>
在特效持有者的回合开始前
</summary>
<param name="character"></param>
<param name="enemys"></param>
<param name="teammates"></param>
<param name="skills"></param>
<param name="items"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.OnTurnEnd(Milimoe.FunGame.Core.Entity.Character)">
<summary>
在特效持有者的回合结束后
</summary>
<param name="character"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.OnSkillLevelUp(Milimoe.FunGame.Core.Entity.Character,System.Double)">
<summary>
技能被升级时
</summary>
<param name="character"></param>
<param name="level"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.OnOwnerLevelUp(Milimoe.FunGame.Core.Entity.Character,System.Double)">
<summary>
特效持有者升级时
</summary>
<param name="owner"></param>
<param name="level"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.AfterDeathCalculation(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Character,System.Collections.Generic.Dictionary{Milimoe.FunGame.Core.Entity.Character,System.Int32},System.Collections.Generic.Dictionary{Milimoe.FunGame.Core.Entity.Character,System.Int32})">
<summary>
在完成死亡结算后 [ 全体广播 ]
</summary>
<param name="death"></param>
<param name="killer"></param>
<param name="continuousKilling"></param>
<param name="earnedMoney"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.BeforeEvadeCheck(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Character,System.Double@)">
<summary>
闪避检定前触发
</summary>
<param name="actor"></param>
<param name="enemy"></param>
<param name="throwingBonus"></param>
<returns>返回 false 表示不进行闪避检定</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.OnEvadedTriggered(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Character,System.Double)">
<summary>
在触发闪避时
</summary>
<param name="actor"></param>
<param name="enemy"></param>
<param name="dice"></param>
<returns>返回 true 表示无视闪避</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.BeforeCriticalCheck(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Character,System.Double@)">
<summary>
暴击检定前触发
</summary>
<param name="actor"></param>
<param name="enemy"></param>
<param name="throwingBonus"></param>
<returns>返回 false 表示不进行暴击检定</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.OnCriticalDamageTriggered(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Character,System.Double)">
<summary>
在触发暴击时
</summary>
<param name="actor"></param>
<param name="enemy"></param>
<param name="dice"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.OnAttributeChanged(Milimoe.FunGame.Core.Entity.Character)">
<summary>
角色属性发生变化
</summary>
<param name="character"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.AlterSelectListBeforeAction(Milimoe.FunGame.Core.Entity.Character,System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character},System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character},System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Skill},System.Collections.Generic.Dictionary{Milimoe.FunGame.Core.Entity.Character,System.Int32},System.Collections.Generic.Dictionary{Milimoe.FunGame.Core.Entity.Character,System.Int32})">
<summary>
行动开始前,修改可选择的 <paramref name="enemys"/>, <paramref name="teammates"/>, <paramref name="skills"/> 列表<para/>
注意 <paramref name="continuousKilling"/><paramref name="earnedMoney"/> 是副本,修改无效
</summary>
<param name="character"></param>
<param name="enemys"></param>
<param name="teammates"></param>
<param name="skills"></param>
<param name="continuousKilling"></param>
<param name="earnedMoney"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.AlterSelectListBeforeSelection(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Interface.Entity.ISkill,System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character},System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character})">
<summary>
开始选择目标前,修改可选择的 <paramref name="enemys"/>, <paramref name="teammates"/> 列表<para/>
<see cref="T:Milimoe.FunGame.Core.Interface.Entity.ISkill"/> 有两种,使用时注意判断是 <see cref="T:Milimoe.FunGame.Core.Entity.Skill"/> 还是 <see cref="T:Milimoe.FunGame.Core.Entity.NormalAttack"/>
</summary>
<param name="character"></param>
<param name="skill"></param>
<param name="enemys"></param>
<param name="teammates"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.AlterActionTypeBeforeAction(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Library.Constant.CharacterState,System.Boolean@,System.Boolean@,System.Double@,System.Double@,System.Double@)">
<summary>
行动开始前,指定角色的行动,而不是使用顺序表自带的逻辑;或者修改对应的操作触发概率
</summary>
<param name="character"></param>
<param name="state"></param>
<param name="canUseItem"></param>
<param name="canCastSkill"></param>
<param name="pUseItem"></param>
<param name="pCastSkill"></param>
<param name="pNormalAttack"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.OnDispellingEffect(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Effect,System.Boolean)">
<summary>
可重写对某个特效的驱散实现,适用于特殊驱散类型
</summary>
<param name="dispeller"></param>
<param name="target"></param>
<param name="effect"></param>
<param name="isEnemy"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.OnEffectIsBeingDispelled(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Effect,System.Boolean)">
<summary>
当特效被驱散时的
</summary>
<param name="dispeller"></param>
<param name="target"></param>
<param name="dispellerEffect"></param>
<param name="isEnemy"></param>
<returns>返回 false 可以阻止驱散</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.AfterLifesteal(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Character,System.Double,System.Double)">
<summary>
当角色触发生命偷取后
</summary>
<param name="character"></param>
<param name="enemy"></param>
<param name="damage"></param>
<param name="steal"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.BeforeShieldCalculation(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Character,System.Boolean,Milimoe.FunGame.Core.Library.Constant.MagicType,System.Double,System.Double,System.String@)">
<summary>
在角色护盾结算前触发
</summary>
<param name="character"></param>
<param name="attacker"></param>
<param name="isMagic"></param>
<param name="magicType"></param>
<param name="damage"></param>
<param name="shield"></param>
<param name="message"></param>
<returns>返回 false 可以阻止后续扣除角色护盾</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.OnShieldBroken(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Character,System.Boolean,Milimoe.FunGame.Core.Library.Constant.MagicType,System.Double,System.Double,System.Double)">
<summary>
当角色护盾破碎时
</summary>
<param name="character"></param>
<param name="attacker"></param>
<param name="isMagic"></param>
<param name="magicType"></param>
<param name="damage"></param>
<param name="shield"></param>
<param name="overFlowing"></param>
<returns>返回 false 可以阻止后续扣除角色生命值</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.OnImmuneCheck(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Interface.Entity.ISkill,Milimoe.FunGame.Core.Entity.Item)">
<summary>
在免疫检定时
</summary>
<param name="actor"></param>
<param name="enemy"></param>
<param name="skill"></param>
<param name="item"></param>
<returns>false免疫检定不通过</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.OnDamageImmuneCheck(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Character,System.Boolean,System.Boolean,Milimoe.FunGame.Core.Library.Constant.MagicType,System.Double)">
<summary>
在伤害免疫检定时
</summary>
<param name="actor"></param>
<param name="enemy"></param>
<param name="isNormalAttack"></param>
<param name="isMagic"></param>
<param name="magicType"></param>
<param name="damage"></param>
<returns>false免疫检定不通过</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.DamageToEnemy(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Character,System.Boolean,Milimoe.FunGame.Core.Library.Constant.MagicType,System.Double)">
<summary>
对敌人造成技能伤害 [ 强烈建议使用此方法造成伤害而不是自行调用 <see cref="M:Milimoe.FunGame.Core.Interface.Base.IGamingQueue.DamageToEnemyAsync(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Character,System.Double,System.Boolean,System.Boolean,Milimoe.FunGame.Core.Library.Constant.MagicType,Milimoe.FunGame.Core.Library.Constant.DamageResult)"/> ]
</summary>
<param name="actor"></param>
<param name="enemy"></param>
<param name="isMagic"></param>
<param name="magicType"></param>
<param name="expectedDamage"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.HealToTarget(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Character,System.Double,System.Boolean)">
<summary>
治疗一个目标 [ 强烈建议使用此方法而不是自行调用 <see cref="M:Milimoe.FunGame.Core.Interface.Base.IGamingQueue.HealToTargetAsync(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Character,System.Double,System.Boolean)"/> ]
</summary>
<param name="actor"></param>
<param name="target"></param>
<param name="heal"></param>
<param name="canRespawn"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.InterruptCasting(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Character)">
<summary>
打断施法 [ 尽可能的调用此方法而不是直接调用 <see cref="M:Milimoe.FunGame.Core.Interface.Base.IGamingQueue.InterruptCastingAsync(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Character)"/>,以防止中断性变更 ]
</summary>
<param name="caster"></param>
<param name="interrupter"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.InterruptCasting(Milimoe.FunGame.Core.Entity.Character)">
<summary>
打断施法 [ 用于使敌人目标丢失 ] [ 尽可能的调用此方法而不是直接调用 <see cref="M:Milimoe.FunGame.Core.Interface.Base.IGamingQueue.InterruptCastingAsync(Milimoe.FunGame.Core.Entity.Character)"/>,以防止中断性变更 ]
</summary>
<param name="interrupter"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.AddEffectStatesToCharacter(Milimoe.FunGame.Core.Entity.Character,System.Collections.Generic.List{Milimoe.FunGame.Core.Library.Constant.CharacterState})">
<summary>
将特效状态设置到角色上 [ 尽可能的调用此方法而不是自己实现 ]
</summary>
<param name="character"></param>
<param name="states"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.AddEffectTypeToCharacter(Milimoe.FunGame.Core.Entity.Character,System.Collections.Generic.List{Milimoe.FunGame.Core.Library.Constant.EffectType})">
<summary>
将特效控制效果设置到角色上 [ 尽可能的调用此方法而不是自己实现 ]
<para>施加 EffectType 的同时也会施加 CharacterState参见 <see cref="M:Milimoe.FunGame.Core.Entity.Effect.AddEffectStatesToCharacter(Milimoe.FunGame.Core.Entity.Character,System.Collections.Generic.List{Milimoe.FunGame.Core.Library.Constant.CharacterState})"/></para>
</summary>
<param name="character"></param>
<param name="types"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.AddImmuneTypesToCharacter(Milimoe.FunGame.Core.Entity.Character,System.Collections.Generic.List{Milimoe.FunGame.Core.Library.Constant.ImmuneType})">
<summary>
将免疫状态设置到角色上 [ 尽可能的调用此方法而不是自己实现 ]
</summary>
<param name="character"></param>
<param name="types"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.RemoveEffectStatesFromCharacter(Milimoe.FunGame.Core.Entity.Character)">
<summary>
将特效状态从角色身上移除 [ 尽可能的调用此方法而不是自己实现 ]
</summary>
<param name="character"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.RemoveEffectTypesFromCharacter(Milimoe.FunGame.Core.Entity.Character)">
<summary>
将特效控制效果从角色身上移除 [ 尽可能的调用此方法而不是自己实现 ]
</summary>
<param name="character"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.RemoveImmuneTypesFromCharacter(Milimoe.FunGame.Core.Entity.Character)">
<summary>
将免疫状态从角色身上移除 [ 尽可能的调用此方法而不是自己实现 ]
</summary>
<param name="character"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.RemoveEffectTypesByDispel(System.Collections.Generic.List{Milimoe.FunGame.Core.Library.Constant.EffectType},System.Boolean)">
<summary>
从角色身上消除特效类型 [ 如果重写了 <see cref="M:Milimoe.FunGame.Core.Entity.Effect.OnDispellingEffect(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Effect,System.Boolean)"/>,则尽可能的调用此方法而不是自己实现 ]
</summary>
<param name="types"></param>
<param name="isEnemy"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.RemoveEffectStatesByDispel(System.Collections.Generic.List{Milimoe.FunGame.Core.Library.Constant.CharacterState})">
<summary>
从角色身上消除状态类型 [ 如果重写了 <see cref="M:Milimoe.FunGame.Core.Entity.Effect.OnDispellingEffect(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Effect,System.Boolean)"/>,则尽可能的调用此方法而不是自己实现 ]
</summary>
<param name="states"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.Dispel(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Character,System.Boolean)">
<summary>
驱散目标 [ 尽可能的调用此方法而不是自己实现 ]
<para>此方法会触发 <see cref="M:Milimoe.FunGame.Core.Entity.Effect.OnDispellingEffect(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Effect,System.Boolean)"/></para>
</summary>
<param name="dispeller"></param>
<param name="target"></param>
<param name="isEnemy"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.ChangeCharacterHardnessTime(Milimoe.FunGame.Core.Entity.Character,System.Double,System.Boolean,System.Boolean)">
<summary>
修改角色的硬直时间 [ 尽可能的调用此方法而不是自己实现 ]
</summary>
<param name="character">角色</param>
<param name="addValue">加值</param>
<param name="isPercentage">是否是百分比</param>
<param name="isCheckProtected">是否使用插队保护机制</param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.IsCharacterInAIControlling(Milimoe.FunGame.Core.Entity.Character)">
<summary>
检查角色是否在 AI 控制状态
</summary>
<param name="character"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.ToString">
<summary>
返回特效详情
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.Copy(Milimoe.FunGame.Core.Entity.Skill,System.Boolean)">
<summary>
复制一个特效
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.Equals(Milimoe.FunGame.Core.Interface.Entity.IBaseEntity)">
<summary>
比较两个特效
</summary>
<param name="other"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Effect.GetDispelDescription(System.String)">
<summary>
获取驱散描述
</summary>
<param name="separator"></param>
<returns></returns>
</member>
<member name="F:Milimoe.FunGame.Core.Entity.Effect._dispelDescription">
<summary>
驱散描述
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.NormalAttack.Name">
<summary>
普通攻击名称
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.NormalAttack.Description">
<summary>
普通攻击说明
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.NormalAttack.GeneralDescription">
<summary>
普通攻击的通用说明
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.NormalAttack.Character">
<summary>
所属的角色
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.NormalAttack.Damage">
<summary>
普通攻击的伤害
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.NormalAttack.Level">
<summary>
普通攻击等级
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.NormalAttack.IsMagic">
<summary>
是否是魔法伤害
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.NormalAttack.MagicType">
<summary>
魔法伤害需要指定魔法类型
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.NormalAttack.Enable">
<summary>
是否可用
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.NormalAttack.IsInEffect">
<summary>
是否在持续生效,为 true 时不允许再次使用。普通攻击始终为 false
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.NormalAttack.IgnoreImmune">
<summary>
无视免疫类型
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.NormalAttack.HardnessTime">
<summary>
硬直时间
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.NormalAttack.RealHardnessTime">
<summary>
实际硬直时间
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.NormalAttack.CanSelectSelf">
<summary>
可选取自身
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.NormalAttack.CanSelectEnemy">
<summary>
可选取敌对角色
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.NormalAttack.CanSelectTeammate">
<summary>
可选取友方角色
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.NormalAttack.CanSelectTargetCount">
<summary>
可选取的作用目标数量
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.NormalAttack.CanSelectTargetRange">
<summary>
可选取的作用范围
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.NormalAttack.RealMPCost">
<summary>
普通攻击没有魔法消耗
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.NormalAttack.RealCastTime">
<summary>
普通攻击没有吟唱时间
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.NormalAttack.RealEPCost">
<summary>
普通攻击没有能量消耗
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.NormalAttack.RealCD">
<summary>
普通攻击没有冷却时间
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.NormalAttack.CurrentCD">
<summary>
普通攻击没有冷却时间
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.NormalAttack.GetSelectableTargets(Milimoe.FunGame.Core.Entity.Character,System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character},System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character})">
<summary>
获取可选择的目标列表
</summary>
<param name="caster"></param>
<param name="enemys"></param>
<param name="teammates"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.NormalAttack.Attack(Milimoe.FunGame.Core.Interface.Base.IGamingQueue,Milimoe.FunGame.Core.Entity.Character,System.Collections.Generic.IEnumerable{Milimoe.FunGame.Core.Entity.Character})">
<summary>
对目标(或多个目标)发起普通攻击
</summary>
<param name="queue"></param>
<param name="attacker"></param>
<param name="enemys"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.NormalAttack.SetMagicType(System.Boolean,Milimoe.FunGame.Core.Library.Constant.MagicType)">
<summary>
修改伤害类型
</summary>
<param name="isMagic"></param>
<param name="magicType"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.NormalAttack.Equals(Milimoe.FunGame.Core.Interface.Entity.IBaseEntity)">
<summary>
比较两个普攻对象
</summary>
<param name="other"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.NormalAttack.GetInfo(System.Boolean)">
<summary>
输出信息
</summary>
<param name="showOriginal"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.NormalAttack.ToString">
<summary>
输出信息
</summary>
<returns></returns>
</member>
<member name="F:Milimoe.FunGame.Core.Entity.NormalAttack._Level">
<summary>
等级
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Entity.NormalAttack._IsMagic">
<summary>
是否是魔法伤害
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Entity.NormalAttack._MagicType">
<summary>
魔法类型
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Entity.OpenSkill">
<summary>
用于动态扩展技能,<see cref="P:Milimoe.FunGame.Core.Entity.OpenSkill.Description"/> 返回所有特效的描述
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Entity.Skill">
<summary>
<see cref="P:Milimoe.FunGame.Core.Entity.Skill.Character"/> 不同,构造技能时,建议继承此类再构造
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Skill.Guid">
<summary>
唯一标识符 [ 只有物品技能需要赋值,用于表示与其关联的物品:<see cref="P:Milimoe.FunGame.Core.Entity.Item.Guid"/> ]
<para>其他情况请保持此属性为 <see cref="F:System.Guid.Empty"/></para>
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Skill.Character">
<summary>
此技能所属的角色
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Skill.Description">
<summary>
技能描述
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Skill.GeneralDescription">
<summary>
技能的通用描述
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Skill.DispelDescription">
<summary>
驱散性和被驱散性的描述
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Skill.Slogan">
<summary>
释放技能时的口号
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Skill.Level">
<summary>
技能等级,等于 0 时可以称之为尚未学习
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Skill.SkillType">
<summary>
技能类型 [ 此项为最高优先级 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Skill.IsActive">
<summary>
是否是主动技能 [ 此项为高优先级 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Skill.Enable">
<summary>
是否可用 [ 此项为高优先级 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Skill.IsInEffect">
<summary>
效果持续生效中 [ 此项为高优先级 ] [ 此项设置为true后不允许再次释放防止重复释放 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Skill.IsSuperSkill">
<summary>
是否是爆发技 [ 此项为高优先级 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Skill.IsMagic">
<summary>
是否属于魔法 [ <see cref="P:Milimoe.FunGame.Core.Entity.Skill.IsActive"/> 必须为 true ],反之为战技
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Skill.CanSelectSelf">
<summary>
可选取自身
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Skill.CanSelectEnemy">
<summary>
可选取敌对角色
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Skill.CanSelectTeammate">
<summary>
可选取友方角色
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Skill.CanSelectTargetCount">
<summary>
可选取的作用目标数量
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Skill.CanSelectTargetRange">
<summary>
可选取的作用范围
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Skill.SelectTargetPredicates">
<summary>
选取角色的条件
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Skill.RealMPCost">
<summary>
实际魔法消耗 [ 魔法 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Skill.MPCost">
<summary>
魔法消耗 [ 魔法 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Skill.CastTime">
<summary>
吟唱时间 [ 魔法 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Skill.RealCastTime">
<summary>
实际吟唱时间 [ 魔法 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Skill.RealEPCost">
<summary>
实际能量消耗 [ 战技 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Skill.EPCost">
<summary>
能量消耗 [ 战技 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Skill.CostAllEP">
<summary>
消耗所有能量 [ 战技 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Skill.MinCostEP">
<summary>
消耗所有能量的最小能量限制 [ 战技 ] 默认值100
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Skill.LastCostMP">
<summary>
上一次释放此技能消耗的魔法 [ 魔法 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Skill.LastCostEP">
<summary>
上一次释放此技能消耗的能量 [ 战技 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Skill.RealCD">
<summary>
实际冷却时间
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Skill.CD">
<summary>
冷却时间
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Skill.CurrentCD">
<summary>
剩余冷却时间 [ 建议配合 <see cref="P:Milimoe.FunGame.Core.Entity.Skill.Enable"/> 属性使用 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Skill.HardnessTime">
<summary>
硬直时间
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Skill.RealHardnessTime">
<summary>
实际硬直时间
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Skill.Effects">
<summary>
效果列表
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Skill.Values">
<summary>
用于动态扩展技能的参数
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Skill.GamingQueue">
<summary>
游戏中的行动顺序表实例,在技能效果被触发时,此实例会获得赋值,使用时需要判断其是否存在
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Skill.Item">
<summary>
技能是否属于某个物品
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Skill.#ctor(Milimoe.FunGame.Core.Library.Constant.SkillType,Milimoe.FunGame.Core.Entity.Character)">
<summary>
继承此类实现时,调用基类的构造函数
</summary>
<param name="type"></param>
<param name="character"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Skill.#ctor">
<summary>
用于构造 JSON
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Skill.SetPropertyToItemModuleNew(Milimoe.FunGame.Core.Entity.Skill)">
<summary>
设置一些属性给从工厂构造出来的 <paramref name="newbyFactory"/> 对象
</summary>
<param name="newbyFactory"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Skill.OnLevelUp">
<summary>
触发技能升级
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Skill.OnSkillGained(Milimoe.FunGame.Core.Interface.Base.IGamingQueue)">
<summary>
当获得技能时
</summary>
<param name="queue"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Skill.OnTurnStart(Milimoe.FunGame.Core.Entity.Character,System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character},System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character},System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Skill},System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Item})">
<summary>
在技能持有者的回合开始前
</summary>
<param name="character"></param>
<param name="enemys"></param>
<param name="teammates"></param>
<param name="skills"></param>
<param name="items"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Skill.GetSelectableTargets(Milimoe.FunGame.Core.Entity.Character,System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character},System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character})">
<summary>
获取可选择的目标列表
</summary>
<param name="caster"></param>
<param name="enemys"></param>
<param name="teammates"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Skill.SelectTargets(Milimoe.FunGame.Core.Entity.Character,System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character},System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character})">
<summary>
选取技能目标
</summary>
<param name="caster"></param>
<param name="enemys"></param>
<param name="teammates"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Skill.OnSkillCasting(Milimoe.FunGame.Core.Interface.Base.IGamingQueue,Milimoe.FunGame.Core.Entity.Character,System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character})">
<summary>
技能开始吟唱时 [ 吟唱魔法、释放战技和爆发技、预释放爆发技均可触发 ]
</summary>
<param name="queue"></param>
<param name="caster"></param>
<param name="targets"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Skill.BeforeSkillCasted">
<summary>
技能效果触发前
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Skill.OnSkillCasted(Milimoe.FunGame.Core.Interface.Base.IGamingQueue,Milimoe.FunGame.Core.Entity.Character,System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character})">
<summary>
触发技能效果 [ 局内版 ]
</summary>
<param name="queue"></param>
<param name="caster"></param>
<param name="targets"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Skill.OnSkillCasted(System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character})">
<summary>
对目标触发技能效果
</summary>
<param name="targets"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Skill.IsCharacterInAIControlling(Milimoe.FunGame.Core.Entity.Character)">
<summary>
检查角色是否在 AI 控制状态
</summary>
<param name="character"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Skill.AddPassiveEffectToCharacter">
<summary>
被动技能,需要重写此方法,返回被动特效给角色 [ 此方法会在技能学习时触发 ]
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Skill.GetInfo(System.Boolean)">
<summary>
返回技能的详细说明
</summary>
<param name="showOriginal"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Skill.ToString">
<summary>
返回技能的详细说明
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Skill.Equals(Milimoe.FunGame.Core.Interface.Entity.IBaseEntity)">
<summary>
判断两个技能是否相同 检查Id.Name
</summary>
<param name="other"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.Skill.Copy(System.Boolean,System.Collections.Generic.IEnumerable{Milimoe.FunGame.Core.Entity.Skill})">
<summary>
复制一个技能
</summary>
<returns></returns>
</member>
<member name="F:Milimoe.FunGame.Core.Entity.Skill._Level">
<summary>
等级
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Entity.SkillTarget">
<summary>
技能和它的目标结构体
</summary>
<param name="skill"></param>
<param name="targets"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Entity.SkillTarget.#ctor(Milimoe.FunGame.Core.Entity.Skill,System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character})">
<summary>
技能和它的目标结构体
</summary>
<param name="skill"></param>
<param name="targets"></param>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.SkillTarget.Skill">
<summary>
技能实例
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.SkillTarget.Targets">
<summary>
技能的目标列表
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Entity.UserStatistics">
<summary>
记录 <see cref="T:Milimoe.FunGame.Core.Entity.User"/> 的生涯、赛季统计数据<para/>
Key为赛季(long)每个key代表第key赛季key = 0时为生涯数据。
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Inventory.Id">
<summary>
库存 ID 与用户 ID 绑定
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Inventory.Name">
<summary>
库存的名称,默认为 “<see cref="P:Milimoe.FunGame.Core.Entity.User.Username"/>的库存”;可更改
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Inventory.User">
<summary>
库存属于哪个玩家
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Inventory.Credits">
<summary>
玩家持有 <see cref="P:Milimoe.FunGame.Core.Model.EquilibriumConstant.InGameCurrency"/> 的数量
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Inventory.Materials">
<summary>
玩家持有 <see cref="P:Milimoe.FunGame.Core.Model.EquilibriumConstant.InGameMaterial"/> 的数量
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Inventory.Characters">
<summary>
玩家拥有的角色
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Inventory.Items">
<summary>
玩家拥有的物品
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Inventory.MainCharacter">
<summary>
主战角色
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Inventory.Squad">
<summary>
小队
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.Inventory.Training">
<summary>
练级中的角色
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.UserProfile.AvatarUrl">
<summary>
头像链接
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.UserProfile.Signature">
<summary>
签名
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.UserProfile.Gender">
<summary>
性别
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.UserProfile.BirthDay">
<summary>
生日
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.UserProfile.Followers">
<summary>
关注者
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.UserProfile.Following">
<summary>
正在关注
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.UserProfile.Title">
<summary>
头衔
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Entity.UserProfile.UserGroup">
<summary>
用户组
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Interface.Base.IGamingQueue">
<summary>
回合制游戏的基础队列
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Interface.Base.IGamingQueue.GameplayEquilibriumConstant">
<summary>
使用的游戏平衡常数
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Interface.Base.IGamingQueue.WriteLine">
<summary>
用于文本输出
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Interface.Base.IGamingQueue.Original">
<summary>
原始的角色字典
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Interface.Base.IGamingQueue.Queue">
<summary>
当前的行动顺序
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Interface.Base.IGamingQueue.LastRound">
<summary>
上回合记录
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Interface.Base.IGamingQueue.Rounds">
<summary>
所有回合的记录
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Interface.Base.IGamingQueue.Eliminated">
<summary>
当前已死亡的角色顺序(第一个是最早死的)
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Interface.Base.IGamingQueue.CharacterStatistics">
<summary>
角色数据
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Interface.Base.IGamingQueue.TotalTime">
<summary>
游戏运行的时间
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Interface.Base.IGamingQueue.TotalRound">
<summary>
游戏运行的回合
对于某角色而言,在其行动的回合叫 Turn而所有角色行动的回合都称之为 Round。
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Interface.Base.IGamingQueue.DisplayQueue">
<summary>
显示队列信息
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Interface.Base.IGamingQueue.ProcessTurnAsync(Milimoe.FunGame.Core.Entity.Character)">
<summary>
处理回合动作
</summary>
<param name="character"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Interface.Base.IGamingQueue.DamageToEnemyAsync(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Character,System.Double,System.Boolean,System.Boolean,Milimoe.FunGame.Core.Library.Constant.MagicType,Milimoe.FunGame.Core.Library.Constant.DamageResult)">
<summary>
造成伤害
</summary>
<param name="actor"></param>
<param name="enemy"></param>
<param name="damage"></param>
<param name="isNormalAttack"></param>
<param name="isMagicDamage"></param>
<param name="magicType"></param>
<param name="damageResult"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Interface.Base.IGamingQueue.HealToTargetAsync(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Character,System.Double,System.Boolean)">
<summary>
治疗一个目标
</summary>
<param name="actor"></param>
<param name="target"></param>
<param name="heal"></param>
<param name="canRespawn"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Interface.Base.IGamingQueue.CalculatePhysicalDamage(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Character,System.Boolean,System.Double,System.Double@,System.Int32@)">
<summary>
计算物理伤害
</summary>
<param name="actor"></param>
<param name="enemy"></param>
<param name="isNormalAttack"></param>
<param name="expectedDamage"></param>
<param name="finalDamage"></param>
<param name="changeCount"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Interface.Base.IGamingQueue.CalculateMagicalDamage(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Character,System.Boolean,Milimoe.FunGame.Core.Library.Constant.MagicType,System.Double,System.Double@,System.Int32@)">
<summary>
计算魔法伤害
</summary>
<param name="actor"></param>
<param name="enemy"></param>
<param name="isNormalAttack"></param>
<param name="magicType"></param>
<param name="expectedDamage"></param>
<param name="finalDamage"></param>
<param name="changeCount"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Interface.Base.IGamingQueue.DeathCalculationAsync(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Character)">
<summary>
死亡结算
</summary>
<param name="killer"></param>
<param name="death"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Interface.Base.IGamingQueue.InterruptCastingAsync(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Character)">
<summary>
打断施法
</summary>
<param name="caster"></param>
<param name="interrupter"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Interface.Base.IGamingQueue.InterruptCastingAsync(Milimoe.FunGame.Core.Entity.Character)">
<summary>
打断施法 [ 用于使敌人目标丢失 ]
</summary>
<param name="interrupter"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Interface.Base.IGamingQueue.UseItemAsync(Milimoe.FunGame.Core.Entity.Item,Milimoe.FunGame.Core.Entity.Character,System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character},System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character})">
<summary>
使用物品
</summary>
<param name="item"></param>
<param name="caster"></param>
<param name="enemys"></param>
<param name="teammates"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Interface.Base.IGamingQueue.SelectTargetsAsync(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Skill,System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character},System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character})">
<summary>
选取技能目标
</summary>
<param name="caster"></param>
<param name="skill"></param>
<param name="enemys"></param>
<param name="teammates"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Interface.Base.IGamingQueue.SelectTargetsAsync(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.NormalAttack,System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character},System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character})">
<summary>
选取普通攻击目标
</summary>
<param name="character"></param>
<param name="attack"></param>
<param name="enemys"></param>
<param name="teammates"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Interface.Base.IGamingQueue.IsTeammate(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Character)">
<summary>
判断目标对于某个角色是否是队友
</summary>
<param name="character"></param>
<param name="target"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Interface.Base.IGamingQueue.GetIsTeammateDictionary(Milimoe.FunGame.Core.Entity.Character,System.Collections.Generic.IEnumerable{Milimoe.FunGame.Core.Entity.Character})">
<summary>
获取目标对于某个角色是否是队友的字典
</summary>
<param name="character"></param>
<param name="targets"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Interface.Base.IGamingQueue.IsCharacterInAIControlling(Milimoe.FunGame.Core.Entity.Character)">
<summary>
检查角色是否在 AI 控制状态
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Interface.Base.IGamingQueue.ChangeCharacterHardnessTime(Milimoe.FunGame.Core.Entity.Character,System.Double,System.Boolean,System.Boolean)">
<summary>
修改角色的硬直时间
</summary>
<param name="character">角色</param>
<param name="addValue">加值</param>
<param name="isPercentage">是否是百分比</param>
<param name="isCheckProtected">是否使用插队保护机制</param>
</member>
<member name="P:Milimoe.FunGame.Core.Interface.Base.IServerModel.Running">
<summary>
服务器实例是否在运行
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Interface.Base.IServerModel.Socket">
<summary>
客户端的套接字实例
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Interface.Base.IServerModel.SQLHelper">
<summary>
客户端的数据库连接实例
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Interface.Base.IServerModel.MailSender">
<summary>
客户端的邮件服务实例
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Interface.Base.IServerModel.User">
<summary>
客户端的用户实例,在用户登录后有效
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Interface.Base.IServerModel.ClientName">
<summary>
客户端的名称默认是客户端的IP地址
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Interface.Base.IServerModel.IsDebugMode">
<summary>
客户端是否启动了开发者模式
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Interface.Base.IServerModel.InRoom">
<summary>
客户端所在的房间
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Interface.Base.IServerModel.NowGamingServer">
<summary>
客户端的游戏模组服务器
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Interface.Base.IServerModel.Send(Milimoe.FunGame.Core.Library.Constant.SocketMessageType,System.Object[])">
<summary>
向客户端发送消息
</summary>
<param name="type"></param>
<param name="objs"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Interface.Base.IServerModel.SendSystemMessage(Milimoe.FunGame.Core.Library.Constant.ShowMessageType,System.String,System.String,System.Int32,System.String[])">
<summary>
向客户端发送系统消息
</summary>
<param name="showtype"></param>
<param name="msg"></param>
<param name="title"></param>
<param name="autoclose"></param>
<param name="usernames"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Interface.Base.IServerModel.Kick(System.String)">
<summary>
踢下线
</summary>
<param name="msg"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Interface.Base.IServerModel.ForceLogOut(System.String)">
<summary>
强制退出登录
</summary>
<param name="msg"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Interface.Base.IServerModel.GetClientName">
<summary>
获取客户端的名称通常未登录时显示为客户端的IP地址登录后显示为账号名
</summary>
<returns></returns>
</member>
<member name="P:Milimoe.FunGame.Core.Interface.Base.ISocketListener`1.Name">
<summary>
监听器的名称
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Interface.Base.ISocketListener`1.ClientList">
<summary>
已连接的客户端列表
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Interface.Base.ISocketListener`1.UserList">
<summary>
已登录的用户列表
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Interface.Base.ISocketListener`1.BannedList">
<summary>
黑名单IP地址列表
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Interface.Base.ISocketListener`1.Close">
<summary>
关闭监听
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Interface.Entity.IBaseEntity.Id">
<summary>
实体的数字标识符
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Interface.Entity.IBaseEntity.Guid">
<summary>
实体的唯一标识符
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Interface.Entity.IBaseEntity.Name">
<summary>
实体的名称
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Interface.Entity.IBaseEntity.GetIdName">
<summary>
获取实体的 Id.Name
</summary>
<returns></returns>
</member>
<member name="T:Milimoe.FunGame.Core.Interface.Entity.ISkill">
<summary>
ISkill 是技能的通用接口,包含一些基本属性,实现类:<see cref="T:Milimoe.FunGame.Core.Entity.NormalAttack"/><see cref="T:Milimoe.FunGame.Core.Entity.Skill"/>
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Interface.Entity.ISkill.Character">
<summary>
此技能所属的角色
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Interface.Entity.ISkill.Description">
<summary>
技能描述
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Interface.Entity.ISkill.GeneralDescription">
<summary>
技能的通用描述
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Interface.Entity.ISkill.Level">
<summary>
技能等级,等于 0 时可以称之为尚未学习
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Interface.Entity.ISkill.Enable">
<summary>
是否可用 [ 此项为高优先级 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Interface.Entity.ISkill.IsInEffect">
<summary>
效果持续生效中 [ 此项为高优先级 ] [ 此项设置为true后不允许再次释放防止重复释放 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Interface.Entity.ISkill.CanSelectSelf">
<summary>
可选取自身
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Interface.Entity.ISkill.CanSelectEnemy">
<summary>
可选取敌对角色
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Interface.Entity.ISkill.CanSelectTeammate">
<summary>
可选取友方角色
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Interface.Entity.ISkill.CanSelectTargetCount">
<summary>
可选取的作用目标数量
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Interface.Entity.ISkill.CanSelectTargetRange">
<summary>
可选取的作用范围
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Interface.Entity.ISkill.RealMPCost">
<summary>
实际魔法消耗 [ 魔法 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Interface.Entity.ISkill.RealCastTime">
<summary>
实际吟唱时间 [ 魔法 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Interface.Entity.ISkill.RealEPCost">
<summary>
实际能量消耗 [ 战技 ]
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Interface.Entity.ISkill.RealCD">
<summary>
实际冷却时间
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Interface.Entity.ISkill.CurrentCD">
<summary>
剩余冷却时间
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Interface.Entity.ISkill.RealHardnessTime">
<summary>
实际硬直时间
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Interface.Entity.ISkill.GetSelectableTargets(Milimoe.FunGame.Core.Entity.Character,System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character},System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character})">
<summary>
获取可选择的目标列表
</summary>
<param name="caster"></param>
<param name="enemys"></param>
<param name="teammates"></param>
<returns></returns>
</member>
<member name="T:Milimoe.FunGame.Core.Interface.IEventHandler">
<summary>
窗体继承这些接口便能实现事件,或为插件预留。
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Interface.IGamingEventHandler">
<summary>
局内事件的接口,与 <see cref="T:Milimoe.FunGame.Core.Library.Common.Addon.GameModule"/> 配套使用
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Interface.IClient">
<summary>
这是最基本的接口,要求客户端实现
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Interface.IServer">
<summary>
服务器需要实现此接口
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Interface.IServer.SecretKey">
<summary>
一个服务器标识秘钥
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.CharacterModule.Name">
<summary>
模组名称
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.CharacterModule.Description">
<summary>
模组描述
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.CharacterModule.Version">
<summary>
模组版本
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.CharacterModule.Author">
<summary>
模组作者
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.CharacterModule.Characters">
<summary>
此模组中包含的角色
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Common.Addon.CharacterModule.IsLoaded">
<summary>
加载标记
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.CharacterModule.Load(System.Object[])">
<summary>
加载模组
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.CharacterModule.EntityFactory">
<summary>
注册工厂
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.CharacterModule.AfterLoad">
<summary>
模组加载后需要做的事
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.CharacterModule.BeforeLoad">
<summary>
允许返回false来阻止加载此模组
</summary>
<returns></returns>
</member>
<member name="T:Milimoe.FunGame.Core.Library.Common.Addon.Example.ExampleGameModuleConstant">
<summary>
建议使用一个类来存储常量,方便重用
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Library.Common.Addon.Example.ExampleGameModule">
<summary>
模组:必须继承基类:<see cref="T:Milimoe.FunGame.Core.Library.Common.Addon.GameModule"/><para/>
继承事件接口并实现其方法来使模组生效。例如继承:<seealso cref="T:Milimoe.FunGame.Core.Interface.IGamingUpdateInfoEvent"/><para/>
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Library.Common.Addon.Example.ExampleGameModuleServer">
<summary>
模组服务器:必须继承基类:<see cref="T:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleServer"/><para/>
使用switch块分类处理 <see cref="T:Milimoe.FunGame.Core.Library.Constant.GamingType"/>
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.Example.ExampleGameModuleServer.Name">
<summary>
注意:服务器模组的名称必须和模组名称相同。除非你指定了 <see cref="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModule.IsConnectToOtherServerModule"/><see cref="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModule.AssociatedServerModuleName"/>
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Library.Common.Addon.Example.ExampleGameModuleServer.ModuleServerWorker">
<summary>
创建一个工作类,接收服务器启动参数的同时,还能定义一些需要的属性
</summary>
<param name="obj"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.Example.ExampleGameModuleServer.ModuleServerWorker.#ctor(Milimoe.FunGame.Core.Library.Common.Addon.GamingObject)">
<summary>
创建一个工作类,接收服务器启动参数的同时,还能定义一些需要的属性
</summary>
<param name="obj"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.Example.ExampleGameModuleServer.StartAnonymousServer(Milimoe.FunGame.Core.Interface.Base.IServerModel,System.Collections.Generic.Dictionary{System.String,System.Object})">
<summary>
匿名服务器示例
</summary>
<param name="model"></param>
<param name="data"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.Example.ExampleGameModuleServer.AnonymousGameServerHandler(Milimoe.FunGame.Core.Interface.Base.IServerModel,System.Collections.Generic.Dictionary{System.String,System.Object})">
<summary>
接收并处理匿名服务器消息
</summary>
<param name="model"></param>
<param name="data"></param>
<returns></returns>
</member>
<member name="T:Milimoe.FunGame.Core.Library.Common.Addon.Example.ExampleGameMap">
<summary>
地图:必须继承基类:<see cref="T:Milimoe.FunGame.Core.Library.Common.Addon.GameMap"/><para/>
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Library.Common.Addon.Example.ExampleCharacterModule">
<summary>
角色:必须继承基类:<see cref="T:Milimoe.FunGame.Core.Library.Common.Addon.CharacterModule"/><para/>
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Library.Common.Addon.Example.ExampleSkillModule">
<summary>
技能:必须继承基类:<see cref="T:Milimoe.FunGame.Core.Library.Common.Addon.SkillModule"/><para/>
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Library.Common.Addon.Example.ExampleItemModule">
<summary>
物品:必须继承基类:<see cref="T:Milimoe.FunGame.Core.Library.Common.Addon.ItemModule"/><para/>
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Library.Common.Addon.Example.ExamplePlugin">
<summary>
必须继承基类:<see cref="T:Milimoe.FunGame.Core.Library.Common.Addon.Plugin"/><para/>
继承事件接口并实现其方法来使插件生效。例如继承:<seealso cref="T:Milimoe.FunGame.Core.Interface.ILoginEvent"/>
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.GameMap.Name">
<summary>
地图名称
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.GameMap.Description">
<summary>
地图描述
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.GameMap.Version">
<summary>
地图版本
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.GameMap.Author">
<summary>
地图作者
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.GameMap.Length">
<summary>
长度
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.GameMap.Width">
<summary>
宽度
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.GameMap.Height">
<summary>
高度
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.GameMap.Size">
<summary>
格子大小
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.GameMap.Grids">
<summary>
格子集
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.GameMap.Item(System.Single,System.Single,System.Single)">
<summary>
使用坐标获取格子0号格子的坐标是(0, 0),如果你还有高度的话,则是(0, 0, 0)
</summary>
<param name="x"></param>
<param name="y"></param>
<param name="z"></param>
<returns></returns>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.GameMap.Item(System.Int32)">
<summary>
使用坐标获取格子从0号开始
</summary>
<param name="id"></param>
<returns></returns>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Common.Addon.GameMap.IsLoaded">
<summary>
加载标记
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.GameMap.Load(System.Object[])">
<summary>
加载地图
</summary>
<param name="objs"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.GameMap.AfterLoad">
<summary>
加载后需要做的事
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.GameMap.BeforeLoad">
<summary>
允许返回false来阻止加载此地图
</summary>
<returns></returns>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModule.Name">
<summary>
模组名称
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModule.Description">
<summary>
模组描述
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModule.Version">
<summary>
模组版本
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModule.Author">
<summary>
模组作者
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModule.DefaultMap">
<summary>
默认地图
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModule.GameModuleDepend">
<summary>
模组的依赖集合
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModule.RoomType">
<summary>
适用的房间模式
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModule.MaxUsers">
<summary>
模组的容纳人数
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModule.HideMain">
<summary>
是否隐藏主界面
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModule.IsConnectToOtherServerModule">
<summary>
是否连接其他的服务器模组
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModule.AssociatedServerModuleName">
<summary>
如果将 <see cref="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModule.IsConnectToOtherServerModule"/> 设置为true那么此属性必须指定一个存在的服务器模组的 <see cref="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModule.Name"/> 名称。
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModule.Controller">
<summary>
包含了一些常用方法的控制器
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModule.Milimoe#FunGame#Core#Interface#Addons#IAddonController{Milimoe#FunGame#Core#Interface#Addons#IGameModule}#Controller">
<summary>
base控制器没有DataRequest
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Common.Addon.GameModule._Controller">
<summary>
控制器内部变量
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.GameModule.StartGame(Milimoe.FunGame.Core.Model.Gaming,System.Object[])">
<summary>
必须重写此方法,游戏的主要逻辑写在这里面<para/>
此方法会在 <see cref="M:Milimoe.FunGame.Core.Model.Gaming.StartGame(Milimoe.FunGame.Core.Library.Common.Addon.GameModule,Milimoe.FunGame.Core.Entity.Room,Milimoe.FunGame.Core.Entity.User,System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.User},Milimoe.FunGame.Core.Api.Utility.GameModuleLoader,System.Object[])"/> 时调用<para/>
</summary>
<param name="instance"></param>
<param name="args"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.GameModule.StartUI(System.Object[])">
<summary>
如模组有界面,请重写此方法
</summary>
<param name="args"></param>
<returns></returns>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Common.Addon.GameModule.IsLoaded">
<summary>
加载标记
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.GameModule.Load(System.Object[])">
<summary>
加载模组
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.GameModule.AfterLoad(Milimoe.FunGame.Core.Api.Utility.GameModuleLoader,System.Object[])">
<summary>
模组完全加载后需要做的事
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.GameModule.BeforeLoad(System.Object[])">
<summary>
允许返回false来阻止加载此模组
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.GameModule.Init(System.Object[])">
<summary>
传递委托以便让模组调用
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Common.Addon.GameModule.Session">
<summary>
Session对象
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Common.Addon.GameModule.Config">
<summary>
Config对象
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Common.Addon.GameModule._AssociatedServerModuleName">
<summary>
关联的服务器模组名称
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.GameModule.BindEvent">
<summary>
绑定事件。在<see cref="M:Milimoe.FunGame.Core.Library.Common.Addon.GameModule.BeforeLoad(System.Object[])"/>后触发
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleDepend">
<summary>
模组的依赖集合<para/>
<paramref name="maps"></paramref>(地图名称(<see cref="P:Milimoe.FunGame.Core.Library.Common.Addon.GameMap.Name"/>)的数组)<para/>
<paramref name="characters"></paramref>(角色模组名称(<see cref="P:Milimoe.FunGame.Core.Library.Common.Addon.CharacterModule.Name"/>)的数组)<para/>
<paramref name="skills"></paramref>(技能模组名称(<see cref="P:Milimoe.FunGame.Core.Library.Common.Addon.SkillModule.Name"/>)的数组)<para/>
<paramref name="items"></paramref>(物品模组名称(<see cref="P:Milimoe.FunGame.Core.Library.Common.Addon.ItemModule.Name"/>)的数组)
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleDepend.#ctor(System.String[],System.String[],System.String[],System.String[])">
<summary>
模组的依赖集合<para/>
<paramref name="maps"></paramref>(地图名称(<see cref="P:Milimoe.FunGame.Core.Library.Common.Addon.GameMap.Name"/>)的数组)<para/>
<paramref name="characters"></paramref>(角色模组名称(<see cref="P:Milimoe.FunGame.Core.Library.Common.Addon.CharacterModule.Name"/>)的数组)<para/>
<paramref name="skills"></paramref>(技能模组名称(<see cref="P:Milimoe.FunGame.Core.Library.Common.Addon.SkillModule.Name"/>)的数组)<para/>
<paramref name="items"></paramref>(物品模组名称(<see cref="P:Milimoe.FunGame.Core.Library.Common.Addon.ItemModule.Name"/>)的数组)
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleDepend.MapsDepend">
<summary>
模组所使用的地图组
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleDepend.CharactersDepend">
<summary>
模组所使用的角色组
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleDepend.SkillsDepend">
<summary>
模组所使用的技能组
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleDepend.ItemsDepend">
<summary>
模组所使用的物品组
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleDepend.Maps">
<summary>
实际使用的地图组对象<para/>
请使用 <see cref="M:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleDepend.GetDependencies(Milimoe.FunGame.Core.Api.Utility.GameModuleLoader)"/> 自动填充,不要自己添加
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleDepend.Characters">
<summary>
实际使用的角色组对象<para/>
请使用 <see cref="M:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleDepend.GetDependencies(Milimoe.FunGame.Core.Api.Utility.GameModuleLoader)"/> 自动填充,不要自己添加
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleDepend.Skills">
<summary>
实际使用的技能组对象<para/>
请使用 <see cref="M:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleDepend.GetDependencies(Milimoe.FunGame.Core.Api.Utility.GameModuleLoader)"/> 自动填充,不要自己添加
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleDepend.Items">
<summary>
实际使用的物品组对象<para/>
请使用 <see cref="M:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleDepend.GetDependencies(Milimoe.FunGame.Core.Api.Utility.GameModuleLoader)"/> 自动填充,不要自己添加
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleDepend.GetDependencies(Milimoe.FunGame.Core.Api.Utility.GameModuleLoader)">
<summary>
获得所有的依赖项<para/>
此方法会自动填充 <see cref="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleDepend.Maps"/> <see cref="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleDepend.Characters"/> <see cref="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleDepend.Skills"/> <see cref="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleDepend.Items"/>
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleServer.Name">
<summary>
服务器模组的名称<para/>
如果服务器模组配合一个相关联的模组使用,那么它们的 <see cref="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModule.Name"/> 名称必须相同。
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleServer.Description">
<summary>
模组描述
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleServer.Version">
<summary>
模组版本
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleServer.Author">
<summary>
模组作者
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleServer.DefaultMap">
<summary>
默认地图
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleServer.GameModuleDepend">
<summary>
模组的依赖集合
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleServer.IsAnonymous">
<summary>
是否是匿名服务器
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleServer.Controller">
<summary>
包含了一些常用方法的控制器
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleServer.Milimoe#FunGame#Core#Interface#Addons#IAddonController{Milimoe#FunGame#Core#Interface#Addons#IGameModuleServer}#Controller">
<summary>
base控制器
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleServer._Controller">
<summary>
控制器内部变量
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleServer.GamingObjects">
<summary>
此模组所有正在运行的游戏对象
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleServer.StartServer(Milimoe.FunGame.Core.Library.Common.Addon.GamingObject,System.Object[])">
<summary>
启动服务器监听 请在此处实现服务器逻辑。注意,此方法必须立即返回
</summary>
<param name="obj"></param>
<param name="args"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleServer.GamingMessageHandler(Milimoe.FunGame.Core.Interface.Base.IServerModel,Milimoe.FunGame.Core.Library.Constant.GamingType,System.Collections.Generic.Dictionary{System.String,System.Object})">
<summary>
接收并处理GamingMessage
</summary>
<param name="model">发送此消息的客户端</param>
<param name="type">消息类型</param>
<param name="data">消息参数</param>
<returns>底层会将字典中的数据发送给客户端</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleServer.StartAnonymousServer(Milimoe.FunGame.Core.Interface.Base.IServerModel,System.Collections.Generic.Dictionary{System.String,System.Object})">
<summary>
启动匿名服务器监听
</summary>
<param name="model"></param>
<param name="data"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleServer.CloseAnonymousServer(Milimoe.FunGame.Core.Interface.Base.IServerModel)">
<summary>
结束匿名服务器监听
</summary>
<param name="model"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleServer.AnonymousGameServerHandler(Milimoe.FunGame.Core.Interface.Base.IServerModel,System.Collections.Generic.Dictionary{System.String,System.Object})">
<summary>
接收并处理匿名服务器监听消息<para/>
此方法为可选实现,可以帮助 RESTful API 处理不需要验证的 WebSocket 请求
</summary>
<param name="model">发送此消息的客户端</param>
<param name="data">消息参数</param>
<returns>底层会将字典中的数据发送给客户端</returns>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleServer.IsLoaded">
<summary>
加载标记
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleServer.Load(System.Object[])">
<summary>
加载模组
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleServer.AfterLoad(System.Object[])">
<summary>
模组完全加载后需要做的事
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleServer.BeforeLoad">
<summary>
允许返回false来阻止加载此模组
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleServer.SendEndGame(Milimoe.FunGame.Core.Library.Common.Addon.GamingObject)">
<summary>
给所有客户端发送游戏结束通知
</summary>
<param name="obj"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleServer.SendGamingMessage(System.Collections.Generic.IEnumerable{Milimoe.FunGame.Core.Interface.Base.IServerModel},Milimoe.FunGame.Core.Library.Constant.GamingType,System.Collections.Generic.Dictionary{System.String,System.Object})">
<summary>
给客户端发送局内消息
</summary>
<param name="clients"></param>
<param name="type"></param>
<param name="data"></param>
<returns>发送失败的客户端</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleServer.Send(System.Collections.Generic.IEnumerable{Milimoe.FunGame.Core.Interface.Base.IServerModel},Milimoe.FunGame.Core.Library.Constant.SocketMessageType,System.Object[])">
<summary>
给客户端发送消息
</summary>
<param name="clients"></param>
<param name="type"></param>
<param name="args"></param>
<returns>发送失败的客户端</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.GameModuleServer.SendAnonymousGameServerMessage(System.Collections.Generic.IEnumerable{Milimoe.FunGame.Core.Interface.Base.IServerModel},System.Collections.Generic.Dictionary{System.String,System.Object})">
<summary>
给客户端发送匿名服务器消息
</summary>
<param name="clients"></param>
<param name="data"></param>
<returns>发送失败的客户端</returns>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.Grid.Id">
<summary>
格子编号
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.Grid.X">
<summary>
格子在地图中的x坐标
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.Grid.Y">
<summary>
格子在地图中的y坐标
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.Grid.Z">
<summary>
格子在地图中的z坐标
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.Grid.Characters">
<summary>
是谁站在这格子上?
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.Grid.Skills">
<summary>
此格子目前受到了什么影响?或者它有什么技能…
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.Grid.Color">
<summary>
此格子呈现的颜色(默认为 <see cref="P:System.Drawing.Color.Gray"/>
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.ItemModule.Name">
<summary>
模组名称
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.ItemModule.Description">
<summary>
模组描述
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.ItemModule.Version">
<summary>
模组版本
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.ItemModule.Author">
<summary>
模组作者
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.ItemModule.Items">
<summary>
此模组中包含的物品
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Common.Addon.ItemModule.IsLoaded">
<summary>
加载标记
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.ItemModule.Load(System.Object[])">
<summary>
加载模组
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.ItemModule.ItemFactory">
<summary>
注册工厂
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.ItemModule.AfterLoad">
<summary>
模组加载后需要做的事
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.ItemModule.BeforeLoad">
<summary>
允许返回false来阻止加载此模组
</summary>
<returns></returns>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.Plugin.Name">
<summary>
插件名称
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.Plugin.Description">
<summary>
插件描述
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.Plugin.Version">
<summary>
插件版本
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.Plugin.Author">
<summary>
插件作者
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.Plugin.Controller">
<summary>
包含了一些常用方法的控制器
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.Plugin.Milimoe#FunGame#Core#Interface#Addons#IAddonController{Milimoe#FunGame#Core#Interface#Addons#IPlugin}#Controller">
<summary>
base控制器没有DataRequest
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Common.Addon.Plugin._Controller">
<summary>
控制器内部变量
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Common.Addon.Plugin.IsLoaded">
<summary>
加载标记
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.Plugin.Load(System.Object[])">
<summary>
加载插件
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.Plugin.AfterLoad(Milimoe.FunGame.Core.Api.Utility.PluginLoader,System.Object[])">
<summary>
插件完全加载后需要做的事
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.Plugin.BeforeLoad(System.Object[])">
<summary>
允许返回false来阻止加载此插件
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.Plugin.Init(System.Object[])">
<summary>
传递一些插件可以用参数
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Common.Addon.Plugin.Session">
<summary>
Session对象
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Common.Addon.Plugin.Config">
<summary>
Config对象
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.Plugin.BindEvent">
<summary>
绑定事件。在<see cref="M:Milimoe.FunGame.Core.Library.Common.Addon.Plugin.BeforeLoad(System.Object[])"/>后触发
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.ServerPlugin.Name">
<summary>
插件名称
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.ServerPlugin.Description">
<summary>
插件描述
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.ServerPlugin.Version">
<summary>
插件版本
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.ServerPlugin.Author">
<summary>
插件作者
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.ServerPlugin.Controller">
<summary>
包含了一些常用方法的控制器
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.ServerPlugin.Milimoe#FunGame#Core#Interface#Addons#IAddonController{Milimoe#FunGame#Core#Interface#Addons#IPlugin}#Controller">
<summary>
base控制器
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Common.Addon.ServerPlugin._Controller">
<summary>
控制器内部变量
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Common.Addon.ServerPlugin.IsLoaded">
<summary>
加载标记
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.ServerPlugin.Load(System.Object[])">
<summary>
加载插件
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.ServerPlugin.ProcessInput(System.String)">
<summary>
接收服务器控制台的输入
</summary>
<param name="input"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.ServerPlugin.AfterLoad(Milimoe.FunGame.Core.Api.Utility.ServerPluginLoader,System.Object[])">
<summary>
插件完全加载后需要做的事
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.ServerPlugin.BeforeLoad(System.Object[])">
<summary>
允许返回false来阻止加载此插件
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.ServerPlugin.BindEvent">
<summary>
绑定事件。在<see cref="M:Milimoe.FunGame.Core.Library.Common.Addon.ServerPlugin.BeforeLoad(System.Object[])"/>后触发
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.SkillModule.Name">
<summary>
模组名称
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.SkillModule.Description">
<summary>
模组描述
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.SkillModule.Version">
<summary>
模组版本
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.SkillModule.Author">
<summary>
模组作者
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.SkillModule.Skills">
<summary>
此模组中包含的技能
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Common.Addon.SkillModule.IsLoaded">
<summary>
加载标记
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.SkillModule.Load(System.Object[])">
<summary>
加载模组
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.SkillModule.SkillFactory">
<summary>
注册工厂
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.SkillModule.EffectFactory">
<summary>
注册工厂(特效类)
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.SkillModule.AfterLoad">
<summary>
模组加载后需要做的事
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.SkillModule.BeforeLoad">
<summary>
允许返回false来阻止加载此模组
</summary>
<returns></returns>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.WebAPIPlugin.Name">
<summary>
插件名称
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.WebAPIPlugin.Description">
<summary>
插件描述
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.WebAPIPlugin.Version">
<summary>
插件版本
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.WebAPIPlugin.Author">
<summary>
插件作者
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.WebAPIPlugin.Controller">
<summary>
包含了一些常用方法的控制器
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.WebAPIPlugin.Milimoe#FunGame#Core#Interface#Addons#IAddonController{Milimoe#FunGame#Core#Interface#Addons#IAddon}#Controller">
<summary>
base控制器
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Common.Addon.WebAPIPlugin._Controller">
<summary>
控制器内部变量
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Common.Addon.WebAPIPlugin._isLoaded">
<summary>
加载标记
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.WebAPIPlugin.Load(System.Object[])">
<summary>
加载插件
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.WebAPIPlugin.ProcessInput(System.String)">
<summary>
接收服务器控制台的输入
</summary>
<param name="input"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.WebAPIPlugin.AfterLoad(Milimoe.FunGame.Core.Api.Utility.WebAPIPluginLoader,System.Object[])">
<summary>
插件完全加载后需要做的事
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.WebAPIPlugin.BeforeLoad(System.Object[])">
<summary>
允许返回false来阻止加载此插件
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Addon.WebAPIPlugin.BindEvent">
<summary>
绑定事件。在<see cref="M:Milimoe.FunGame.Core.Library.Common.Addon.WebAPIPlugin.BeforeLoad(System.Object[])"/>后触发
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Library.Common.Architecture.AsyncAwaiter`1">
<summary>
继承这个类可以获得异步等待的功能
<para>参考实现 <see cref="T:Milimoe.FunGame.Core.Controller.SocketHandlerController"/></para>
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Architecture.AsyncAwaiter`1.ReceivedObject">
<summary>
接收到的实例
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Architecture.AsyncAwaiter`1.Working">
<summary>
是否处于等待的状态
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Architecture.AsyncAwaiter`1.SetWorking">
<summary>
异步操作前,请设置为等待状态
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Architecture.AsyncAwaiter`1.WaitForWorkDone">
<summary>
等待任务完成(需要自己异步)
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Architecture.AsyncAwaiter`1.WaitForWorkDoneAsync">
<summary>
异步等待任务完成
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Library.Common.Architecture.TaskAwaiter">
<summary>
任务的等待器,可以设置在任务完成后需要的操作
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Architecture.TaskAwaiter.IsCompleted">
<summary>
任务是否完成
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Architecture.TaskAwaiter.Exception">
<summary>
捕获到的异常
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Common.Architecture.TaskAwaiter.awaiter">
<summary>
<para>内部实现类</para>
实现参见 <see cref="T:Milimoe.FunGame.Core.Service.TaskManager.TaskAwaiter"/>
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Architecture.TaskAwaiter.#ctor(Milimoe.FunGame.Core.Interface.Base.ITaskAwaiter)">
<summary>
构造一个等待器
</summary>
<param name="awaiter"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Architecture.TaskAwaiter.OnCompleted(System.Action)">
<summary>
返回 TaskAwaiter 可以进一步等待并执行方法<para/>
注意事项async () 委托的后续 OnCompleted 方法将不会进一步等待,而是直接执行,因为它是异步的<para/>
<example>
这意味着你不能这样操作:
<code>
TaskUtility.NewTask(() =>
{
Console.WriteLine(0);
}).OnCompleted(async () =>
{
await Task.Delay(3000);
Console.WriteLine(1);
}).OnCompleted(() =>
{
Console.WriteLine(2);
});
</code>
上述代码将导致:任务输出 0 之后2 不会等待 1 的完成,因此会直接输出 2再输出 1.
</example>
</summary>
<param name="action"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Architecture.TaskAwaiter.OnError(System.Action{System.Exception})">
<summary>
在捕获到异常时将触发Error事件
</summary>
<param name="action"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Network.HTTPClient.HttpGet``1(System.String)">
<summary>
发送 GET 请求
</summary>
<param name="url"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Network.HTTPClient.HttpPost``1(System.String,System.String)">
<summary>
发送 POST 请求
</summary>
<typeparam name="T"></typeparam>
<param name="url"></param>
<param name="json"></param>
<returns></returns>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Network.MailObject.Sender">
<summary>
发件人邮箱
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Network.MailObject.SenderName">
<summary>
发件人名称
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Network.MailObject.Subject">
<summary>
邮件主题
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Network.MailObject.Body">
<summary>
邮件内容
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Network.MailObject.Priority">
<summary>
邮件优先级
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Network.MailObject.HTML">
<summary>
内容是否支持HTML
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Network.MailObject.ToList">
<summary>
收件人列表
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Network.MailObject.CCList">
<summary>
抄送列表
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Network.MailObject.BCCList">
<summary>
密送列表
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Network.MailObject.#ctor(Milimoe.FunGame.Core.Api.Transmittal.MailSender)">
<summary>
使用MailSender工具类创建邮件对象
</summary>
<param name="sender"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Network.MailObject.#ctor(System.String,System.String)">
<summary>
使用地址和名称创建邮件对象
</summary>
<param name="sender"></param>
<param name="senderName"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Network.MailObject.#ctor(Milimoe.FunGame.Core.Api.Transmittal.MailSender,System.String,System.String,System.String)">
<summary>
使用地址和名称创建邮件对象,同时写主题、内容、单个收件人
</summary>
<param name="sender"></param>
<param name="subject"></param>
<param name="body"></param>
<param name="to"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Network.MailObject.#ctor(Milimoe.FunGame.Core.Api.Transmittal.MailSender,System.String,System.String,System.String,System.String)">
<summary>
使用地址和名称创建邮件对象,同时写主题、内容、单个收件人、单个抄送
</summary>
<param name="sender"></param>
<param name="subject"></param>
<param name="body"></param>
<param name="to"></param>
<param name="cc"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Network.MailObject.#ctor(Milimoe.FunGame.Core.Api.Transmittal.MailSender,System.String,System.String,System.Net.Mail.MailPriority,System.Boolean,System.String[],System.String[],System.String[])">
<summary>
完整的创建邮件对象
</summary>
<param name="sender"></param>
<param name="subject"></param>
<param name="body"></param>
<param name="priority"></param>
<param name="html"></param>
<param name="toList"></param>
<param name="ccList"></param>
<param name="bccList"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Network.MailObject.Send(Milimoe.FunGame.Core.Api.Transmittal.MailSender)">
<summary>
发送邮件
-- 适合创建一次性邮件并发送 --
</summary>
<param name="sender"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Network.MailObject.AddTo(System.String)">
<summary>
添加收件人
</summary>
<param name="to"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Network.MailObject.AddTo(System.String[])">
<summary>
添加多个收件人
</summary>
<param name="to"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Network.MailObject.AddCC(System.String)">
<summary>
添加抄送
</summary>
<param name="cc"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Network.MailObject.AddCC(System.String[])">
<summary>
添加多个抄送
</summary>
<param name="cc"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Network.MailObject.AddBCC(System.String)">
<summary>
添加密送
</summary>
<param name="bcc"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Network.MailObject.AddBCC(System.String[])">
<summary>
添加多个密送
</summary>
<param name="bcc"></param>
</member>
<member name="T:Milimoe.FunGame.Core.Library.Common.Network.SocketObject">
<summary>
唯一指定的通信数据结构
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Network.SocketObject.SocketType">
<summary>
通信类型
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Network.SocketObject.Token">
<summary>
通信令牌
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Network.SocketObject.Parameters">
<summary>
参数列表
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Network.SocketObject.Length">
<summary>
参数数量
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Common.Network.SocketObject.Item(System.Int32)">
<summary>
从参数列表中获取指定索引的参数的Json对象<para/>
-- 此索引器仅返回Json对象获取实例请使用反序列化方法GetParam[T]() --<para/>
-- 当然也可以自己反序列化 --<para/>
-- 基本类型可能有效,但仍建议使用反序列化方法 --
</summary>
<param name="index"></param>
<returns></returns>
<exception cref="T:Milimoe.FunGame.IndexOutOfArrayLengthException">索引超过数组上限</exception>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Network.SocketObject.#ctor(Milimoe.FunGame.Core.Library.Constant.SocketMessageType,System.Guid,System.Object[])">
<summary>
构建通信数据对象
</summary>
<param name="socketType"></param>
<param name="token"></param>
<param name="parameters"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Common.Network.SocketObject.GetParam``1(System.Int32)">
<summary>
从参数列表中获取指定类型和索引的参数
</summary>
<typeparam name="T">类型</typeparam>
<param name="index">索引</param>
<returns>类型的参数</returns>
<exception cref="T:Milimoe.FunGame.IndexOutOfArrayLengthException">索引超过数组上限</exception>
</member>
<member name="T:Milimoe.FunGame.Core.Library.Constant.InterfaceSet">
<summary>
配合 <see cref="T:Milimoe.FunGame.Core.Library.Constant.InterfaceMethod"/> <see cref="T:Milimoe.FunGame.Core.Library.Constant.InterfaceType"/> 使用,也别忘了修改 <see cref="T:Milimoe.FunGame.Core.Api.Utility.Implement"/>
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Library.Constant.SocketSet">
<summary>
需要同步更新 <see cref="T:Milimoe.FunGame.Core.Library.Constant.SocketMessageType"/>
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Constant.SocketSet.GetTypeString(Milimoe.FunGame.Core.Library.Constant.SocketMessageType)">
<summary>
将通信类型的枚举转换为字符串
</summary>
<param name="type">通信类型</param>
<returns>等效字符串</returns>
</member>
<member name="T:Milimoe.FunGame.Core.Library.Constant.DataRequestSet">
<summary>
需要同步更新 <see cref="T:Milimoe.FunGame.Core.Library.Constant.DataRequestType"/>
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.DataRequestSet.RunTime_Logout">
RunTime
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.DataRequestSet.Main_GetNotice">
Main
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.DataRequestSet.Reg_Reg">
Register
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.DataRequestSet.Login_Login">
Login
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.DataRequestSet.Room_UpdateRoomSettings">
Room
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.DataRequestSet.UserCenter_UpdateUser">
UserCenter
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.DataRequestSet.Inventory_GetStore">
Inventory
</member>
<member name="M:Milimoe.FunGame.Core.Library.Constant.DataRequestSet.GetTypeString(Milimoe.FunGame.Core.Library.Constant.DataRequestType)">
<summary>
获取Type的等效字符串
</summary>
<param name="type"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Constant.GamingSet.GetTypeString(Milimoe.FunGame.Core.Library.Constant.GamingType)">
<summary>
获取Type的等效字符串
</summary>
<param name="type"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Constant.RoomSet.GetTypeString(Milimoe.FunGame.Core.Library.Constant.RoomType)">
<summary>
获取Type的等效字符串
</summary>
<param name="type"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Library.Constant.RoomSet.GetRoomType(System.String)">
<summary>
获取字符串对应的枚举
</summary>
<param name="typestring"></param>
<returns></returns>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Constant.FunGameInfo.FunGame_DebugMode">
<summary>
添加-debug启动项将开启DebugMode仅适用于Desktop或Console
<para>目前支持禁用心跳检测功能</para>
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Constant.FunGameInfo.FunGame_Version">
<summary>
核心库的版本号
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Library.Constant.General">
<summary>
此类保存常用的对象常量
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Constant.General.OpenFactory">
<summary>
支持动态扩展的工厂实例
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Constant.General.EntityInstance">
<summary>
空的实体类 用于object返回
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Constant.General.UnknownUserInstance">
<summary>
默认的未知用户
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Constant.General.GuestUserInstance">
<summary>
游客用户
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Constant.General.LocalUserInstance">
<summary>
本地用户
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Constant.General.HallInstance">
<summary>
大厅(空房间)实例
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Constant.General.DefaultEncoding">
<summary>
默认的字符编码
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Constant.General.GeneralDateTimeFormat">
<summary>
默认的时间格式 yyyy-MM-dd HH:mm:ss.fff
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Constant.General.GeneralDateTimeFormatChinese">
<summary>
yyyy年MM月dd日 HH:mm:ss
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Constant.General.DefaultTime">
<summary>
默认的时间值1970年8月1日8点0分0秒
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Library.Constant.General.GameplayEquilibriumConstant">
<summary>
游戏平衡常数
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.General.MaxRetryTimes">
<summary>
最多自动重试连接次数
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.General.MaxTask_1C2G">
<summary>
1C2G推荐的任务数量
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.General.MaxTask_2C2G">
<summary>
2C2G推荐的任务数量
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.General.MaxTask_4C4G">
<summary>
4C4G推荐的任务数量
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.General.SocketByteSize">
<summary>
默认Socket数据包大小
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.General.StreamByteSize">
<summary>
默认Stream传输大小
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Library.Constant.InterfaceMethod">
<summary>
<20><><EFBFBD> <see cref="T:Milimoe.FunGame.Core.Library.Constant.InterfaceType"/> <see cref="T:Milimoe.FunGame.Core.Library.Constant.InterfaceSet"/> ʹ<>ã<EFBFBD>Ҳ<EFBFBD><D2B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>޸<EFBFBD> <see cref="T:Milimoe.FunGame.Core.Api.Utility.Implement"/>
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Library.Constant.CharacterState">
<summary>
角色目前所处的状态
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.CharacterState.Actionable">
<summary>
可以行动 [ 战斗相关 ] [ 常态 ]
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.CharacterState.NotActionable">
<summary>
完全行动不能 [ 战斗相关 ] [ 控制态 ]
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.CharacterState.ActionRestricted">
<summary>
行动受限 [ 战斗相关 ] [ 控制态 ]
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.CharacterState.BattleRestricted">
<summary>
战斗不能 [ 战斗相关 ] [ 控制态 ]
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.CharacterState.SkillRestricted">
<summary>
技能受限 [ 战斗相关 ] [ 控制态 ]
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.CharacterState.AttackRestricted">
<summary>
攻击受限 [ 战斗相关 ] [ 控制态 ]
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.CharacterState.Casting">
<summary>
处于吟唱中 [ 战斗相关 ] [ 技能相关 ] [ 吟唱态 ]
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.CharacterState.PreCastSuperSkill">
<summary>
预释放爆发技(插队) [ 战斗相关 ] [ 技能相关 ] [ 吟唱态 ]
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Library.Constant.InterfaceType">
<summary>
配合 <see cref="T:Milimoe.FunGame.Core.Library.Constant.InterfaceMethod"/> <see cref="T:Milimoe.FunGame.Core.Library.Constant.InterfaceSet"/> 使用,也别忘了修改 <see cref="T:Milimoe.FunGame.Core.Api.Utility.Implement"/>
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Library.Constant.RoomType">
<summary>
配合 <see cref="T:Milimoe.FunGame.Core.Library.Constant.RoomSet"/> 使用
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Library.Constant.SocketMessageType">
<summary>
需要同步更新 <see cref="T:Milimoe.FunGame.Core.Library.Constant.SocketSet"/>
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Library.Constant.DataRequestType">
<summary>
需要同步更新 <see cref="T:Milimoe.FunGame.Core.Library.Constant.DataRequestSet"/>
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Library.Constant.GamingType">
<summary>
需要同步更新 <see cref="T:Milimoe.FunGame.Core.Library.Constant.GamingSet"/>
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.SkillType.Magic">
<summary>
魔法,编号 1xxx
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.SkillType.Skill">
<summary>
战技,编号 2xxx
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.SkillType.SuperSkill">
<summary>
爆发技,编号 3xxx
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.SkillType.Passive">
<summary>
被动,编号 4xxx物品被动从5xxx开始
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.SkillType.Item">
<summary>
物品的主动技能,编号 6xxx
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Library.Constant.EffectType">
<summary>
注意:具有控制效果的特效,应该和技能本身的特效(一般此项为None)区分开来。此效果被赋值会改变一些判断的结果。
<para>关联方法:</para>
<para><see cref="M:Milimoe.FunGame.Core.Library.Constant.SkillSet.GetCharacterStateByEffectType(Milimoe.FunGame.Core.Library.Constant.EffectType)"/></para>
<para><see cref="M:Milimoe.FunGame.Core.Library.Constant.SkillSet.GetDispelledTypeByEffectType(Milimoe.FunGame.Core.Library.Constant.EffectType)"/></para>
<para><see cref="M:Milimoe.FunGame.Core.Library.Constant.SkillSet.GetEffectTypeName(Milimoe.FunGame.Core.Library.Constant.EffectType)"/></para>
<para><see cref="M:Milimoe.FunGame.Core.Library.Constant.SkillSet.GetIsDebuffByEffectType(Milimoe.FunGame.Core.Library.Constant.EffectType)"/></para>
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.EffectType.None">
<summary>
无特殊效果
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.EffectType.Item">
<summary>
这是来自装备的特效
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.EffectType.Mark">
<summary>
标记,目标受到某些技能的标记
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.EffectType.Stun">
<summary>
眩晕,目标无法行动
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.EffectType.Freeze">
<summary>
冰冻,目标无法行动
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.EffectType.Silence">
<summary>
沉默,目标无法使用技能
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.EffectType.Root">
<summary>
定身
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.EffectType.Fear">
<summary>
恐惧
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.EffectType.Sleep">
<summary>
睡眠,目标暂时无法行动,受到伤害后会苏醒
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.EffectType.Knockback">
<summary>
击退
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.EffectType.Knockdown">
<summary>
击倒,目标被击倒在地,暂时无法行动
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.EffectType.Taunt">
<summary>
嘲讽,目标被迫攻击施法者
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.EffectType.Slow">
<summary>
减速,目标行动速度和攻击频率降低
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.EffectType.Weaken">
<summary>
衰弱,目标的攻击和防御降低
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.EffectType.Poison">
<summary>
中毒,目标在一段时间内持续受到伤害
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.EffectType.Burn">
<summary>
燃烧,目标受到火焰伤害,持续一段时间
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.EffectType.Bleed">
<summary>
流血,目标持续受到物理伤害
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.EffectType.Blind">
<summary>
致盲,目标无法准确攻击,命中率降低
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.EffectType.Cripple">
<summary>
致残,减少目标的行动或攻击能力
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.EffectType.Shield">
<summary>
护盾,减少受到的伤害或抵消部分伤害
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.EffectType.HealOverTime">
<summary>
持续治疗,逐步恢复生命值
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.EffectType.Haste">
<summary>
加速,提升行动速度
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.EffectType.Invulnerable">
<summary>
无敌,暂时不会受到任何伤害
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.EffectType.Unselectable">
<summary>
不可选中,无法成为普攻和技能的目标
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.EffectType.DamageBoost">
<summary>
伤害提升,增加攻击输出
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.EffectType.DefenseBoost">
<summary>
物理护甲/魔法抗性提升,减少所受伤害
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.EffectType.CritBoost">
<summary>
暴击提升,增加暴击率或暴击伤害
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.EffectType.MPRegen">
<summary>
魔法恢复,增加魔法值回复速度
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.EffectType.PenetrationBoost">
<summary>
破甲,提高物理/魔法穿透
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.EffectType.MagicResistBreak">
<summary>
降低魔法抗性,目标更容易受到魔法伤害
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.EffectType.Curse">
<summary>
诅咒,降低目标的属性或给予负面效果
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.EffectType.Exhaustion">
<summary>
疲劳,减少目标的攻击或技能效果
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.EffectType.ManaBurn">
<summary>
魔力燃烧,消耗目标的魔法值
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.EffectType.Charm">
<summary>
魅惑,控制目标替施法者作战
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.EffectType.Disarm">
<summary>
缴械,目标无法进行普通攻击
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.EffectType.Confusion">
<summary>
混乱,目标的行动变得随机化
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.EffectType.Petrify">
<summary>
石化,目标无法行动,并大幅增加受到的伤害
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.EffectType.SilenceMagic">
<summary>
法术沉默,目标无法施放魔法技能
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.EffectType.Banish">
<summary>
放逐,目标暂时无法被攻击,也无法行动
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.EffectType.Doom">
<summary>
毁灭,目标在倒计时结束后受到大量伤害或死亡
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.EffectType.PhysicalImmune">
<summary>
物理免疫
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.EffectType.MagicalImmune">
<summary>
魔法免疫
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.EffectType.SkilledImmune">
<summary>
技能免疫
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.EffectType.AllImmune">
<summary>
完全免疫:物理免疫 + 技能免疫
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.EffectType.EvadeBoost">
<summary>
闪避提升
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.EffectType.Lifesteal">
<summary>
生命偷取
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.EffectType.GrievousWound">
<summary>
重伤,目标受到的治疗效果降低
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.EffectType.WeakDispelling">
<summary>
持续性弱驱散
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.EffectType.StrongDispelling">
<summary>
持续性强驱散
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.ItemType.MagicCardPack">
<summary>
魔法卡包 编号 10xxx
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.ItemType.Weapon">
<summary>
武器 编号 11xxx
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.ItemType.Armor">
<summary>
防具 编号 12xxx
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.ItemType.Shoes">
<summary>
鞋子 编号 13xxx
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.ItemType.Accessory">
<summary>
饰品 编号 14xxx
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.ItemType.Consumable">
<summary>
消耗品 编号 15xxx
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.ItemType.MagicCard">
<summary>
魔法卡 编号 16xxx
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.ItemType.Collectible">
<summary>
收藏品 编号 17xxx
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.ItemType.SpecialItem">
<summary>
特殊物品 编号 18xxx
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.ItemType.QuestItem">
<summary>
任务物品 编号 19xxx
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.ItemType.GiftBox">
<summary>
礼包 编号 20xxx
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.ItemType.Others">
<summary>
其他 编号 21xxx
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Library.Constant.EquipSlotType">
<summary>
指示物品在哪个栏位上
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.WeaponType.None">
<summary>
不是武器
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.WeaponType.OneHandedSword">
<summary>
单手剑
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.WeaponType.TwoHandedSword">
<summary>
双手重剑
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.WeaponType.Bow">
<summary>
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.WeaponType.Pistol">
<summary>
手枪
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.WeaponType.Rifle">
<summary>
步枪
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.WeaponType.DualDaggers">
<summary>
双持短刀
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.WeaponType.Talisman">
<summary>
法器
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.WeaponType.Staff">
<summary>
法杖
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.WeaponType.Polearm">
<summary>
长柄
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.WeaponType.Gauntlet">
<summary>
拳套
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.WeaponType.HiddenWeapon">
<summary>
暗器
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.OfferActionType.OfferorRevise">
<summary>
报价发起方修改报价,
如果当前状态为 <see cref="F:Milimoe.FunGame.Core.Library.Constant.OfferState.Created"/>(已创建) 和 <see cref="F:Milimoe.FunGame.Core.Library.Constant.OfferState.Negotiating"/>(协商中),
则状态转为 <see cref="F:Milimoe.FunGame.Core.Library.Constant.OfferState.PendingOfferorConfirmation"/>(等待发起方确认)
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.OfferActionType.OfferorConfirm">
<summary>
报价发起方确认报价,状态转为 <see cref="F:Milimoe.FunGame.Core.Library.Constant.OfferState.OfferorConfirmed"/>(发起方已确认)
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.OfferActionType.OfferorSend">
<summary>
报价发起方发送报价,状态转为 <see cref="F:Milimoe.FunGame.Core.Library.Constant.OfferState.Sent"/>(已发送)
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.OfferActionType.OffereeRevise">
<summary>
报价接收方修改报价,状态转为 <see cref="F:Milimoe.FunGame.Core.Library.Constant.OfferState.PendingOffereeConfirmation"/>(等待接收方确认)
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.OfferActionType.OffereeConfirm">
<summary>
报价接收方确认报价,状态转为 <see cref="F:Milimoe.FunGame.Core.Library.Constant.OfferState.OffereeConfirmed"/>(接收方已确认)
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.OfferActionType.OffereeSend">
<summary>
报价接收方发送报价,状态转为 <see cref="F:Milimoe.FunGame.Core.Library.Constant.OfferState.Negotiating"/>(协商中)
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.OfferActionType.OfferorAccept">
<summary>
报价发起方同意接收方的协商,状态转为 <see cref="F:Milimoe.FunGame.Core.Library.Constant.OfferState.NegotiationAccepted"/>(协商已接受)
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.OfferActionType.OfferorCancel">
<summary>
报价发起方手动取消了报价,状态转为 <see cref="F:Milimoe.FunGame.Core.Library.Constant.OfferState.Cancelled"/>(已取消)
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.OfferActionType.OffereeAccept">
<summary>
报价接收方同意报价,状态转为 <see cref="F:Milimoe.FunGame.Core.Library.Constant.OfferState.Completed"/>(已完成)
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.OfferActionType.OffereeReject">
<summary>
报价接收方拒绝报价,状态转为 <see cref="F:Milimoe.FunGame.Core.Library.Constant.OfferState.Rejected"/>(已拒绝)
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.DispelType.None">
<summary>
无驱散 [ 默认,不能驱散其他特效 ]
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.DispelType.Weak">
<summary>
弱驱散
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.DispelType.DurativeWeak">
<summary>
持续性弱驱散
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.DispelType.TemporaryWeak">
<summary>
临时弱驱散
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.DispelType.Strong">
<summary>
强驱散
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.DispelType.DurativeStrong">
<summary>
持续性强驱散
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.DispelType.TemporaryStrong">
<summary>
临时强驱散
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.DispelType.Special">
<summary>
特殊驱散
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.DispelledType.Weak">
<summary>
可弱驱散 [ 默认 ]
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.DispelledType.Strong">
<summary>
需强驱散
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.DispelledType.Special">
<summary>
需特殊驱散
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.Constant.DispelledType.CannotBeDispelled">
<summary>
不可驱散 [ 最高优先级 ]
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Library.Constant.ImmuneType">
<summary>
标准实现的免疫类型
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Library.SQLScript.Constant.Command_Select">
Commands
</member>
<member name="T:Milimoe.FunGame.Core.Model.ActionQueue">
<summary>
行动顺序表管理器,对 <see cref="T:Milimoe.FunGame.Core.Model.GamingQueue"/> 的封装
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Model.ActionQueue.NewGame(Milimoe.FunGame.Core.Library.Constant.RoomType,System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character},System.Action{System.String})">
<summary>
按房间类型创建行动顺序表
</summary>
<param name="type"></param>
<param name="characters"></param>
<param name="writer"></param>
<returns></returns>
</member>
<member name="T:Milimoe.FunGame.Core.Model.EquilibriumConstant">
<summary>
游戏平衡常数
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.EquilibriumConstant.InGameCurrency">
<summary>
游戏货币名称
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.EquilibriumConstant.InGameMaterial">
<summary>
游戏材料名称(第二货币)
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.EquilibriumConstant.InGameTime">
<summary>
游戏时间名称(如技能冷却、硬直)
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.EquilibriumConstant.PromotionsUpperLimit">
<summary>
晋升点数上限
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.EquilibriumConstant.InitialHP">
<summary>
初始生命值
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.EquilibriumConstant.InitialMP">
<summary>
初始魔法值
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.EquilibriumConstant.MaxLevel">
<summary>
角色最高等级
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.EquilibriumConstant.EXPUpperLimit">
<summary>
经验值上限
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.EquilibriumConstant.UseLevelBreak">
<summary>
使用等级突破机制
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.EquilibriumConstant.LevelBreakList">
<summary>
使用等级突破机制后,角色处于这些等级时需要突破才能继续升级
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.EquilibriumConstant.MaxMagicLevel">
<summary>
魔法最高等级
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.EquilibriumConstant.MaxSkillLevel">
<summary>
战技最高等级
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.EquilibriumConstant.MaxSuperSkillLevel">
<summary>
爆发技最高等级
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.EquilibriumConstant.MaxPassiveSkillLevel">
<summary>
被动最高等级
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.EquilibriumConstant.MaxNormalAttackLevel">
<summary>
普通攻击最高等级
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.EquilibriumConstant.MaxEP">
<summary>
最大能量值
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.EquilibriumConstant.InitialATK">
<summary>
初始攻击力
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.EquilibriumConstant.InitialDEF">
<summary>
初始物理护甲
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.EquilibriumConstant.InitialSTR">
<summary>
初始力量
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.EquilibriumConstant.InitialAGI">
<summary>
初始敏捷
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.EquilibriumConstant.InitialINT">
<summary>
初始智力
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.EquilibriumConstant.STRGrowth">
<summary>
力量成长
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.EquilibriumConstant.AGIGrowth">
<summary>
敏捷成长
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.EquilibriumConstant.INTGrowth">
<summary>
智力成长
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.EquilibriumConstant.CritRate">
<summary>
初始暴击率
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.EquilibriumConstant.CritDMG">
<summary>
初始暴击伤害
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.EquilibriumConstant.EvadeRate">
<summary>
初始闪避率
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.EquilibriumConstant.LevelToHPFactor">
<summary>
每级增加基础生命值
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.EquilibriumConstant.HPGrowthFactor">
<summary>
生命值增长因子
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.EquilibriumConstant.LevelToMPFactor">
<summary>
每级增加基础魔法值
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.EquilibriumConstant.MPGrowthFactor">
<summary>
魔法值增长因子
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.EquilibriumConstant.LevelToATKFactor">
<summary>
每级增加基础攻击力
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.EquilibriumConstant.ATKGrowthFactor">
<summary>
攻击力增长因子
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.EquilibriumConstant.DEFReductionFactor">
<summary>
物理伤害减免因子
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.EquilibriumConstant.SPDUpperLimit">
<summary>
行动速度上限
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.EquilibriumConstant.STRtoHPFactor">
<summary>
每 1 点力量增加生命值
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.EquilibriumConstant.STRtoHRFactor">
<summary>
每 1 点力量增加生命回复力
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.EquilibriumConstant.STRtoDEFFactor">
<summary>
每 1 点力量增加物理护甲
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.EquilibriumConstant.STRtoCritDMGMultiplier">
<summary>
每 1 点力量增加暴击伤害
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.EquilibriumConstant.INTtoMPFactor">
<summary>
每 1 点智力增加魔法值
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.EquilibriumConstant.INTtoCDRMultiplier">
<summary>
每 1 点智力增加冷却缩减
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.EquilibriumConstant.INTtoMRFactor">
<summary>
每 1 点智力增加魔法回复力
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.EquilibriumConstant.INTtoCastMPReduce">
<summary>
每 1 点智力减少魔法消耗
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.EquilibriumConstant.INTtoCastEPReduce">
<summary>
每 1 点智力减少能量消耗
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.EquilibriumConstant.INTtoAccelerationCoefficientMultiplier">
<summary>
每 1 点智力增加加速系数
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.EquilibriumConstant.AGItoSPDMultiplier">
<summary>
每 1 点敏捷增加行动速度
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.EquilibriumConstant.AGItoCritRateMultiplier">
<summary>
每 1 点敏捷增加暴击率
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.EquilibriumConstant.AGItoEvadeRateMultiplier">
<summary>
每 1 点敏捷增加闪避率
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.EquilibriumConstant.DamageGetEPFactor">
<summary>
造成伤害获得能量值因子
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.EquilibriumConstant.DamageGetEPMax">
<summary>
造成伤害获得能量值上限
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.EquilibriumConstant.TakenDamageGetEPFactor">
<summary>
受到伤害获得能量值因子
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.EquilibriumConstant.TakenDamageGetEPMax">
<summary>
受到伤害获得能量值上限
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Model.EquilibriumConstant.SetEquilibriumConstant(Milimoe.FunGame.Core.Entity.BaseEntity[])">
<summary>
应用此游戏平衡常数给实体
</summary>
<param name="entities"></param>
</member>
<member name="P:Milimoe.FunGame.Core.Model.FunGameConfig.FunGame_isAutoConnect">
<summary>
是否自动连接服务器
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.FunGameConfig.FunGame_isAutoLogin">
<summary>
是否自动登录
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.FunGameConfig.FunGame_isMatching">
<summary>
是否在匹配中
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.FunGameConfig.FunGame_isConnected">
<summary>
是否连接上服务器
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.FunGameConfig.FunGame_isRetrying">
<summary>
是否正在重连
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.FunGameConfig.FunGame_isAutoRetry">
<summary>
是否自动重连
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.FunGameConfig.FunGame_isInRoom">
<summary>
是否在房间中
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.FunGameConfig.FunGame_RoomType">
<summary>
当前所处的房间类型
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.FunGameConfig.FunGame_ServerName">
<summary>
服务器名称
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.FunGameConfig.FunGame_Notice">
<summary>
公告
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.FunGameConfig.FunGame_AutoLoginUser">
<summary>
自动登录的账号
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.FunGameConfig.FunGame_AutoLoginPassword">
<summary>
自动登录的密码
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.FunGameConfig.FunGame_AutoLoginKey">
<summary>
自动登录的秘钥
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Model.Gaming">
<summary>
游戏局内类
客户端需要使用创建此类单例
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.Gaming.GameModule">
<summary>
使用的模组实例
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.Gaming.EventArgs">
<summary>
游戏的参数
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.Gaming.CurrentUser">
<summary>
此实例所属的玩家
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Model.Gaming.StartGame(Milimoe.FunGame.Core.Library.Common.Addon.GameModule,Milimoe.FunGame.Core.Entity.Room,Milimoe.FunGame.Core.Entity.User,System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.User},Milimoe.FunGame.Core.Api.Utility.GameModuleLoader,System.Object[])">
<summary>
传入游戏所需的参数构造一个Gaming实例
</summary>
<param name="module"></param>
<param name="room"></param>
<param name="user"></param>
<param name="users"></param>
<param name="loader"></param>
<param name="args"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Model.Gaming.GamingHandler(Milimoe.FunGame.Core.Library.Constant.GamingType,System.Collections.Generic.Dictionary{System.String,System.Object})">
<summary>
需在RunTimeController的SocketHandler_Gaming方法中调用此方法
<para>客户端也可以参照此方法自行实现</para>
<para>此方法目的是为了触发 <see cref="T:Milimoe.FunGame.Core.Library.Common.Addon.GameModule"/> 的局内事件实现</para>
</summary>
<param name="type">消息类型</param>
<param name="data">接收到的数据</param>
</member>
<member name="T:Milimoe.FunGame.Core.Model.GamingQueue">
<summary>
提供一个基础的回合制游戏队列基类实现,可继承扩展
<para/>该默认实现为混战模式 <see cref="F:Milimoe.FunGame.Core.Library.Constant.RoomType.Mix"/>
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.GamingQueue.GameplayEquilibriumConstant">
<summary>
使用的游戏平衡常数
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.GamingQueue.WriteLine">
<summary>
用于文本输出
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.GamingQueue.Original">
<summary>
原始的角色字典
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.GamingQueue.Queue">
<summary>
当前的行动顺序
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.GamingQueue.HardnessTime">
<summary>
硬直时间表
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.GamingQueue.Eliminated">
<summary>
当前已死亡的角色顺序(第一个是最早死的)
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.GamingQueue.CharactersInAI">
<summary>
角色是否在 AI 控制下
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.GamingQueue.CharacterStatistics">
<summary>
角色数据
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.GamingQueue.TotalTime">
<summary>
游戏运行的时间
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.GamingQueue.TotalRound">
<summary>
游戏运行的回合
对于某角色而言,在其行动的回合叫 Turn而所有角色行动的回合都称之为 Round。
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.GamingQueue.FirstKiller">
<summary>
第一滴血获得者
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.GamingQueue.MaxRespawnTimes">
<summary>
最大复活次数 [ 不为 0 时开启死斗模式 ]
0不复活 / -1无限复活
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.GamingQueue.RespawnTimes">
<summary>
复活次数统计
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.GamingQueue.RespawnCountdown">
<summary>
复活倒计时
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.GamingQueue.MaxScoreToWin">
<summary>
最大获胜积分
设置一个大于0的数以启用
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.GamingQueue.LastRound">
<summary>
上回合记录
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.GamingQueue.Rounds">
<summary>
所有回合的记录
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.GamingQueue.RoundRewards">
<summary>
回合奖励
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.GamingQueue.CustomData">
<summary>
自定义数据
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Model.GamingQueue._original">
<summary>
原始的角色字典
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Model.GamingQueue._queue">
<summary>
当前的行动顺序
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Model.GamingQueue._eliminated">
<summary>
当前已死亡的角色顺序(第一个是最早死的)
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Model.GamingQueue._charactersInAI">
<summary>
角色是否在 AI 控制下
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Model.GamingQueue._hardnessTimes">
<summary>
硬直时间表
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Model.GamingQueue._castingSkills">
<summary>
角色正在吟唱的技能(通常是魔法)
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Model.GamingQueue._castingSuperSkills">
<summary>
角色预释放的爆发技
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Model.GamingQueue._willUseItems">
<summary>
角色即将使用的物品
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Model.GamingQueue._earnedMoney">
<summary>
角色目前赚取的金钱
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Model.GamingQueue._maxContinuousKilling">
<summary>
角色最高连杀数
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Model.GamingQueue._continuousKilling">
<summary>
角色目前的连杀数
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Model.GamingQueue._cutCount">
<summary>
角色被插队次数
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Model.GamingQueue._assistDetail">
<summary>
助攻伤害
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Model.GamingQueue._stats">
<summary>
角色数据
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Model.GamingQueue._respawnTimes">
<summary>
复活次数统计
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Model.GamingQueue._respawnCountdown">
<summary>
复活倒计时
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Model.GamingQueue._roundDeaths">
<summary>
当前回合死亡角色
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Model.GamingQueue._roundRewards">
<summary>
回合奖励
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Model.GamingQueue._factoryRoundRewardEffects">
<summary>
回合奖励的特效工厂
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Model.GamingQueue._isGameEnd">
<summary>
游戏是否结束
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.#ctor(System.Action{System.String})">
<summary>
新建一个基础回合制游戏队列
</summary>
<param name="writer">用于文本输出</param>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.#ctor(System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character},System.Action{System.String})">
<summary>
新建一个基础回合制游戏队列并初始化
</summary>
<param name="characters">参与本次游戏的角色列表</param>
<param name="writer">用于文本输出</param>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.InitCharacterQueue(System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character})">
<summary>
初始化基础回合制游戏队列
</summary>
<param name="characters"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.AddCharacter(Milimoe.FunGame.Core.Entity.Character,System.Double,System.Boolean)">
<summary>
将角色加入行动顺序表
</summary>
<param name="character"></param>
<param name="hardnessTime"></param>
<param name="isCheckProtected"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.ClearQueue">
<summary>
清空行动队列
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.NextCharacterAsync">
<summary>
从行动顺序表取出第一个角色
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.TimeLapse">
<summary>
时间进行流逝,减少硬直时间,减少技能冷却时间,角色也会因此回复状态
</summary>
<returns>流逝的时间</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.DisplayQueue">
<summary>
显示当前所有角色的状态和硬直时间
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.ProcessTurnAsync(Milimoe.FunGame.Core.Entity.Character)">
<summary>
角色 <paramref name="character"/> 的回合进行中
</summary>
<param name="character"></param>
<returns>是否结束游戏</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.ProcessCharacterDeathAsync(Milimoe.FunGame.Core.Entity.Character)">
<summary>
处理角色死亡
</summary>
<param name="character"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.GetTeammates(Milimoe.FunGame.Core.Entity.Character)">
<summary>
获取某角色的团队成员
</summary>
<param name="character"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.AfterCharacterAction(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Library.Constant.CharacterActionType)">
<summary>
角色行动后触发
</summary>
<param name="character"></param>
<param name="type"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.OnDeathCalculation(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Character)">
<summary>
死亡结算时触发
</summary>
<param name="death"></param>
<param name="killer"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.AfterDeathCalculation(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Character)">
<summary>
死亡结算完成后触发
</summary>
<param name="death"></param>
<param name="killer"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.BeforeTurnAsync(Milimoe.FunGame.Core.Entity.Character)">
<summary>
回合开始前触发
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.AfterTurnAsync(Milimoe.FunGame.Core.Entity.Character)">
<summary>
回合结束后触发
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.DamageToEnemyAsync(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Character,System.Double,System.Boolean,System.Boolean,Milimoe.FunGame.Core.Library.Constant.MagicType,Milimoe.FunGame.Core.Library.Constant.DamageResult)">
<summary>
对敌人造成伤害
</summary>
<param name="actor"></param>
<param name="enemy"></param>
<param name="damage"></param>
<param name="isNormalAttack"></param>
<param name="isMagicDamage"></param>
<param name="magicType"></param>
<param name="damageResult"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.HealToTargetAsync(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Character,System.Double,System.Boolean)">
<summary>
治疗一个目标
</summary>
<param name="actor"></param>
<param name="target"></param>
<param name="heal"></param>
<param name="canRespawn"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.DeathCalculationAsync(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Character)">
<summary>
死亡结算
</summary>
<param name="killer"></param>
<param name="death"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.UseItemAsync(Milimoe.FunGame.Core.Entity.Item,Milimoe.FunGame.Core.Entity.Character,System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character},System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character})">
<summary>
使用物品实际逻辑
</summary>
<param name="item"></param>
<param name="character"></param>
<param name="enemys"></param>
<param name="teammates"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.GetActionType(System.Double,System.Double,System.Double)">
<summary>
通过概率计算角色要干嘛
</summary>
<param name="pUseItem"></param>
<param name="pCastSkill"></param>
<param name="pNormalAttack"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.SelectTargetsAsync(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Skill,System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character},System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character})">
<summary>
选取技能目标
</summary>
<param name="caster"></param>
<param name="skill"></param>
<param name="enemys"></param>
<param name="teammates"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.SelectTargetsAsync(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.NormalAttack,System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character},System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character})">
<summary>
选取普通攻击目标
</summary>
<param name="character"></param>
<param name="attack"></param>
<param name="enemys"></param>
<param name="teammates"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.CheckCanCast(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Skill,System.Double@)">
<summary>
检查是否可以释放技能
</summary>
<param name="caster"></param>
<param name="skill"></param>
<param name="cost"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.CheckCanCast(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Item,System.Double@,System.Double@)">
<summary>
检查是否可以释放技能(物品版)
</summary>
<param name="caster"></param>
<param name="item"></param>
<param name="costMP"></param>
<param name="costEP"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.CalculatePhysicalDamage(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Character,System.Boolean,System.Double,System.Double@,System.Int32@)">
<summary>
计算物理伤害
</summary>
<param name="actor"></param>
<param name="enemy"></param>
<param name="isNormalAttack"></param>
<param name="expectedDamage"></param>
<param name="finalDamage"></param>
<param name="changeCount"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.CalculateMagicalDamage(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Character,System.Boolean,Milimoe.FunGame.Core.Library.Constant.MagicType,System.Double,System.Double@,System.Int32@)">
<summary>
计算魔法伤害
</summary>
<param name="actor"></param>
<param name="enemy"></param>
<param name="isNormalAttack"></param>
<param name="magicType"></param>
<param name="expectedDamage"></param>
<param name="finalDamage"></param>
<param name="changeCount"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.GetEP(System.Double,System.Double,System.Double)">
<summary>
获取EP
</summary>
<param name="a">参数1</param>
<param name="b">参数2</param>
<param name="max">最大获取量</param>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.IsTeammate(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Character)">
<summary>
判断目标对于某个角色是否是队友
</summary>
<param name="character"></param>
<param name="target"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.GetIsTeammateDictionary(Milimoe.FunGame.Core.Entity.Character,System.Collections.Generic.IEnumerable{Milimoe.FunGame.Core.Entity.Character})">
<summary>
获取目标对于某个角色是否是友方的字典
</summary>
<param name="character"></param>
<param name="targets"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.InitRoundRewards(System.Int32,System.Int32,System.Collections.Generic.Dictionary{System.Int64,System.Boolean},System.Func{System.Int64,System.Collections.Generic.Dictionary{System.String,System.Object}})">
<summary>
初始化回合奖励
</summary>
<param name="maxRound">最大回合数</param>
<param name="maxRewardsInRound">每个奖励回合生成多少技能</param>
<param name="effects">key: 特效的数字标识符value: 是否是主动技能的特效</param>
<param name="factoryEffects">通过数字标识符来获取构造特效的参数</param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.GetRoundRewards(System.Int32,Milimoe.FunGame.Core.Entity.Character)">
<summary>
获取回合奖励
</summary>
<param name="round"></param>
<param name="character"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.RemoveRoundRewards(Milimoe.FunGame.Core.Entity.Character,System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Skill})">
<summary>
移除回合奖励
</summary>
<param name="character"></param>
<param name="skills"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.WillPreCastSuperSkill">
<summary>
是否在回合外释放爆发技插队(仅自动化,手动设置请调用:<see cref="M:Milimoe.FunGame.Core.Model.GamingQueue.SetCharacterPreCastSuperSkill(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Skill)"/>
</summary>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.InterruptCastingAsync(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Character)">
<summary>
打断施法
</summary>
<param name="caster"></param>
<param name="interrupter"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.InterruptCastingAsync(Milimoe.FunGame.Core.Entity.Character)">
<summary>
打断施法 [ 用于使敌人目标丢失 ]
</summary>
<param name="interrupter"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.SetCharacterRespawn(Milimoe.FunGame.Core.Entity.Character)">
<summary>
设置角色复活
</summary>
<param name="character"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.SetCharacterPreCastSuperSkill(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Skill)">
<summary>
设置角色将预释放爆发技
</summary>
<param name="character"></param>
<param name="skill"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.SetNotDamageAssistTime(Milimoe.FunGame.Core.Entity.Character,System.Collections.Generic.IEnumerable{Milimoe.FunGame.Core.Entity.Character})">
<summary>
设置角色对目标们的非伤害辅助时间
</summary>
<param name="character"></param>
<param name="targets"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.ChangeCharacterHardnessTime(Milimoe.FunGame.Core.Entity.Character,System.Double,System.Boolean,System.Boolean)">
<summary>
修改角色的硬直时间
</summary>
<param name="character">角色</param>
<param name="addValue">加值</param>
<param name="isPercentage">是否是百分比</param>
<param name="isCheckProtected">是否使用插队保护机制</param>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.SetCharactersToAIControl(System.Boolean,System.Collections.Generic.IEnumerable{Milimoe.FunGame.Core.Entity.Character})">
<summary>
设置角色为 AI 控制
</summary>
<param name="cancel"></param>
<param name="characters"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.IsCharacterInAIControlling(Milimoe.FunGame.Core.Entity.Character)">
<summary>
检查角色是否在 AI 控制状态
</summary>
<param name="character"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.CheckSkilledImmuneAsync(Milimoe.FunGame.Core.Entity.Character,System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character},Milimoe.FunGame.Core.Entity.Skill,Milimoe.FunGame.Core.Entity.Item)">
<summary>
免疫检定
</summary>
<param name="character"></param>
<param name="targets"></param>
<param name="skill"></param>
<param name="item"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.CalculateCharacterDamageStatistics(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Character,System.Double,System.Boolean,System.Double)">
<summary>
计算角色的数据
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.Equip(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Item)">
<summary>
装备物品
</summary>
<param name="character"></param>
<param name="item"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.Equip(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Library.Constant.EquipSlotType,Milimoe.FunGame.Core.Entity.Item,Milimoe.FunGame.Core.Entity.Item@)">
<summary>
装备物品到指定栏位,并返回被替换的装备(如果有的话)
</summary>
<param name="character"></param>
<param name="type"></param>
<param name="item"></param>
<param name="previous"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.UnEquip(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Library.Constant.EquipSlotType)">
<summary>
取消装备,并返回被替换的装备(如果有的话)
</summary>
<param name="character"></param>
<param name="type"></param>
<returns></returns>
</member>
<member name="E:Milimoe.FunGame.Core.Model.GamingQueue.TurnStart">
<summary>
回合开始事件
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.OnTurnStartAsync(Milimoe.FunGame.Core.Entity.Character,System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character},System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character},System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Skill},System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Item})">
<summary>
回合开始事件
</summary>
<param name="character"></param>
<param name="enemys"></param>
<param name="teammates"></param>
<param name="skills"></param>
<param name="items"></param>
<returns></returns>
</member>
<member name="E:Milimoe.FunGame.Core.Model.GamingQueue.TurnEnd">
<summary>
回合结束事件
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.OnTurnEndAsync(Milimoe.FunGame.Core.Entity.Character)">
<summary>
回合结束事件
</summary>
<param name="character"></param>
<returns></returns>
</member>
<member name="E:Milimoe.FunGame.Core.Model.GamingQueue.DecideAction">
<summary>
决定角色的行动事件
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.OnDecideActionAsync(Milimoe.FunGame.Core.Entity.Character,System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character},System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character},System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Skill},System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Item})">
<summary>
决定角色的行动事件
</summary>
<param name="character"></param>
<param name="enemys"></param>
<param name="teammates"></param>
<param name="skills"></param>
<param name="items"></param>
<returns></returns>
</member>
<member name="E:Milimoe.FunGame.Core.Model.GamingQueue.SelectSkill">
<summary>
角色需要选择一个技能
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.OnSelectSkillAsync(Milimoe.FunGame.Core.Entity.Character,System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Skill})">
<summary>
角色需要选择一个技能
</summary>
<param name="character"></param>
<param name="skills"></param>
<returns></returns>
</member>
<member name="E:Milimoe.FunGame.Core.Model.GamingQueue.SelectItem">
<summary>
角色需要选择一个物品
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.OnSelectItemAsync(Milimoe.FunGame.Core.Entity.Character,System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Item})">
<summary>
角色需要选择一个物品
</summary>
<param name="character"></param>
<param name="items"></param>
<returns></returns>
</member>
<member name="E:Milimoe.FunGame.Core.Model.GamingQueue.SelectSkillTargets">
<summary>
选取技能目标事件
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.OnSelectSkillTargetsAsync(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Skill,System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character},System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character})">
<summary>
选取技能目标事件
</summary>
<param name="caster"></param>
<param name="skill"></param>
<param name="enemys"></param>
<param name="teammates"></param>
<returns></returns>
</member>
<member name="E:Milimoe.FunGame.Core.Model.GamingQueue.SelectNormalAttackTargets">
<summary>
选取普通攻击目标事件
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.OnSelectNormalAttackTargetsAsync(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.NormalAttack,System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character},System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character})">
<summary>
选取普通攻击目标事件
</summary>
<param name="character"></param>
<param name="attack"></param>
<param name="enemys"></param>
<param name="teammates"></param>
<returns></returns>
</member>
<member name="E:Milimoe.FunGame.Core.Model.GamingQueue.InterruptCasting">
<summary>
打断施法事件
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.OnInterruptCastingAsync(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Skill,Milimoe.FunGame.Core.Entity.Character)">
<summary>
打断施法事件
</summary>
<param name="cast"></param>
<param name="skill"></param>
<param name="interrupter"></param>
<returns></returns>
</member>
<member name="E:Milimoe.FunGame.Core.Model.GamingQueue.DeathCalculation">
<summary>
死亡结算事件
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.OnDeathCalculationAsync(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Character)">
<summary>
死亡结算事件
</summary>
<param name="killer"></param>
<param name="death"></param>
<returns></returns>
</member>
<member name="E:Milimoe.FunGame.Core.Model.GamingQueue.CharacterDeath">
<summary>
角色死亡事件,此事件位于 <see cref="E:Milimoe.FunGame.Core.Model.GamingQueue.DeathCalculation"/> 之后
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.OnCharacterDeathAsync(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Character)">
<summary>
角色死亡事件,此事件位于 <see cref="E:Milimoe.FunGame.Core.Model.GamingQueue.DeathCalculation"/> 之后
</summary>
<param name="current"></param>
<param name="death"></param>
<returns></returns>
</member>
<member name="E:Milimoe.FunGame.Core.Model.GamingQueue.HealToTarget">
<summary>
治疗事件
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.OnHealToTargetAsync(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Character,System.Double,System.Boolean)">
<summary>
治疗事件
</summary>
<param name="actor"></param>
<param name="target"></param>
<param name="heal"></param>
<param name="isRespawn"></param>
<returns></returns>
</member>
<member name="E:Milimoe.FunGame.Core.Model.GamingQueue.DamageToEnemy">
<summary>
造成伤害事件
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.OnDamageToEnemyAsync(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Character,System.Double,System.Double,System.Boolean,System.Boolean,Milimoe.FunGame.Core.Library.Constant.MagicType,Milimoe.FunGame.Core.Library.Constant.DamageResult)">
<summary>
造成伤害事件
</summary>
<param name="actor"></param>
<param name="enemy"></param>
<param name="damage"></param>
<param name="actualDamage"></param>
<param name="isNormalAttack"></param>
<param name="isMagicDamage"></param>
<param name="magicType"></param>
<param name="damageResult"></param>
<returns></returns>
</member>
<member name="E:Milimoe.FunGame.Core.Model.GamingQueue.CharacterNormalAttack">
<summary>
角色普通攻击事件
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.OnCharacterNormalAttackAsync(Milimoe.FunGame.Core.Entity.Character,System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character})">
<summary>
角色普通攻击事件
</summary>
<param name="actor"></param>
<param name="targets"></param>
<returns></returns>
</member>
<member name="E:Milimoe.FunGame.Core.Model.GamingQueue.CharacterPreCastSkill">
<summary>
角色吟唱技能事件(包括直接释放战技)
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.OnCharacterPreCastSkillAsync(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.SkillTarget)">
<summary>
角色吟唱技能事件(包括直接释放战技)
</summary>
<param name="actor"></param>
<param name="skillTarget"></param>
<returns></returns>
</member>
<member name="E:Milimoe.FunGame.Core.Model.GamingQueue.CharacterCastSkill">
<summary>
角色释放技能事件
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.OnCharacterCastSkillAsync(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.SkillTarget,System.Double)">
<summary>
角色释放技能事件
</summary>
<param name="actor"></param>
<param name="skillTarget"></param>
<param name="cost"></param>
<returns></returns>
</member>
<member name="E:Milimoe.FunGame.Core.Model.GamingQueue.CharacterUseItem">
<summary>
角色使用物品事件
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.OnCharacterUseItemAsync(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Item,System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character})">
<summary>
角色使用物品事件
</summary>
<param name="actor"></param>
<param name="item"></param>
<param name="targets"></param>
<returns></returns>
</member>
<member name="E:Milimoe.FunGame.Core.Model.GamingQueue.CharacterCastItemSkill">
<summary>
角色释放物品的技能事件
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.OnCharacterCastItemSkillAsync(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Item,Milimoe.FunGame.Core.Entity.SkillTarget,System.Double,System.Double)">
<summary>
角色释放物品的技能事件
</summary>
<param name="actor"></param>
<param name="item"></param>
<param name="skillTarget"></param>
<param name="costMP"></param>
<param name="costEP"></param>
<returns></returns>
</member>
<member name="E:Milimoe.FunGame.Core.Model.GamingQueue.CharacterImmuned">
<summary>
角色免疫事件
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.OnCharacterImmunedAsync(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Interface.Entity.ISkill,Milimoe.FunGame.Core.Entity.Item)">
<summary>
角色免疫事件
</summary>
<param name="character"></param>
<param name="immune"></param>
<param name="skill"></param>
<param name="item"></param>
<returns></returns>
</member>
<member name="E:Milimoe.FunGame.Core.Model.GamingQueue.CharacterDoNothing">
<summary>
角色主动结束回合事件(区别于放弃行动,这个是主动的)
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.OnCharacterDoNothingAsync(Milimoe.FunGame.Core.Entity.Character)">
<summary>
角色主动结束回合事件(区别于放弃行动,这个是主动的)
</summary>
<param name="actor"></param>
<returns></returns>
</member>
<member name="E:Milimoe.FunGame.Core.Model.GamingQueue.CharacterGiveUp">
<summary>
角色放弃行动事件
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.OnCharacterGiveUpAsync(Milimoe.FunGame.Core.Entity.Character)">
<summary>
角色放弃行动事件
</summary>
<param name="actor"></param>
<returns></returns>
</member>
<member name="E:Milimoe.FunGame.Core.Model.GamingQueue.GameEnd">
<summary>
游戏结束事件
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.OnGameEndAsync(Milimoe.FunGame.Core.Entity.Character)">
<summary>
游戏结束事件
</summary>
<param name="winner"></param>
<returns></returns>
</member>
<member name="E:Milimoe.FunGame.Core.Model.GamingQueue.QueueUpdated">
<summary>
行动顺序表更新事件
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Model.GamingQueue.OnQueueUpdatedAsync(System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character},Milimoe.FunGame.Core.Entity.Character,System.Double,Milimoe.FunGame.Core.Library.Constant.QueueUpdatedReason,System.String)">
<summary>
行动顺序表更新事件
</summary>
<param name="characters"></param>
<param name="character"></param>
<param name="hardnessTime"></param>
<param name="reason"></param>
<param name="msg"></param>
<returns></returns>
</member>
<member name="T:Milimoe.FunGame.Core.Model.MixGamingQueue">
<summary>
混战游戏队列,增强版混战模式 <see cref="F:Milimoe.FunGame.Core.Library.Constant.RoomType.Mix"/>
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Model.MixGamingQueue.AfterDeathCalculation(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Character)">
<summary>
死亡结算后
</summary>
<param name="death"></param>
<param name="killer"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Model.MixGamingQueue.EndGameInfo(Milimoe.FunGame.Core.Entity.Character)">
<summary>
游戏结束信息
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Model.MixGamingQueue.#ctor(System.Action{System.String})">
<summary>
创建一个混战游戏队列
</summary>
<param name="writer"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Model.MixGamingQueue.#ctor(System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character},System.Action{System.String})">
<summary>
创建一个混战游戏队列并初始化行动顺序表
</summary>
<param name="characters"></param>
<param name="writer"></param>
</member>
<member name="P:Milimoe.FunGame.Core.Model.RecurringTask.Name">
<summary>
任务名称
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.RecurringTask.Interval">
<summary>
循环执行间隔
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.RecurringTask.Action">
<summary>
任务执行逻辑
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.RecurringTask.LastRun">
<summary>
记录上一次运行时间
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.RecurringTask.NextRun">
<summary>
记录下一次运行时间
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.RecurringTask.Error">
<summary>
最后一次运行时发生的错误
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.ScheduledTask.Name">
<summary>
任务名称
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.ScheduledTask.TimeOfDay">
<summary>
每天的目标时间
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.ScheduledTask.Action">
<summary>
任务执行逻辑
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.ScheduledTask.LastRun">
<summary>
记录上一次运行时间
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.ScheduledTask.IsTodayRun">
<summary>
当天是否已经运行
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.ScheduledTask.Error">
<summary>
最后一次运行时发生的错误
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.Session.Server_Address">
<summary>
服务器地址
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.Session.Server_Port">
<summary>
服务器端口号
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.Session.SocketToken">
<summary>
SocketToken
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.Session.LoginKey">
<summary>
LoginKey
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.Session.LoginUser">
<summary>
已登录的用户
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.Session.LoginUserName">
<summary>
已登录用户名
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.Session.InRoom">
<summary>
所处的房间
</summary>
</member>
<member name="T:Milimoe.FunGame.Core.Model.TeamGamingQueue">
<summary>
团队游戏队列,团队模式 <see cref="F:Milimoe.FunGame.Core.Library.Constant.RoomType.Team"/>
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.TeamGamingQueue.EliminatedTeams">
<summary>
当前团灭的团队顺序(第一个是最早死的)
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Model.TeamGamingQueue.Teams">
<summary>
团队及其成员
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Model.TeamGamingQueue._eliminatedTeams">
<summary>
当前团灭的团队顺序(第一个是最早死的)
</summary>
</member>
<member name="F:Milimoe.FunGame.Core.Model.TeamGamingQueue._teams">
<summary>
团队及其成员
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Model.TeamGamingQueue.AddTeam(System.String,System.Collections.Generic.IEnumerable{Milimoe.FunGame.Core.Entity.Character})">
<summary>
添加一个团队
</summary>
<param name="teamName"></param>
<param name="characters"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Model.TeamGamingQueue.GetTeam(Milimoe.FunGame.Core.Entity.Character)">
<summary>
获取角色的团队
</summary>
<param name="character"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Model.TeamGamingQueue.GetTeamFromEliminated(Milimoe.FunGame.Core.Entity.Character)">
<summary>
从已淘汰的团队中获取角色的团队
</summary>
<param name="character"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Model.TeamGamingQueue.GetTeammates(Milimoe.FunGame.Core.Entity.Character)">
<summary>
获取某角色的团队成员
</summary>
<param name="character"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Model.TeamGamingQueue.AfterCharacterAction(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Library.Constant.CharacterActionType)">
<summary>
角色行动后
</summary>
<param name="character"></param>
<param name="type"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Model.TeamGamingQueue.OnDeathCalculation(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Character)">
<summary>
死亡结算时
</summary>
<param name="death"></param>
<param name="killer"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Model.TeamGamingQueue.AfterDeathCalculation(Milimoe.FunGame.Core.Entity.Character,Milimoe.FunGame.Core.Entity.Character)">
<summary>
死亡结算后
</summary>
<param name="death"></param>
<param name="killer"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Model.TeamGamingQueue.EndGameInfo(Milimoe.FunGame.Core.Entity.Team)">
<summary>
游戏结束信息 [ 团队版 ]
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Model.TeamGamingQueue.#ctor(System.Action{System.String})">
<summary>
创建一个团队游戏队列
</summary>
<param name="writer"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Model.TeamGamingQueue.#ctor(System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.Character},System.Action{System.String})">
<summary>
创建一个团队游戏队列并初始化行动顺序表
</summary>
<param name="characters"></param>
<param name="writer"></param>
</member>
<member name="E:Milimoe.FunGame.Core.Model.TeamGamingQueue.GameEndTeam">
<summary>
游戏结束事件(团队版)
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Model.TeamGamingQueue.OnGameEndTeamAsync(Milimoe.FunGame.Core.Entity.Team)">
<summary>
游戏结束事件(团队版)
</summary>
<param name="winner"></param>
<returns></returns>
</member>
<member name="P:Milimoe.FunGame.Core.Service.AddonManager.PluginFilePaths">
<summary>
已加载的插件DLL名称对应的路径
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Service.AddonManager.ModuleFilePaths">
<summary>
已加载的模组DLL名称对应的路径
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Service.AddonManager.LoadPlugins(System.Collections.Generic.Dictionary{System.String,Milimoe.FunGame.Core.Library.Common.Addon.Plugin},System.Collections.Generic.Dictionary{System.String,System.Object},System.Object[])">
<summary>
从plugins目录加载所有插件
</summary>
<param name="plugins"></param>
<param name="delegates"></param>
<param name="otherobjs"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.AddonManager.LoadServerPlugins(System.Collections.Generic.Dictionary{System.String,Milimoe.FunGame.Core.Library.Common.Addon.ServerPlugin},System.Collections.Generic.Dictionary{System.String,System.Object},System.Object[])">
<summary>
从plugins目录加载所有Server插件
</summary>
<param name="plugins"></param>
<param name="delegates"></param>
<param name="otherobjs"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.AddonManager.LoadWebAPIPlugins(System.Collections.Generic.Dictionary{System.String,Milimoe.FunGame.Core.Library.Common.Addon.WebAPIPlugin},System.Collections.Generic.Dictionary{System.String,System.Object},System.Object[])">
<summary>
从plugins目录加载所有WebAPI插件
</summary>
<param name="plugins"></param>
<param name="delegates"></param>
<param name="otherobjs"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.AddonManager.LoadGameModules(System.Collections.Generic.Dictionary{System.String,Milimoe.FunGame.Core.Library.Common.Addon.GameModule},System.Collections.Generic.Dictionary{System.String,Milimoe.FunGame.Core.Library.Common.Addon.CharacterModule},System.Collections.Generic.Dictionary{System.String,Milimoe.FunGame.Core.Library.Common.Addon.SkillModule},System.Collections.Generic.Dictionary{System.String,Milimoe.FunGame.Core.Library.Common.Addon.ItemModule},System.Collections.Generic.Dictionary{System.String,System.Object},System.Object[])">
<summary>
从modules目录加载所有模组
</summary>
<param name="modules"></param>
<param name="characters"></param>
<param name="skills"></param>
<param name="items"></param>
<param name="delegates"></param>
<param name="otherobjs"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.AddonManager.LoadGameModulesForServer(System.Collections.Generic.Dictionary{System.String,Milimoe.FunGame.Core.Library.Common.Addon.GameModuleServer},System.Collections.Generic.Dictionary{System.String,Milimoe.FunGame.Core.Library.Common.Addon.CharacterModule},System.Collections.Generic.Dictionary{System.String,Milimoe.FunGame.Core.Library.Common.Addon.SkillModule},System.Collections.Generic.Dictionary{System.String,Milimoe.FunGame.Core.Library.Common.Addon.ItemModule},System.Collections.Generic.Dictionary{System.String,System.Object},System.Object[])">
<summary>
从modules目录加载所有适用于服务器的模组
</summary>
<param name="servers"></param>
<param name="characters"></param>
<param name="skills"></param>
<param name="items"></param>
<param name="delegates"></param>
<param name="otherobjs"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.AddonManager.LoadGameMaps(System.Collections.Generic.Dictionary{System.String,Milimoe.FunGame.Core.Library.Common.Addon.GameMap},System.Object[])">
<summary>
从maps目录加载所有地图
</summary>
<param name="maps"></param>
<param name="objs"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.AddonManager.AddAddonInstances``1(System.Type,System.Collections.Generic.Dictionary{System.String,``0},System.Func{``0,System.Boolean})">
<summary>
添加构造好的模组类实例到字典中
</summary>
<typeparam name="T">加载的类型</typeparam>
<param name="type">循环程序集的类型</param>
<param name="dictionary">实例的字典</param>
<param name="isadd">加载时触发的检查方法返回false不添加</param>
</member>
<member name="P:Milimoe.FunGame.Core.Service.HTTPManager.HttpListener">
<summary>
实际的 <see cref="T:System.Net.HttpListener"/> 监听实例 [ 单例 ]
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Service.HTTPManager.StartListening(System.String,System.Int32,System.String,System.Boolean)">
<summary>
开始监听
<paramref name="address"/> = "*" 时,需要管理员权限
</summary>
<param name="address"></param>
<param name="port"></param>
<param name="subUrl"></param>
<param name="ssl"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.HTTPManager.Connect(System.Uri)">
<summary>
客户端连接远程 WebSocket 服务器
</summary>
<param name="uri"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.HTTPManager.Send(System.Net.WebSockets.ClientWebSocket,Milimoe.FunGame.Core.Library.Common.Network.SocketObject)">
<summary>
客户端向服务器发送消息
</summary>
<param name="socket"></param>
<param name="obj"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.HTTPManager.Send(System.Net.WebSockets.WebSocket,Milimoe.FunGame.Core.Library.Common.Network.SocketObject)">
<summary>
服务器向客户端发送消息
</summary>
<param name="socket"></param>
<param name="obj"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.HTTPManager.Accept">
<summary>
服务器接受一个 HTTP 的 WebSocket 升级请求
</summary>
<returns>[0]客户端IP地址[1]客户端的WebSocket实例</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.HTTPManager.Receive(System.Net.WebSockets.WebSocket)">
<summary>
服务器接收客户端消息
</summary>
<param name="socket"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.HTTPManager.ReceiveMessage(Milimoe.FunGame.Core.Library.Common.Network.HTTPClient)">
<summary>
客户端接收服务器消息
</summary>
<param name="client"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.HTTPManager.GetSocketObjects(System.Net.WebSockets.WebSocket,System.Net.WebSockets.WebSocketReceiveResult,System.String)">
<summary>
将收到的消息反序列为 <see cref="T:Milimoe.FunGame.Core.Library.Common.Network.SocketObject"/>
</summary>
<param name="socket"></param>
<param name="result"></param>
<param name="msg"></param>
<returns></returns>
</member>
<member name="P:Milimoe.FunGame.Core.Service.JsonManager.GeneralOptions">
<summary>
默认的序列化选项
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Service.JsonManager.GetString``1(``0)">
<summary>
获取Json字符串
</summary>
<typeparam name="T"></typeparam>
<param name="obj"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.JsonManager.GetString``1(``0,System.Text.Json.JsonSerializerOptions)">
<summary>
获取Json字符串
</summary>
<typeparam name="T"></typeparam>
<param name="obj"></param>
<param name="options"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.JsonManager.GetObject``1(System.String)">
<summary>
反序列化Json对象
</summary>
<typeparam name="T"></typeparam>
<param name="json"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.JsonManager.GetObject``1(System.Text.Json.Utf8JsonReader@,System.Text.Json.JsonSerializerOptions)">
<summary>
反序列化Json对象使用 <paramref name="reader"/>
</summary>
<typeparam name="T"></typeparam>
<param name="reader"></param>
<param name="options"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.JsonManager.GetObject``1(System.String,System.Text.Json.JsonSerializerOptions)">
<summary>
反序列化Json对象
</summary>
<typeparam name="T"></typeparam>
<param name="json"></param>
<param name="options"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.JsonManager.GetObject(System.String)">
<summary>
反序列化Json对象此方法可能无法返回正确的类型请注意辨别
</summary>
<param name="json"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.JsonManager.GetObject(System.String,System.Text.Json.JsonSerializerOptions)">
<summary>
反序列化Json对象此方法可能无法返回正确的类型请注意辨别
</summary>
<param name="json"></param>
<param name="options"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.JsonManager.GetObject``1(Milimoe.FunGame.Core.Library.Common.Network.SocketObject,System.Int32)">
<summary>
反序列化SocketObject中索引为index的Json对象
</summary>
<typeparam name="T"></typeparam>
<param name="obj"></param>
<param name="index"></param>
<returns></returns>
<exception cref="T:Milimoe.FunGame.IndexOutOfArrayLengthException"></exception>
</member>
<member name="M:Milimoe.FunGame.Core.Service.JsonManager.GetObject``1(System.Collections.Hashtable,System.String)">
<summary>
反序列化Hashtable中Key对应的Json对象
</summary>
<typeparam name="T"></typeparam>
<param name="table"></param>
<param name="key"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.JsonManager.GetObject``1(System.Collections.Generic.Dictionary{System.String,System.Object},System.String)">
<summary>
反序列化Dictionary中Key对应的Json对象
</summary>
<typeparam name="T"></typeparam>
<param name="dict"></param>
<param name="key"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.JsonManager.GetObject``1(System.Collections.Generic.IEnumerable{System.Object},System.Int32)">
<summary>
反序列化IEnumerable中的Json对象
</summary>
<typeparam name="T"></typeparam>
<param name="e"></param>
<param name="index"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.JsonManager.GetObject``1(System.Collections.Generic.IEnumerable{System.Object},System.Int32,System.Text.Json.JsonSerializerOptions)">
<summary>
反序列化IEnumerable中的Json对象
</summary>
<typeparam name="T"></typeparam>
<param name="e"></param>
<param name="index"></param>
<param name="options"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.JsonManager.GetObject``1(System.Collections.Hashtable,System.String,System.Text.Json.JsonSerializerOptions)">
<summary>
反序列化Hashtable中Key对应的Json对象
</summary>
<typeparam name="T"></typeparam>
<param name="table"></param>
<param name="key"></param>
<param name="options"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.JsonManager.GetObject``1(System.Collections.Generic.Dictionary{System.String,System.Object},System.String,System.Text.Json.JsonSerializerOptions)">
<summary>
反序列化Dictionary中Key对应的Json对象
</summary>
<typeparam name="T"></typeparam>
<param name="dict"></param>
<param name="key"></param>
<param name="options"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.JsonManager.GetObjects``1(System.String)">
<summary>
反序列化多个Json对象
注意必须是相同的Json对象才可以使用此方法解析
</summary>
<typeparam name="T"></typeparam>
<param name="json"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.JsonManager.GetObjects``1(System.String,System.Text.Json.JsonSerializerOptions)">
<summary>
反序列化多个Json对象
注意必须是相同的Json对象才可以使用此方法解析
</summary>
<typeparam name="T"></typeparam>
<param name="json"></param>
<param name="options"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.JsonManager.IsCompleteJson``1(System.String)">
<summary>
检查字符串是否为完整的JSON对象
</summary>
<param name="json"></param>
<returns></returns>
</member>
<member name="P:Milimoe.FunGame.Core.Service.MailManager.SmtpClients">
<summary>
用于保存Smtp客户端
一个邮件服务对应一个Smtp客户端
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Service.MailManager.MailSenders">
<summary>
用于保存邮件服务
允许服务器同时存在多个服务
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Service.MailManager.GetSender(System.Guid)">
<summary>
获取某个已经保存过的邮件服务
</summary>
<param name="mailSenderID"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.MailManager.Send(Milimoe.FunGame.Core.Api.Transmittal.MailSender,Milimoe.FunGame.Core.Library.Common.Network.MailObject,System.String@)">
<summary>
统一调用此方法发送邮件
</summary>
<param name="sender"></param>
<param name="mail"></param>
<param name="errorMsg"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.MailManager.Dispose(Milimoe.FunGame.Core.Api.Transmittal.MailSender)">
<summary>
关闭邮件服务
</summary>
<param name="sender"></param>
<returns></returns>
</member>
<member name="P:Milimoe.FunGame.Core.Service.SocketManager.Socket">
<summary>
客户端专用Socket
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Service.SocketManager.ServerSocket">
<summary>
服务器端专用Socket
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Service.SocketManager.StartListening(System.Int32,System.Int32)">
<summary>
创建服务器监听Socket
</summary>
<param name="port">监听端口号</param>
<param name="maxConnection">最大连接数量</param>
<returns>服务器端专用Socket</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.SocketManager.Accept">
<summary>
创建一个监听到客户端Socket
</summary>
<returns>客户端IP地址[0]和客户端Socket[1]</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.SocketManager.Connect(System.String,System.Int32)">
<summary>
创建客户端Socket
</summary>
<param name="address">服务器IP地址</param>
<param name="port">服务器监听端口</param>
<returns>客户端专用Socket</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.SocketManager.Send(System.Net.Sockets.Socket,Milimoe.FunGame.Core.Library.Common.Network.SocketObject)">
<summary>
用于服务器端向客户端Socket发送信息
</summary>
<param name="clientSocket">客户端Socket</param>
<param name="obj">Socket信息容器</param>
<returns>通信结果</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.SocketManager.SendAsync(System.Net.Sockets.Socket,Milimoe.FunGame.Core.Library.Common.Network.SocketObject)">
<summary>
用于服务器端向客户端Socket发送信息 [ 异步版 ]
</summary>
<param name="clientSocket">客户端Socket</param>
<param name="obj">Socket信息容器</param>
<returns>通信结果</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.SocketManager.Send(Milimoe.FunGame.Core.Library.Common.Network.SocketObject)">
<summary>
用于客户端向服务器Socket发送信息
</summary>
<param name="obj">Socket信息容器</param>
<returns>通信结果</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.SocketManager.SendAsync(Milimoe.FunGame.Core.Library.Common.Network.SocketObject)">
<summary>
用于客户端向服务器Socket发送信息 [ 异步版 ]
</summary>
<param name="obj">Socket信息容器</param>
<returns>通信结果</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.SocketManager.Receive(System.Net.Sockets.Socket)">
<summary>
接收数据流中的信息
<para/>如果是服务器接收信息需要传入客户端Socket <paramref name="clientSocket"/>
</summary>
<param name="clientSocket">如果是服务器接收信息需要传入客户端Socket</param>
<returns>SocketObjects</returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.SocketManager.ReceiveAsync(System.Net.Sockets.Socket)">
<summary>
接收数据流中的信息 [ 异步版 ]
<para/>如果是服务器接收信息需要传入客户端Socket <paramref name="clientSocket"/>
</summary>
<param name="clientSocket">如果是服务器接收信息需要传入客户端Socket</param>
<returns>SocketObjects</returns>
</member>
<member name="T:Milimoe.FunGame.Core.Service.SocketManager.SocketReceiveHandler">
<summary>
监听事件的委托
</summary>
<param name="obj">SocketObject</param>
</member>
<member name="E:Milimoe.FunGame.Core.Service.SocketManager.SocketReceive">
<summary>
监听事件
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Service.SocketManager.OnSocketReceive(Milimoe.FunGame.Core.Library.Common.Network.SocketObject)">
<summary>
触发异步监听事件
</summary>
<param name="obj">SocketObject</param>
</member>
<member name="M:Milimoe.FunGame.Core.Service.TaskManager.NewTask(System.Action)">
<summary>
开启一个任务:调用返回对象的 OnCompleted() 方法可以执行后续操作,支持异步
</summary>
<param name="action"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.TaskManager.NewTask(System.Func{System.Threading.Tasks.Task})">
<summary>
开启一个任务:调用返回对象的 OnCompleted() 方法可以执行后续操作,支持异步
</summary>
<param name="function"></param>
<returns></returns>
</member>
<member name="T:Milimoe.FunGame.Core.Service.TaskManager.TaskAwaiter">
<summary>
内部实现类
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Service.TaskManager.TaskAwaiter.OnCompleted(System.Action)">
<summary>
返回 ITaskAwaiter 可以进一步等待并执行方法<para/>
注意事项async () 委托的后续 OnCompleted 方法将不会进一步等待,而是直接执行,因为它是异步的
</summary>
<param name="action"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Service.TaskManager.TaskAwaiter.OnError(System.Action{System.Exception})">
<summary>
在捕获到异常时,将触发 Error 事件
</summary>
<param name="action"></param>
<returns></returns>
</member>
</members>
</doc>