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StatusBarOfHunter.xaml.cs 12 kB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Linq;
  4. using System.Text;
  5. using System.Threading.Tasks;
  6. using System;
  7. using System.Collections.Generic;
  8. using System.Linq;
  9. using System.Text;
  10. using System.Threading.Tasks;
  11. using System.Windows;
  12. using System.Windows.Controls;
  13. using System.Windows.Data;
  14. using System.Windows.Documents;
  15. using System.Windows.Input;
  16. using System.Windows.Media;
  17. using System.Windows.Media.Imaging;
  18. using System.Windows.Shapes;
  19. using Protobuf;
  20. namespace Client
  21. {
  22. /// <summary>
  23. /// StatusBarOfHunter.xaml 的交互逻辑
  24. /// </summary>
  25. public partial class StatusBarOfHunter : UserControl
  26. {
  27. public StatusBarOfHunter(Grid parent, int Row, int Column)
  28. {
  29. InitializeComponent();
  30. parent.Children.Add(this);
  31. Grid.SetColumn(this, Column);
  32. Grid.SetColumnSpan(this, 2);
  33. Grid.SetRow(this, Row);
  34. initialized = false;
  35. }
  36. public void SetFontSize(double fontsize)
  37. {
  38. serial.FontSize = scores.FontSize = state.FontSize = status.FontSize=activeSkill0.FontSize = activeSkill1.FontSize = activeSkill2.FontSize = prop0.FontSize = prop1.FontSize = prop2.FontSize = prop3.FontSize = fontsize;
  39. }
  40. private void SetStaticValue(MessageOfTricker obj)
  41. {
  42. switch (obj.TrickerType) // 参数未设定
  43. {
  44. case TrickerType.Assassin:
  45. coolTime0 = coolTime1 = coolTime2 = 10000;
  46. serial.Text = "👥" + Convert.ToString(1) + "👻" + Convert.ToString(obj.PlayerId) + "\n职业:Assassin";
  47. break;
  48. case TrickerType._2:
  49. coolTime0 = coolTime1 = coolTime2 = 20000;
  50. serial.Text = "👥" + Convert.ToString(1) + "👻" + Convert.ToString(obj.PlayerId) + "\n职业:TrickerType2";
  51. break;
  52. case TrickerType._3:
  53. coolTime0 = coolTime1 = coolTime2 = 30000;
  54. serial.Text = "👥" + Convert.ToString(1) + "👻" + Convert.ToString(obj.PlayerId) + "\n职业:TrickerType3";
  55. break;
  56. case TrickerType._4:
  57. coolTime0 = coolTime1 = coolTime2 = 40000;
  58. serial.Text = "👥" + Convert.ToString(1) + "👻" + Convert.ToString(obj.PlayerId) + "\n职业:TrickerType4";
  59. break;
  60. case TrickerType.NullTrickerType:
  61. coolTime0 = coolTime1 = coolTime2 = -1;
  62. serial.Text = "👥" + Convert.ToString(1) + "👻" + Convert.ToString(obj.PlayerId) + "\n职业:NullTrickerType";
  63. break;
  64. }
  65. activeSkill0.Text = "Skill0";
  66. activeSkill1.Text = "Skill1";
  67. activeSkill2.Text = "Skill2";
  68. initialized = true;
  69. }
  70. private void SetDynamicValue(MessageOfTricker obj)
  71. {
  72. status.Text = "🏃🏿‍:"+Convert.ToString(obj.Speed);
  73. switch (obj.PlayerState)
  74. {
  75. case PlayerState.Idle:
  76. state.Text = "Idle";
  77. break;
  78. case PlayerState.Learning:
  79. state.Text = "Learning";
  80. break;
  81. case PlayerState.Addicted:
  82. state.Text = "Addicted";
  83. break;
  84. case PlayerState.Graduated:
  85. state.Text = "Graduated";
  86. break;
  87. case PlayerState.Quit:
  88. state.Text = "Quit";
  89. break;
  90. case PlayerState.Treated:
  91. state.Text = "Treated";
  92. break;
  93. case PlayerState.Rescued:
  94. state.Text = "Rescued";
  95. break;
  96. case PlayerState.Stunned:
  97. state.Text = "Stunned";
  98. break;
  99. case PlayerState.Treating:
  100. state.Text = "Treating";
  101. break;
  102. case PlayerState.Rescuing:
  103. state.Text = "Rescuing";
  104. break;
  105. case PlayerState.Swinging:
  106. state.Text = "Swinging";
  107. break;
  108. case PlayerState.Attacking:
  109. state.Text = "Attacking";
  110. break;
  111. case PlayerState.Locking:
  112. state.Text = "Locking";
  113. break;
  114. case PlayerState.Rummaging:
  115. state.Text ="Rummaging";
  116. break;
  117. case PlayerState.Climbing:
  118. state.Text ="Climbing";
  119. break;
  120. case PlayerState.OpeningAChest:
  121. state.Text = "OpeningAChest";
  122. break;
  123. case PlayerState.UsingSpecialSkill:
  124. state.Text = "UsingSpecialSkill";
  125. break;
  126. case PlayerState.OpeningAGate:
  127. state.Text = "OpeningAGate";
  128. break;
  129. default:
  130. break;
  131. }
  132. scores.Text = "Scores:" + Convert.ToString(obj.Score);
  133. if (obj.TimeUntilSkillAvailable[0] >= 0)
  134. skillprogress0.Value = 100 - obj.TimeUntilSkillAvailable[0] / coolTime0 * 100;
  135. if (obj.TimeUntilSkillAvailable[1] >= 0)
  136. skillprogress1.Value = 100 - obj.TimeUntilSkillAvailable[1] / coolTime1 * 100;
  137. if (obj.TimeUntilSkillAvailable[2] >= 0)
  138. skillprogress2.Value = 100 - obj.TimeUntilSkillAvailable[2] / coolTime2 * 100;
  139. if (obj.PlayerState == PlayerState.Quit)
  140. {
  141. skillprogress0.Value = skillprogress1.Value = skillprogress2.Value = 0;
  142. skillprogress0.Background = skillprogress1.Background = skillprogress2.Background = Brushes.Gray;
  143. }
  144. else
  145. skillprogress0.Background = skillprogress1.Background = skillprogress2.Background = Brushes.White;
  146. int cnt = 0;
  147. foreach (var icon in obj.Prop)
  148. {
  149. switch (cnt)
  150. {
  151. case 0:
  152. switch (icon)
  153. {
  154. case PropType.Key3:
  155. prop0.Text = "🔑";
  156. break;
  157. case PropType.Key5:
  158. prop0.Text = "🔑";
  159. break;
  160. case PropType.Key6:
  161. prop0.Text = "🔑";
  162. break;
  163. case PropType.AddSpeed:
  164. prop0.Text = "⛸";
  165. break;
  166. case PropType.AddLifeOrAp:
  167. prop0.Text = "🏅";
  168. break;
  169. case PropType.AddHpOrAp:
  170. prop0.Text = "♥";
  171. break;
  172. case PropType.ShieldOrSpear:
  173. prop0.Text = "🛡";
  174. break;
  175. default:
  176. prop0.Text = "";
  177. break;
  178. }
  179. cnt++;
  180. break;
  181. case 1:
  182. switch (icon)
  183. {
  184. case PropType.Key3:
  185. prop1.Text = "🔑";
  186. break;
  187. case PropType.Key5:
  188. prop1.Text = "🔑";
  189. break;
  190. case PropType.Key6:
  191. prop1.Text = "🔑";
  192. break;
  193. case PropType.AddSpeed:
  194. prop1.Text = "⛸";
  195. break;
  196. case PropType.AddLifeOrAp:
  197. prop1.Text = "🏅";
  198. break;
  199. case PropType.AddHpOrAp:
  200. prop1.Text = "♥";
  201. break;
  202. case PropType.ShieldOrSpear:
  203. prop1.Text = "🛡";
  204. break;
  205. default:
  206. prop1.Text = "";
  207. break;
  208. }
  209. cnt++;
  210. break;
  211. case 2:
  212. switch (icon)
  213. {
  214. case PropType.Key3:
  215. prop2.Text = "🔑";
  216. break;
  217. case PropType.Key5:
  218. prop2.Text = "🔑";
  219. break;
  220. case PropType.Key6:
  221. prop2.Text = "🔑";
  222. break;
  223. case PropType.AddSpeed:
  224. prop2.Text = "⛸";
  225. break;
  226. case PropType.AddLifeOrAp:
  227. prop2.Text = "🏅";
  228. break;
  229. case PropType.AddHpOrAp:
  230. prop2.Text = "♥";
  231. break;
  232. case PropType.ShieldOrSpear:
  233. prop2.Text = "🛡";
  234. break;
  235. default:
  236. prop2.Text = "";
  237. break;
  238. }
  239. cnt++;
  240. break;
  241. case 3:
  242. switch (icon)
  243. {
  244. case PropType.Key3:
  245. prop3.Text = "🔑";
  246. break;
  247. case PropType.Key5:
  248. prop3.Text = "🔑";
  249. break;
  250. case PropType.Key6:
  251. prop3.Text = "🔑";
  252. break;
  253. case PropType.AddSpeed:
  254. prop3.Text = "⛸";
  255. break;
  256. case PropType.AddLifeOrAp:
  257. prop3.Text = "🏅";
  258. break;
  259. case PropType.AddHpOrAp:
  260. prop3.Text = "♥";
  261. break;
  262. case PropType.ShieldOrSpear:
  263. prop3.Text = "🛡";
  264. break;
  265. default:
  266. prop3.Text = "";
  267. break;
  268. }
  269. cnt++;
  270. break;
  271. default:
  272. break;
  273. }
  274. }
  275. }
  276. public void SetValue(MessageOfTricker obj)
  277. {
  278. if (!initialized)
  279. SetStaticValue(obj);
  280. SetDynamicValue(obj);
  281. }
  282. private int coolTime0, coolTime1, coolTime2;
  283. private bool initialized;
  284. }
  285. }