You can not select more than 25 topics Topics must start with a chinese character,a letter or number, can include dashes ('-') and can be up to 35 characters long.

StatusBarOfHunter.xaml.cs 12 kB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273
  1. using System;
  2. using System.Collections.Generic;
  3. using System.Linq;
  4. using System.Text;
  5. using System.Threading.Tasks;
  6. using System.Windows;
  7. using System.Windows.Controls;
  8. using System.Windows.Data;
  9. using System.Windows.Documents;
  10. using System.Windows.Input;
  11. using System.Windows.Media;
  12. using System.Windows.Media.Imaging;
  13. using System.Windows.Shapes;
  14. using Protobuf;
  15. using Preparation.Utility;
  16. namespace Client
  17. {
  18. /// <summary>
  19. /// StatusBarOfHunter.xaml 的交互逻辑
  20. /// </summary>
  21. public partial class StatusBarOfHunter : UserControl
  22. {
  23. public StatusBarOfHunter(Grid parent, int Row, int Column)
  24. {
  25. InitializeComponent();
  26. parent.Children.Add(this);
  27. Grid.SetColumn(this, Column);
  28. Grid.SetColumnSpan(this, 2);
  29. Grid.SetRow(this, Row);
  30. initialized = false;
  31. }
  32. public void SetFontSize(double fontsize)
  33. {
  34. serial.FontSize = scores.FontSize = state.FontSize = status.FontSize = activeSkill0.FontSize = activeSkill1.FontSize = activeSkill2.FontSize = prop0.FontSize = prop1.FontSize = prop2.FontSize = fontsize;
  35. }
  36. private void SetStaticValue(MessageOfTricker obj)
  37. {
  38. switch (obj.TrickerType) // 参数未设定
  39. {
  40. case TrickerType.Assassin:
  41. serial.Text = "👥" + Convert.ToString(1) + "👻" + Convert.ToString(obj.PlayerId) + "\nAssassin";
  42. break;
  43. case TrickerType.Klee:
  44. serial.Text = "👥" + Convert.ToString(1) + "👻" + Convert.ToString(obj.PlayerId) + "\nKlee";
  45. break;
  46. case TrickerType.ANoisyPerson:
  47. serial.Text = "👥" + Convert.ToString(1) + "👻" + Convert.ToString(obj.PlayerId) + "\nANoisyPerson";
  48. break;
  49. case TrickerType._4:
  50. serial.Text = "👥" + Convert.ToString(1) + "👻" + Convert.ToString(obj.PlayerId) + "\nTrickerType4";
  51. break;
  52. case TrickerType.NullTrickerType:
  53. serial.Text = "👥" + Convert.ToString(1) + "👻" + Convert.ToString(obj.PlayerId) + "\nNullTrickerType";
  54. break;
  55. }
  56. activeSkill0.Text = "Skill0";
  57. activeSkill1.Text = "Skill1";
  58. activeSkill2.Text = "Skill2";
  59. initialized = true;
  60. }
  61. private void SetDynamicValue(MessageOfTricker obj)
  62. {
  63. status.Text = "🏃🏿‍: " + Convert.ToString(obj.Speed);
  64. switch (obj.PlayerState)
  65. {
  66. case PlayerState.Idle:
  67. state.Text = "Idle";
  68. break;
  69. case PlayerState.Learning:
  70. state.Text = "Learning";
  71. break;
  72. case PlayerState.Addicted:
  73. state.Text = "Addicted";
  74. break;
  75. case PlayerState.Graduated:
  76. state.Text = "Graduated";
  77. break;
  78. case PlayerState.Quit:
  79. state.Text = "Quit";
  80. break;
  81. case PlayerState.Treated:
  82. state.Text = "Treated";
  83. break;
  84. case PlayerState.Rescued:
  85. state.Text = "Rescued";
  86. break;
  87. case PlayerState.Stunned:
  88. state.Text = "Stunned";
  89. break;
  90. case PlayerState.Treating:
  91. state.Text = "Treating";
  92. break;
  93. case PlayerState.Rescuing:
  94. state.Text = "Rescuing";
  95. break;
  96. case PlayerState.Swinging:
  97. state.Text = "Swinging";
  98. break;
  99. case PlayerState.Attacking:
  100. state.Text = "Attacking";
  101. break;
  102. case PlayerState.Locking:
  103. state.Text = "Locking";
  104. break;
  105. case PlayerState.Rummaging:
  106. state.Text = "Rummaging";
  107. break;
  108. case PlayerState.Climbing:
  109. state.Text = "Climbing";
  110. break;
  111. case PlayerState.OpeningAChest:
  112. state.Text = "OpeningAChest";
  113. break;
  114. case PlayerState.UsingSpecialSkill:
  115. state.Text = "UsingSpecialSkill";
  116. break;
  117. case PlayerState.OpeningAGate:
  118. state.Text = "OpeningAGate";
  119. break;
  120. default:
  121. break;
  122. }
  123. scores.Text = "Scores: " + Convert.ToString(obj.Score);
  124. if (obj.TimeUntilSkillAvailable[0] >= 0)
  125. skillprogress0.Value = 100 - 100.0 * obj.TimeUntilSkillAvailable[0] / coolTime0[4];
  126. if (obj.TimeUntilSkillAvailable[1] >= 0)
  127. skillprogress1.Value = 100 - 100.0 * obj.TimeUntilSkillAvailable[1] / coolTime1[4];
  128. if (obj.TimeUntilSkillAvailable[2] >= 0)
  129. skillprogress2.Value = 100 - 100.0 * obj.TimeUntilSkillAvailable[2] / coolTime2[4];
  130. if (obj.PlayerState == PlayerState.Quit)
  131. {
  132. skillprogress0.Value = skillprogress1.Value = skillprogress2.Value = 0;
  133. skillprogress0.Background = skillprogress1.Background = skillprogress2.Background = Brushes.Gray;
  134. }
  135. else
  136. skillprogress0.Background = skillprogress1.Background = skillprogress2.Background = Brushes.White;
  137. int cnt = 0;
  138. foreach (var icon in obj.Prop)
  139. {
  140. switch (cnt)
  141. {
  142. case 0:
  143. switch (icon)
  144. {
  145. case Protobuf.PropType.Key3:
  146. prop0.Text = "🔑3";
  147. break;
  148. case Protobuf.PropType.Key5:
  149. prop0.Text = "🔑5";
  150. break;
  151. case Protobuf.PropType.Key6:
  152. prop0.Text = "🔑6";
  153. break;
  154. case Protobuf.PropType.AddSpeed:
  155. prop0.Text = "⛸";
  156. break;
  157. case Protobuf.PropType.AddLifeOrClairaudience:
  158. prop0.Text = "🏅";
  159. break;
  160. case Protobuf.PropType.AddHpOrAp:
  161. prop0.Text = "♥";
  162. break;
  163. case Protobuf.PropType.ShieldOrSpear:
  164. prop0.Text = "🛡";
  165. break;
  166. case Protobuf.PropType.RecoveryFromDizziness:
  167. prop0.Text = "🕶";
  168. break;
  169. default:
  170. prop0.Text = "";
  171. break;
  172. }
  173. cnt++;
  174. break;
  175. case 1:
  176. switch (icon)
  177. {
  178. case Protobuf.PropType.Key3:
  179. prop1.Text = "🔑3";
  180. break;
  181. case Protobuf.PropType.Key5:
  182. prop1.Text = "🔑5";
  183. break;
  184. case Protobuf.PropType.Key6:
  185. prop1.Text = "🔑6";
  186. break;
  187. case Protobuf.PropType.AddSpeed:
  188. prop1.Text = "⛸";
  189. break;
  190. case Protobuf.PropType.AddLifeOrClairaudience:
  191. prop1.Text = "🏅";
  192. break;
  193. case Protobuf.PropType.AddHpOrAp:
  194. prop1.Text = "♥";
  195. break;
  196. case Protobuf.PropType.ShieldOrSpear:
  197. prop1.Text = "🛡";
  198. break;
  199. case Protobuf.PropType.RecoveryFromDizziness:
  200. prop1.Text = "🕶";
  201. break;
  202. default:
  203. prop1.Text = "";
  204. break;
  205. }
  206. cnt++;
  207. break;
  208. case 2:
  209. switch (icon)
  210. {
  211. case Protobuf.PropType.Key3:
  212. prop2.Text = "🔑3";
  213. break;
  214. case Protobuf.PropType.Key5:
  215. prop2.Text = "🔑5";
  216. break;
  217. case Protobuf.PropType.Key6:
  218. prop2.Text = "🔑6";
  219. break;
  220. case Protobuf.PropType.AddSpeed:
  221. prop2.Text = "⛸";
  222. break;
  223. case Protobuf.PropType.AddLifeOrClairaudience:
  224. prop2.Text = "🏅";
  225. break;
  226. case Protobuf.PropType.AddHpOrAp:
  227. prop2.Text = "♥";
  228. break;
  229. case Protobuf.PropType.ShieldOrSpear:
  230. prop2.Text = "🛡";
  231. break;
  232. case Protobuf.PropType.RecoveryFromDizziness:
  233. prop2.Text = "🕶";
  234. break;
  235. default:
  236. prop2.Text = "";
  237. break;
  238. }
  239. cnt++;
  240. break;
  241. default:
  242. break;
  243. }
  244. }
  245. }
  246. public void SetValue(MessageOfTricker obj)
  247. {
  248. if (!initialized)
  249. SetStaticValue(obj);
  250. SetDynamicValue(obj);
  251. }
  252. public void NewData(int[] life, int[] death, int[,] coolTime)
  253. {
  254. for (int i = 0; i < GameData.numOfStudent; ++i)
  255. {
  256. totalLife[i] = life[i];
  257. totalDeath[i] = death[i];
  258. coolTime0[i] = coolTime[0, i];
  259. coolTime1[i] = coolTime[1, i];
  260. coolTime2[i] = coolTime[2, i];
  261. }
  262. coolTime0[4] = coolTime[0, 4];
  263. coolTime1[4] = coolTime[1, 4];
  264. coolTime2[4] = coolTime[2, 4];
  265. }
  266. private int[] totalLife = new int[4] { 100, 100, 100, 100 }, totalDeath = new int[4] { 100, 100, 100, 100 };
  267. private int[] coolTime0 = new int[5] { 100, 100, 100, 100, 100 }, coolTime1 = new int[5] { 100, 100, 100, 100, 100 }, coolTime2 = new int[5] { 100, 100, 100, 100, 100 };
  268. private bool initialized;
  269. }
  270. }