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feat: 🎨 improve the appearance and the function of status bars

improve the appearance and the function of status bars
tags/0.1.0
Shawqeem 2 years ago
parent
commit
ae9235a4eb
7 changed files with 285 additions and 88 deletions
  1. +6
    -9
      logic/Client/StatusBarOfCircumstance.xaml
  2. +5
    -3
      logic/Client/StatusBarOfCircumstance.xaml.cs
  3. +25
    -12
      logic/Client/StatusBarOfHunter.xaml
  4. +165
    -26
      logic/Client/StatusBarOfHunter.xaml.cs
  5. +17
    -16
      logic/Client/StatusBarOfSurvivor.xaml
  6. +63
    -21
      logic/Client/StatusBarOfSurvivor.xaml.cs
  7. +4
    -1
      logic/规则Logic.md

+ 6
- 9
logic/Client/StatusBarOfCircumstance.xaml View File

@@ -9,20 +9,17 @@
<Grid Name="background" >
<Grid.RowDefinitions>
<RowDefinition Height="20*"/>
<RowDefinition Height="84*"/>
<RowDefinition Height="23*"/>
<RowDefinition Height="70*"/>
<RowDefinition Height="20*"/>
<RowDefinition Height="20*"/>
<RowDefinition Height="27*"/>
</Grid.RowDefinitions>
<Grid.ColumnDefinitions>
<ColumnDefinition Width="20*"/>
<ColumnDefinition Width="62*"/>
</Grid.ColumnDefinitions>
<TextBox Name="time" IsReadOnly="True" BorderBrush="White" TextWrapping="Wrap" Text="Time⏳:" Grid.Row="0" Grid.ColumnSpan="2" FontSize="12"/>
<TextBox Name="status" IsReadOnly="True" BorderBrush="White" TextWrapping="Wrap" Text="📱:&#xA;🚪:&#xA;🆘:&#xA;🏃:&#xA;⚰️:" Grid.Row="1" Grid.ColumnSpan="2"/>
<TextBox Name="scoresofstudents" IsReadOnly="True" BorderBrush="White" TextWrapping="Wrap" Text="Scores of Survivors:" Grid.Row="2" Grid.ColumnSpan="2"/>
<TextBox Name="scoresoftrickers" IsReadOnly="True" BorderBrush="White" TextWrapping="Wrap" Text="Scores of Hunters:" Grid.Row="3" Grid.ColumnSpan="2"/>
<TextBox Name="prop" IsReadOnly="True" BorderBrush="Gray" Text="" FontSize="12" TextWrapping="Wrap" Grid.Row="4" Grid.Column="0" Grid.ColumnSpan="2" Margin="0,0,136,0"></TextBox>
<ProgressBar Name="skillprogress" Background="White" Grid.Row="4" Grid.Column="1"/>
<TextBox Name="time" IsReadOnly="True" BorderBrush="LightGray" TextWrapping="Wrap" Text="Time⏳:" Grid.Row="0" Grid.ColumnSpan="2" FontSize="14"/>
<TextBox Name="status" IsReadOnly="True" BorderBrush="LightGray" TextWrapping="Wrap" Text="📱:&#xA;🚪:&#xA;🆘:&#xA;🏃:&#xA;⚰️:" Grid.Row="1" Grid.ColumnSpan="2" FontSize="13"/>
<TextBox Name="scoresOfStudents" IsReadOnly="True" BorderBrush="LightGray" TextWrapping="Wrap" Text="Scores of Students:" Grid.Row="2" Grid.ColumnSpan="2" FontSize="12"/>
<TextBox Name="scoresOfTrickers" IsReadOnly="True" BorderBrush="LightGray" TextWrapping="Wrap" Text="Scores of Tricker:" Grid.Row="3" Grid.ColumnSpan="2" FontSize="12"/>
</Grid>
</UserControl>

+ 5
- 3
logic/Client/StatusBarOfCircumstance.xaml.cs View File

@@ -31,7 +31,9 @@ namespace Client
}
public void SetFontSize(double fontsize)
{
time.FontSize = scoresofstudents.FontSize = scoresoftrickers.FontSize = status.FontSize = prop.FontSize = fontsize;
status.FontSize = 13 * fontsize / 12;
time.FontSize = 13 * fontsize / 12;
scoresOfStudents.FontSize = scoresOfTrickers.FontSize = fontsize;
}

public void SetValue(MessageOfAll obj)
@@ -63,8 +65,8 @@ namespace Client
}
status.Text += Convert.ToString(obj.StudentGraduated)+ "\n⚰️: ";
status.Text += Convert.ToString(obj.StudentQuited);
scoresofstudents.Text = "Scores of Survivors: " + Convert.ToString(obj.StudentScore);
scoresoftrickers.Text = "Scores of Hunters: " + Convert.ToString(obj.TrickerScore);
scoresOfStudents.Text = "Scores of Students:" + Convert.ToString(obj.StudentScore);
scoresOfTrickers.Text = "Scores of Tricker:" + Convert.ToString(obj.TrickerScore);
}
}
}

+ 25
- 12
logic/Client/StatusBarOfHunter.xaml View File

@@ -8,21 +8,34 @@
d:DesignHeight="174" d:DesignWidth="180">
<Grid Name="background" >
<Grid.RowDefinitions>
<RowDefinition Height="35*"/>
<RowDefinition Height="67*"/>
<RowDefinition Height="22*"/>
<RowDefinition Height="20*"/>
<RowDefinition Height="26*"/>
<RowDefinition Height="36*"/>
<RowDefinition Height="23*"/>
<RowDefinition Height="23*"/>
<RowDefinition Height="23*"/>
<RowDefinition Height="23*"/>
<RowDefinition Height="23*"/>
<RowDefinition Height="23*"/>
</Grid.RowDefinitions>
<Grid.ColumnDefinitions>
<ColumnDefinition Width="20*"/>
<ColumnDefinition Width="62*"/>
<ColumnDefinition Width="21*"/>
<ColumnDefinition Width="20*"/>
<ColumnDefinition Width="21*"/>
</Grid.ColumnDefinitions>
<TextBox Name="serial" IsReadOnly="True" BorderBrush="White" TextWrapping="Wrap" Text="👥null👻null&#xD;&#xA;Skill:" Grid.Row="0" Grid.ColumnSpan="2" FontSize="12"/>
<TextBox Name="status" IsReadOnly="True" BorderBrush="White" TextWrapping="Wrap" Text="🏹:&#xA;🏃:&#xA;🤺:&#xA;🗡:" Grid.Row="1" Grid.ColumnSpan="2" />
<TextBox Name="scores" IsReadOnly="True" BorderBrush="White" TextWrapping="Wrap" Text="Scores:" Grid.Row="2" Grid.ColumnSpan="2"/>
<TextBox Name="star" IsReadOnly="True" BorderBrush="White" TextWrapping="Wrap" Text="" Grid.Row="3" Grid.ColumnSpan="2"/>
<TextBox Name="prop" IsReadOnly="True" BorderBrush="Gray" Text="" FontSize="12" TextWrapping="Wrap" Grid.Row="4" Grid.Column="0" Grid.RowSpan="2"></TextBox>
<ProgressBar Name="skillprogress" Background="White" Grid.Row="4" Grid.Column="1"/>
<TextBox Name="serial" IsReadOnly="True" BorderBrush="LightGray" TextWrapping="Wrap" Text="👥null👻null&#xD;&#xA;职业:" Grid.Row="0" Grid.ColumnSpan="4" FontSize="12"/>
<TextBox Name="status" IsReadOnly="True" BorderBrush="LightGray" TextWrapping="Wrap" Text="🏃🏿‍:" Grid.Row="1" Grid.ColumnSpan="2" />
<TextBox Name="state" IsReadOnly="True" BorderBrush="LightGray" TextWrapping="Wrap" Text="" Grid.Row="1" Grid.Column="2" Grid.ColumnSpan="2" />
<TextBox Name="scores" IsReadOnly="True" BorderBrush="LightGray" TextWrapping="Wrap" Text="Scores:" Grid.Row="2" Grid.ColumnSpan="4"/>
<TextBox Name="activeSkill0" IsReadOnly="True" BorderBrush="LightGray" TextWrapping="Wrap" Text="" Grid.Row="3" Grid.ColumnSpan="2"/>
<ProgressBar Name="skillprogress0" Background="White" Grid.Row="3" Grid.Column="2" Grid.ColumnSpan="2"/>
<TextBox Name="activeSkill1" IsReadOnly="True" BorderBrush="LightGray" TextWrapping="Wrap" Text="" Grid.Row="4" Grid.ColumnSpan="2"/>
<ProgressBar Name="skillprogress1" Background="White" Grid.Row="4" Grid.Column="2" Grid.ColumnSpan="2"/>
<TextBox Name="activeSkill2" IsReadOnly="True" BorderBrush="LightGray" TextWrapping="Wrap" Text="" Grid.Row="5" Grid.ColumnSpan="2"/>
<ProgressBar Name="skillprogress2" Background="White" Grid.Row="5" Grid.Column="2" Grid.ColumnSpan="2"/>
<TextBox Name="prop0" IsReadOnly="True" BorderBrush="LightGray" Text="" FontSize="12" TextWrapping="Wrap" Grid.Row="6" Grid.Column="0" Grid.ColumnSpan="1"/>
<TextBox Name="prop1" IsReadOnly="True" BorderBrush="LightGray" Text="" FontSize="12" TextWrapping="Wrap" Grid.Row="7" Grid.Column="1" Grid.ColumnSpan="1"/>
<TextBox Name="prop2" IsReadOnly="True" BorderBrush="LightGray" Text="" FontSize="12" TextWrapping="Wrap" Grid.Row="7" Grid.Column="2" Grid.ColumnSpan="1"/>
<TextBox Name="prop3" IsReadOnly="True" BorderBrush="LightGray" Text="" FontSize="12" TextWrapping="Wrap" Grid.Row="7" Grid.Column="3" Grid.ColumnSpan="1"/>
</Grid>
</UserControl>

+ 165
- 26
logic/Client/StatusBarOfHunter.xaml.cs View File

@@ -36,7 +36,7 @@ namespace Client
}
public void SetFontSize(double fontsize)
{
serial.FontSize = scores.FontSize = star.FontSize = status.FontSize = prop.FontSize = fontsize;
serial.FontSize = scores.FontSize = state.FontSize = status.FontSize=activeSkill0.FontSize = activeSkill1.FontSize = activeSkill2.FontSize = prop0.FontSize = prop1.FontSize = prop2.FontSize = prop3.FontSize = fontsize;
}

private void SetStaticValue(MessageOfTricker obj)
@@ -44,58 +44,197 @@ namespace Client
switch (obj.TrickerType) // 参数未设定
{
case TrickerType.Assassin:
coolTime = 10000;
serial.Text = "👥" + Convert.ToString(1) + "👻" + Convert.ToString(obj.PlayerId) + "\n职业:TrickerType1";
coolTime0 = coolTime1 = coolTime2 = 10000;
serial.Text = "👥" + Convert.ToString(1) + "👻" + Convert.ToString(obj.PlayerId) + "\n职业:Assassin";
break;
case TrickerType._2:
coolTime = 20000;
coolTime0 = coolTime1 = coolTime2 = 20000;
serial.Text = "👥" + Convert.ToString(1) + "👻" + Convert.ToString(obj.PlayerId) + "\n职业:TrickerType2";
break;
case TrickerType._3:
coolTime = 30000;
coolTime0 = coolTime1 = coolTime2 = 30000;
serial.Text = "👥" + Convert.ToString(1) + "👻" + Convert.ToString(obj.PlayerId) + "\n职业:TrickerType3";
break;
case TrickerType._4:
coolTime = 40000;
coolTime0 = coolTime1 = coolTime2 = 40000;
serial.Text = "👥" + Convert.ToString(1) + "👻" + Convert.ToString(obj.PlayerId) + "\n职业:TrickerType4";
break;
case TrickerType.NullTrickerType:
coolTime = 10000;
coolTime0 = coolTime1 = coolTime2 = -1;
serial.Text = "👥" + Convert.ToString(1) + "👻" + Convert.ToString(obj.PlayerId) + "\n职业:NullTrickerType";
break;
}
activeSkill0.Text = "Skill0";
activeSkill1.Text = "Skill1";
activeSkill2.Text = "Skill2";
initialized = true;
}
private void SetDynamicValue(MessageOfTricker obj)
{
if (obj.PlayerState==PlayerState.Stunned)
status.Text = "🏃🏿‍:"+Convert.ToString(obj.Speed);
switch (obj.PlayerState)
{
skillprogress.Value = 0;
skillprogress.Background = Brushes.Gray;
case PlayerState.Idle:
state.Text = "Idle";
break;
case PlayerState.Learning:
state.Text = "Learning";
break;
case PlayerState.Addicted:
state.Text = "Addicted";
break;
case PlayerState.Graduated:
state.Text = "Graduated";
break;
case PlayerState.Quit:
state.Text = "Quit";
break;
case PlayerState.Treated:
state.Text = "Treated";
break;
case PlayerState.Rescued:
state.Text = "Rescued";
break;
case PlayerState.Stunned:
state.Text = "Stunned";
break;
case PlayerState.Treating:
state.Text = "Treating";
break;
case PlayerState.Rescuing:
state.Text = "Rescuing";
break;
case PlayerState.Swinging:
state.Text = "Swinging";
break;
case PlayerState.Attacking:
state.Text = "Attacking";
break;
case PlayerState.Locking:
state.Text = "Locking";
break;
case PlayerState.Rummaging:
state.Text ="Rummaging";
break;
case PlayerState.Climbing:
state.Text ="Climbing";
break;
case PlayerState.OpeningAChest:
state.Text = "OpeningAChest";
break;
case PlayerState.UsingSpecialSkill:
state.Text = "UsingSpecialSkill";
break;
case PlayerState.OpeningAGate:
state.Text = "OpeningAGate";
break;
default:
break;
}
scores.Text = "Scores:" + Convert.ToString(obj.Score);
if (obj.TimeUntilSkillAvailable[0] >= 0)
skillprogress0.Value = 100 - obj.TimeUntilSkillAvailable[0] / coolTime0 * 100;
if (obj.TimeUntilSkillAvailable[1] >= 0)
skillprogress1.Value = 100 - obj.TimeUntilSkillAvailable[1] / coolTime1 * 100;
if (obj.TimeUntilSkillAvailable[2] >= 0)
skillprogress2.Value = 100 - obj.TimeUntilSkillAvailable[2] / coolTime2 * 100;
if (obj.PlayerState == PlayerState.Quit)
{
skillprogress0.Value = skillprogress1.Value = skillprogress2.Value = 0;
skillprogress0.Background = skillprogress1.Background = skillprogress2.Background = Brushes.Gray;
}
else
skillprogress.Background = Brushes.White;
// star.Text = "⭐:";不知道要放什么
status.Text = "🏹:" + Convert.ToString(1) + "\n🏃:" + Convert.ToString(obj.Speed) + "\n🤺:" + Convert.ToString(2) + "\n🗡:" + Convert.ToString(0);
scores.Text = "Scores:" + Convert.ToString(0);
foreach(var icon in obj.Prop)
skillprogress0.Background = skillprogress1.Background = skillprogress2.Background = Brushes.White;
int cnt = 0;
foreach (var icon in obj.Prop)
{
switch (icon)
switch (cnt)
{
case PropType.Key3:
prop.Text = "🔧";
case 0:
switch (icon)
{
case PropType.Key3:
prop0.Text = "🔧";
break;
case PropType.Key5:
prop0.Text = "🛡";
break;
case PropType.Key6:
prop0.Text = "♥";
break;
case PropType.Ptype4:
prop0.Text = "⛸";
break;
default:
prop0.Text = " ";
break;
}
cnt++;
break;
case PropType.Key5:
prop.Text = "🛡";
case 1:
switch (icon)
{
case PropType.Key3:
prop1.Text = "🔧";
break;
case PropType.Key5:
prop1.Text = "🛡";
break;
case PropType.Key6:
prop1.Text = "♥";
break;
case PropType.Ptype4:
prop1.Text = "⛸";
break;
default:
prop1.Text = " ";
break;
}
cnt++;
break;
case PropType.Key6:
prop.Text = "♥";
case 2:
switch (icon)
{
case PropType.Key3:
prop2.Text = "🔧";
break;
case PropType.Key5:
prop2.Text = "🛡";
break;
case PropType.Key6:
prop2.Text = "♥";
break;
case PropType.Ptype4:
prop2.Text = "⛸";
break;
default:
prop2.Text = " ";
break;
}
cnt++;
break;
case PropType.Ptype4:
prop.Text = "⛸";
case 3:
switch (icon)
{
case PropType.Key3:
prop3.Text = "🔧";
break;
case PropType.Key5:
prop3.Text = "🛡";
break;
case PropType.Key6:
prop3.Text = "♥";
break;
case PropType.Ptype4:
prop3.Text = "⛸";
break;
default:
prop3.Text = " ";
break;
}
cnt++;
break;
default:
prop.Text = " ";
break;
}
}
@@ -106,7 +245,7 @@ namespace Client
SetStaticValue(obj);
SetDynamicValue(obj);
}
private int coolTime;
private int coolTime0, coolTime1, coolTime2;
private bool initialized;
}
}

+ 17
- 16
logic/Client/StatusBarOfSurvivor.xaml View File

@@ -11,9 +11,10 @@
<RowDefinition Height="36*"/>
<RowDefinition Height="19*"/>
<RowDefinition Height="19*"/>
<RowDefinition Height="27*"/>
<RowDefinition Height="26*"/>
<RowDefinition Height="27*"/>
<RowDefinition Height="19*"/>
<RowDefinition Height="20*"/>
<RowDefinition Height="20*"/>
<RowDefinition Height="21*"/>
<RowDefinition Height="20*"/>
</Grid.RowDefinitions>
<Grid.ColumnDefinitions>
@@ -22,18 +23,18 @@
<ColumnDefinition Width="10*"/>
<ColumnDefinition Width="10*"/>
</Grid.ColumnDefinitions>
<TextBox Name="serial" IsReadOnly="True" BorderBrush="White" TextWrapping="Wrap" Text="👥null🧓null&#xD;&#xA;职业:" Grid.Row="0" Grid.ColumnSpan="4" FontSize="12"/>
<TextBox Name="status" IsReadOnly="True" BorderBrush="White" TextWrapping="Wrap" Text="♥:" Grid.Row="1" Grid.ColumnSpan="4"/>
<TextBox Name="scores" IsReadOnly="True" BorderBrush="White" TextWrapping="Wrap" Text="Scores:" Grid.Row="2" Grid.ColumnSpan="4"/>
<TextBox Name="activeSkill0" IsReadOnly="True" BorderBrush="Gray" TextWrapping="Wrap" Text="" Grid.Row="3" Grid.ColumnSpan="2"/>
<ProgressBar Name="skillprogress0" Background="White" Grid.Row="3" Grid.Column="2" Grid.ColumnSpan="2"/>
<TextBox Name="activeSkill1" IsReadOnly="True" BorderBrush="Gray" TextWrapping="Wrap" Text="" Grid.Row="4" Grid.ColumnSpan="2"/>
<ProgressBar Name="skillprogress1" Background="White" Grid.Row="4" Grid.Column="2" Grid.ColumnSpan="2"/>
<TextBox Name="activeSkill2" IsReadOnly="True" BorderBrush="Gray" TextWrapping="Wrap" Text="" Grid.Row="5" Grid.ColumnSpan="2"/>
<ProgressBar Name="skillprogress2" Background="White" Grid.Row="5" Grid.Column="2" Grid.ColumnSpan="2"/>
<TextBox Name="prop0" IsReadOnly="True" BorderBrush="Gray" Text="" FontSize="12" TextWrapping="Wrap" Grid.Row="6" Grid.Column="0" Grid.ColumnSpan="1"/>
<TextBox Name="prop1" IsReadOnly="True" BorderBrush="Gray" Text="" FontSize="12" Margin="22,0,0,0" TextWrapping="Wrap" Grid.Row="6" Grid.ColumnSpan="2"/>
<TextBox Name="prop2" IsReadOnly="True" BorderBrush="Gray" Text="" FontSize="12" Margin="0,0,22,0" TextWrapping="Wrap" Grid.Row="6" Grid.Column="2" Grid.ColumnSpan="2"/>
<TextBox Name="prop3" IsReadOnly="True" BorderBrush="Gray" Text="" FontSize="12" TextWrapping="Wrap" Grid.Row="6" Grid.Column="3" Grid.ColumnSpan="1"/>
<TextBox Name="serial" IsReadOnly="True" BorderBrush="LightGray" TextWrapping="Wrap" Text="👥null🧓null&#xD;&#xA;职业:" Grid.Row="0" Grid.ColumnSpan="4" FontSize="12"/>
<TextBox Name="status" IsReadOnly="True" BorderBrush="LightGray" TextWrapping="Wrap" Text="♥:" Grid.Row="1" Grid.RowSpan="2" Grid.ColumnSpan="4"/>
<TextBox Name="scores" IsReadOnly="True" BorderBrush="LightGray" TextWrapping="Wrap" Text="Scores:" Grid.Row="3" Grid.ColumnSpan="4"/>
<TextBox Name="activeSkill0" IsReadOnly="True" BorderBrush="LightGray" TextWrapping="Wrap" Text="" Grid.Row="4" Grid.ColumnSpan="2"/>
<ProgressBar Name="skillprogress0" Background="White" Grid.Row="4" Grid.Column="2" Grid.ColumnSpan="2"/>
<TextBox Name="activeSkill1" IsReadOnly="True" BorderBrush="LightGray" TextWrapping="Wrap" Text="" Grid.Row="5" Grid.ColumnSpan="2"/>
<ProgressBar Name="skillprogress1" Background="White" Grid.Row="5" Grid.Column="2" Grid.ColumnSpan="2"/>
<TextBox Name="activeSkill2" IsReadOnly="True" BorderBrush="LightGray" TextWrapping="Wrap" Text="" Grid.Row="6" Grid.ColumnSpan="2"/>
<ProgressBar Name="skillprogress2" Background="White" Grid.Row="6" Grid.Column="2" Grid.ColumnSpan="2"/>
<TextBox Name="prop0" IsReadOnly="True" BorderBrush="LightGray" Text="" FontSize="12" TextWrapping="Wrap" Grid.Row="7" Grid.Column="0" Grid.ColumnSpan="1"/>
<TextBox Name="prop1" IsReadOnly="True" BorderBrush="LightGray" Text="" FontSize="12" TextWrapping="Wrap" Grid.Row="7" Grid.Column="1" Grid.ColumnSpan="1"/>
<TextBox Name="prop2" IsReadOnly="True" BorderBrush="LightGray" Text="" FontSize="12" TextWrapping="Wrap" Grid.Row="7" Grid.Column="2" Grid.ColumnSpan="1"/>
<TextBox Name="prop3" IsReadOnly="True" BorderBrush="LightGray" Text="" FontSize="12" TextWrapping="Wrap" Grid.Row="7" Grid.Column="3" Grid.ColumnSpan="1"/>
</Grid>
</UserControl>

+ 63
- 21
logic/Client/StatusBarOfSurvivor.xaml.cs View File

@@ -35,60 +35,103 @@ namespace Client

private void SetStaticValue(MessageOfStudent obj)
{
switch (obj.StudentType) // 参数未设定
switch (obj.StudentType) // coolTime参数未设定
{
case StudentType.Athlete:
coolTime = 10000;
serial.Text = "👥" + Convert.ToString(2) + "🧓" + Convert.ToString(obj.PlayerId) + "\n职业:StudentType1";
coolTime0 = coolTime1 = coolTime2 = 10000;
serial.Text = "👥" + Convert.ToString(2) + "🧓" + Convert.ToString(obj.PlayerId) + "\n职业:Athlete";
break;
case StudentType._2:
coolTime = 20000;
coolTime0 = coolTime1 = coolTime2 = 20000;
serial.Text = "👥" + Convert.ToString(2) + "🧓" + Convert.ToString(obj.PlayerId) + "\n职业:StudentType2";
break;
case StudentType._3:
coolTime = 30000;
coolTime0 = coolTime1 = coolTime2 = 30000;
serial.Text = "👥" + Convert.ToString(2) + "🧓" + Convert.ToString(obj.PlayerId) + "\n职业:StudentType3";
break;
case StudentType._4:
coolTime = 40000;
coolTime0 = coolTime1 = coolTime2 = 40000;
serial.Text = "👥" + Convert.ToString(2) + "🧓" + Convert.ToString(obj.PlayerId) + "\n职业:StudentType4";
break;
case StudentType.NullStudentType:
coolTime = 10000;
coolTime0 = coolTime1 = coolTime2 = -1;
serial.Text = "👥" + Convert.ToString(2) + "🧓" + Convert.ToString(obj.PlayerId) + "\n职业:NullStudentType";
break;
}
activeSkill0.Text = "Skill0";
activeSkill1.Text = "Skill1";
activeSkill2.Text = "Skill2";
initialized = true;
}
private void SetDynamicValue(MessageOfStudent obj)
{
int life;
int life= obj.Determination,death=obj.Addiction;
switch(obj.PlayerState)
{
case PlayerState.Idle:
life = obj.Determination;
status.Text = "♥:" + Convert.ToString(life);
status.Text = "♥:" + Convert.ToString(life)+"\nIdle";
break;
case PlayerState.Learning:
status.Text = "♥:" + Convert.ToString(life)+ "\nLearning";
break;
case PlayerState.Addicted:
life = obj.Addiction;
status.Text = "💀:" + Convert.ToString(life);
status.Text = "💀:" + Convert.ToString(death)+ "\nAddicted";
break;
case PlayerState.Graduated:
status.Text = "Graduated";
status.Text = status.Text = "♥" + "\nGraduated";
break;
case PlayerState.Quit:
status.Text = "Quit";
status.Text = "💀"+"\nQuit";
break;
case PlayerState.Treated:
status.Text = "♥:" + Convert.ToString(life) + "\nTreated";
break;
case PlayerState.Rescued:
status.Text = "💀:" + Convert.ToString(death)+ "\nRescued";
break;
case PlayerState.Stunned:
status.Text = "♥:" + Convert.ToString(life) + "\nStunned";
break;
case PlayerState.Treating:
status.Text = "♥:" + Convert.ToString(life) + "\nTreating";
break;
case PlayerState.Rescuing:
status.Text = "♥:" + Convert.ToString(life) + "\nRescuing";
break;
case PlayerState.Swinging:
status.Text = "♥:" + Convert.ToString(life) + "\nSwinging";
break;
case PlayerState.Attacking:
status.Text = "♥:" + Convert.ToString(life) + "\nAttacking";
break;
case PlayerState.Locking:
status.Text = "♥:" + Convert.ToString(life) + "\nLocking";
break;
case PlayerState.Rummaging:
status.Text = "♥:" + Convert.ToString(life) + "\nRummaging";
break;
case PlayerState.Climbing:
status.Text = "♥:" + Convert.ToString(life) + "\nClimbing";
break;
case PlayerState.OpeningAChest:
status.Text = "♥:" + Convert.ToString(life) + "\nOpeningAChest";
break;
case PlayerState.UsingSpecialSkill:
status.Text = "♥:" + Convert.ToString(life) + "\nUsingSpecialSkill";
break;
case PlayerState.OpeningAGate:
status.Text = "♥:" + Convert.ToString(life) + "\nOpeningAGate";
break;
default:
break;
}//不完全
}
scores.Text = "Scores:" + obj.Score;
if (obj.TimeUntilSkillAvailable[0]>=0)
skillprogress0.Value = 100 - obj.TimeUntilSkillAvailable[0] / coolTime * 100;
skillprogress0.Value = 100 - obj.TimeUntilSkillAvailable[0] / coolTime0 * 100;
if(obj.TimeUntilSkillAvailable[1] >= 0)
skillprogress1.Value = 100 - obj.TimeUntilSkillAvailable[1] / coolTime * 100;
skillprogress1.Value = 100 - obj.TimeUntilSkillAvailable[1] / coolTime1 * 100;
if(obj.TimeUntilSkillAvailable[2] >= 0)
skillprogress2.Value = 100 - obj.TimeUntilSkillAvailable[2] / coolTime * 100;
skillprogress2.Value = 100 - obj.TimeUntilSkillAvailable[2] / coolTime2 * 100;
if (obj.PlayerState == PlayerState.Quit)
{
skillprogress0.Value = skillprogress1.Value = skillprogress2.Value = 0;
@@ -187,8 +230,7 @@ namespace Client
break;
default:
break;
}
}
}
}
public void SetValue(MessageOfStudent obj)
@@ -197,7 +239,7 @@ namespace Client
SetStaticValue(obj);
SetDynamicValue(obj);
}
private int coolTime;
private int coolTime0, coolTime1, coolTime2;
private bool initialized;
}
}

+ 4
- 1
logic/规则Logic.md View File

@@ -304,7 +304,10 @@
#### 伤害得分
[Tricker对Student造成伤害时,得伤害*100/基本伤害(1500000)分。]

#### *[使用道具/技能得分——需要造成一定效果才能获取分数,仅使用不得分]*
#### *[使用道具/技能得分]*

——需要造成一定效果才能获取分数,仅使用不得分

- 不同道具/技能有不同得分

#### 沉迷


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