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refactor: 🚀 name the new buff/character/bullet

name the new character/bullet/buff
tags/0.1.0
Shawqeem 2 years ago
parent
commit
f171bfadde
8 changed files with 192 additions and 320 deletions
  1. +16
    -17
      dependency/proto/MessageType.proto
  2. +37
    -43
      logic/Client/MainWindow.xaml.cs
  3. +41
    -112
      logic/Client/StatusBarOfHunter.xaml.cs
  4. +48
    -114
      logic/Client/StatusBarOfSurvivor.xaml.cs
  5. +5
    -5
      logic/GameClass/GameObj/Character/Character.BuffManager.cs
  6. +2
    -2
      logic/GameClass/GameObj/Character/Character.cs
  7. +1
    -1
      logic/Preparation/Utility/EnumType.cs
  8. +42
    -26
      logic/Server/CopyInfo.cs

+ 16
- 17
dependency/proto/MessageType.proto View File

@@ -7,8 +7,8 @@ enum BulletType
NULL_BULLET_TYPE = 0;
FLYING_KNIFE = 1;
COMMON_ATTACK_OF_TRICKER = 2;
FAST_BULLET = 3;//BombBomb
ORDINARY_BULLET = 4;// JumpyDumpty
BOMBBOMB = 3;
JUMPY_DUMPTY = 4;
ATOM_BOMB = 5;
}

@@ -29,7 +29,6 @@ enum PlaceType // 地图中的所有物件类型
DOOR6 = 10;
CHEST = 11;
// 待补充有特殊效果的地形

}

enum ShapeType // 形状类型
@@ -43,7 +42,7 @@ enum PropType // 地图中的可拾取道具类型
{
NULL_PROP_TYPE = 0;
ADD_SPEED = 1;
ADD_LIFE_OR_AP = 2;//ADD_LIFE_OR_Clairaudience
ADD_LIFE_OR_Clairaudience = 2;
ADD_HP_OR_AP = 3;
SHIELD_OR_SPEAR = 4;
KEY3 = 5;
@@ -55,10 +54,10 @@ enum PropType // 地图中的可拾取道具类型
enum StudentBuffType // 人类可用的增益效果类型
{
NULL_SBUFF_TYPE = 0;
SBUFFTYPE1 = 1;//AddSpeed
SBUFFTYPE2 = 2;//AddLIFE
SBUFFTYPE3 = 3;//Shield
SBUFFTYPE4 = 4;//INVISIBLE
ADD_SPEED = 1;
ADD_LIFE = 2;
SHIELD = 3;
INVISIBLE = 4;
}

enum PlayerState
@@ -87,10 +86,10 @@ enum PlayerState
enum TrickerBuffType // 屠夫可用的增益效果类型
{
NULL_TBUFF_TYPE = 0;
TBUFFTYPE1 = 1;//AddSpeed
TBUFFTYPE2 = 2;//Spear
TBUFFTYPE3 = 3;//AddAp
TBUFFTYPE4 = 4;//Clairaudience
ADD_SPEED = 1;
SPEAR = 2;
ADD_AP = 3;
CLAIRAUDIENCE = 4;
INVISIBLE = 5;
}

@@ -107,9 +106,9 @@ enum StudentType
{
NULL_STUDENT_TYPE = 0;
ATHLETE = 1;
STUDENTTYPE2 = 2;//Teacher
STUDENTTYPE3 = 3;//StraightAStudent
STUDENTTYPE4 = 4;//Robot
TEACHER = 2;
STRAIGHT_A_STUDENT = 3;
ROBOT = 4;
TECH_OTAKU =5;
}

@@ -117,8 +116,8 @@ enum TrickerType
{
NULL_TRICKER_TYPE = 0;
ASSASSIN = 1;
TRICKERTYPE2 = 2;//KLEE
TRICKERTYPE3 = 3;// ANoisyPerson
KLEE = 2;
A_NOISY_PERSON = 3;
TRICKERTYPE4 = 4;
}



+ 37
- 43
logic/Client/MainWindow.xaml.cs View File

@@ -190,22 +190,24 @@ namespace Client
{
switch (Convert.ToInt64(comInfo[4]))
{
case 0:
playerMsg.StudentType = StudentType.NullStudentType;
break;
case 1:
playerMsg.StudentType = StudentType.Athlete;
break;
case 2:
playerMsg.StudentType = StudentType._2;
playerMsg.StudentType = StudentType.Teacher;
break;
case 3:
playerMsg.StudentType = StudentType._3;
playerMsg.StudentType = StudentType.StraightAStudent;
break;
case 4:
playerMsg.StudentType = StudentType._4;
playerMsg.StudentType = StudentType.Robot;
break;
case 5:
playerMsg.StudentType = StudentType.TechOtaku;
break;
case 0:
default:
playerMsg.StudentType = StudentType.NullStudentType;
break;
}
}
@@ -213,22 +215,21 @@ namespace Client
{
switch (Convert.ToInt64(comInfo[4]))
{
case 0:
playerMsg.TrickerType = TrickerType.NullTrickerType;
break;
case 1:
playerMsg.TrickerType = TrickerType.Assassin;
break;
case 2:
playerMsg.TrickerType = TrickerType._2;
playerMsg.TrickerType = TrickerType.Klee;
break;
case 3:
playerMsg.TrickerType = TrickerType._3;
playerMsg.TrickerType = TrickerType.ANoisyPerson;
break;
case 4:
playerMsg.TrickerType = TrickerType._4;
break;
case 0:
default:
playerMsg.TrickerType = TrickerType.NullTrickerType;
break;
}
}
@@ -538,15 +539,6 @@ namespace Client
}
}

private int GetX(int x)
{
return x / 1000 + 1;
}
private int GetY(int y)
{
return y / 1000 + 1;
}

//待修改
private bool CanSee(MessageOfStudent msg)
{
@@ -741,12 +733,15 @@ namespace Client
case Protobuf.PropType.AddHpOrAp:
DrawProp(data, "♥");
break;
case Protobuf.PropType.AddLifeOrAp:
case Protobuf.PropType.AddLifeOrClairaudience:
DrawProp(data, "🏅");
break;
case Protobuf.PropType.ShieldOrSpear:
DrawProp(data, "🛡");
break;
case Protobuf.PropType.RecoveryFromDizziness:
DrawProp(data, "🕶");
break;
default:
DrawProp(data, "");
break;
@@ -764,8 +759,20 @@ namespace Client
HorizontalAlignment = HorizontalAlignment.Left,
VerticalAlignment = VerticalAlignment.Top,
Margin = new Thickness(data.Y * unitWidth / 1000.0 - unitWidth / 2, data.X * unitHeight / 1000.0 - unitHeight / 2, 0, 0),
Fill = Brushes.Red
};
switch (data.Type)
{
case Protobuf.BulletType.FlyingKnife:
icon.Fill = Brushes.Blue;
break;
case Protobuf.BulletType.CommonAttackOfTricker:
case Protobuf.BulletType.BombBomb:
case Protobuf.BulletType.JumpyDumpty:
icon.Fill = Brushes.Red;
break;
default:
break;
}
UpperLayerOfMap.Children.Add(icon);
}
}
@@ -773,7 +780,7 @@ namespace Client
{
switch (data.Type)
{
case Protobuf.BulletType.FastBullet:
case Protobuf.BulletType.BombBomb:
{
Ellipse icon = new();
double bombRange = data.BombRange / 1000;
@@ -786,20 +793,7 @@ namespace Client
UpperLayerOfMap.Children.Add(icon);
break;
}
case Protobuf.BulletType.AtomBomb:
{
Ellipse icon = new Ellipse();
double bombRange = data.BombRange / 1000;
icon.Width = bombRange * unitWidth;
icon.Height = bombRange * unitHeight;
icon.HorizontalAlignment = HorizontalAlignment.Left;
icon.VerticalAlignment = VerticalAlignment.Top;
icon.Margin = new Thickness(data.Y * unitWidth / 1000.0 - bombRange * unitWidth / 2, data.X * unitHeight / 1000.0 - bombRange * unitHeight / 2, 0, 0);
icon.Fill = Brushes.Red;
UpperLayerOfMap.Children.Add(icon);
break;
}
case Protobuf.BulletType.OrdinaryBullet:
case Protobuf.BulletType.JumpyDumpty:
{
Ellipse icon = new Ellipse();
double bombRange = data.BombRange / 1000;
@@ -812,12 +806,12 @@ namespace Client
UpperLayerOfMap.Children.Add(icon);
break;
}
/*case Protobuf.BulletType.LineBullet:
{
double bombRange = data.BombRange / 1000;
DrawLaser(new Point(data.Y * unitWidth / 1000.0, data.X * unitHeight / 1000.0), -data.FacingDirection + Math.PI / 2, bombRange * unitHeight, 0.5 * unitWidth);
break;
}*/
//case Protobuf.BulletType.LineBullet:
// {
// double bombRange = data.BombRange / 1000;
// DrawLaser(new Point(data.Y * unitWidth / 1000.0, data.X * unitHeight / 1000.0), -data.FacingDirection + Math.PI / 2, bombRange * unitHeight, 0.5 * unitWidth);
// break;
// }
default:
break;
}


+ 41
- 112
logic/Client/StatusBarOfHunter.xaml.cs View File

@@ -47,13 +47,13 @@ namespace Client
coolTime0 = coolTime1 = coolTime2 = 10000;
serial.Text = "👥" + Convert.ToString(1) + "👻" + Convert.ToString(obj.PlayerId) + "\n职业: Assassin";
break;
case TrickerType._2:
case TrickerType.Klee:
coolTime0 = coolTime1 = coolTime2 = 20000;
serial.Text = "👥" + Convert.ToString(1) + "👻" + Convert.ToString(obj.PlayerId) + "\n职业: TrickerType2";
serial.Text = "👥" + Convert.ToString(1) + "👻" + Convert.ToString(obj.PlayerId) + "\n职业: Klee";
break;
case TrickerType._3:
case TrickerType.ANoisyPerson:
coolTime0 = coolTime1 = coolTime2 = 30000;
serial.Text = "👥" + Convert.ToString(1) + "👻" + Convert.ToString(obj.PlayerId) + "\n职业: TrickerType3";
serial.Text = "👥" + Convert.ToString(1) + "👻" + Convert.ToString(obj.PlayerId) + "\n职业: ANoisyPerson";
break;
case TrickerType._4:
coolTime0 = coolTime1 = coolTime2 = 40000;
@@ -151,123 +151,19 @@ namespace Client
switch (cnt)
{
case 0:
switch (icon)
{
case Protobuf.PropType.Key3:
prop0.Text = "🔑";
break;
case Protobuf.PropType.Key5:
prop0.Text = "🔑";
break;
case Protobuf.PropType.Key6:
prop0.Text = "🔑";
break;
case Protobuf.PropType.AddSpeed:
prop0.Text = "⛸";
break;
case Protobuf.PropType.AddLifeOrAp:
prop0.Text = "🏅";
break;
case Protobuf.PropType.AddHpOrAp:
prop0.Text = "♥";
break;
case Protobuf.PropType.ShieldOrSpear:
prop0.Text = "🛡";
break;
default:
prop0.Text = "";
break;
}
SetPropValue(prop0, icon);
cnt++;
break;
case 1:
switch (icon)
{
case Protobuf.PropType.Key3:
prop1.Text = "🔑";
break;
case Protobuf.PropType.Key5:
prop1.Text = "🔑";
break;
case Protobuf.PropType.Key6:
prop1.Text = "🔑";
break;
case Protobuf.PropType.AddSpeed:
prop1.Text = "⛸";
break;
case Protobuf.PropType.AddLifeOrAp:
prop1.Text = "🏅";
break;
case Protobuf.PropType.AddHpOrAp:
prop1.Text = "♥";
break;
case Protobuf.PropType.ShieldOrSpear:
prop1.Text = "🛡";
break;
default:
prop1.Text = "";
break;
}
SetPropValue(prop0, icon);
cnt++;
break;
case 2:
switch (icon)
{
case Protobuf.PropType.Key3:
prop2.Text = "🔑";
break;
case Protobuf.PropType.Key5:
prop2.Text = "🔑";
break;
case Protobuf.PropType.Key6:
prop2.Text = "🔑";
break;
case Protobuf.PropType.AddSpeed:
prop2.Text = "⛸";
break;
case Protobuf.PropType.AddLifeOrAp:
prop2.Text = "🏅";
break;
case Protobuf.PropType.AddHpOrAp:
prop2.Text = "♥";
break;
case Protobuf.PropType.ShieldOrSpear:
prop2.Text = "🛡";
break;
default:
prop2.Text = "";
break;
}
SetPropValue(prop0, icon);
cnt++;
break;
case 3:
switch (icon)
{
case Protobuf.PropType.Key3:
prop3.Text = "🔑";
break;
case Protobuf.PropType.Key5:
prop3.Text = "🔑";
break;
case Protobuf.PropType.Key6:
prop3.Text = "🔑";
break;
case Protobuf.PropType.AddSpeed:
prop3.Text = "⛸";
break;
case Protobuf.PropType.AddLifeOrAp:
prop3.Text = "🏅";
break;
case Protobuf.PropType.AddHpOrAp:
prop3.Text = "♥";
break;
case Protobuf.PropType.ShieldOrSpear:
prop3.Text = "🛡";
break;
default:
prop3.Text = "";
break;
}
SetPropValue(prop0, icon);
cnt++;
break;
default:
@@ -275,6 +171,39 @@ namespace Client
}
}
}
public void SetPropValue(TextBox textBox, Protobuf.PropType propType)
{
switch (propType)
{
case Protobuf.PropType.Key3:
textBox.Text = "🔑";
break;
case Protobuf.PropType.Key5:
textBox.Text = "🔑";
break;
case Protobuf.PropType.Key6:
textBox.Text = "🔑";
break;
case Protobuf.PropType.AddSpeed:
textBox.Text = "⛸";
break;
case Protobuf.PropType.AddLifeOrClairaudience:
textBox.Text = "🏅";
break;
case Protobuf.PropType.AddHpOrAp:
textBox.Text = "♥";
break;
case Protobuf.PropType.ShieldOrSpear:
textBox.Text = "🛡";
break;
case Protobuf.PropType.RecoveryFromDizziness:
textBox.Text = "🕶";
break;
default:
textBox.Text = "";
break;
}
}
public void SetValue(MessageOfTricker obj)
{
if (!initialized)


+ 48
- 114
logic/Client/StatusBarOfSurvivor.xaml.cs View File

@@ -41,17 +41,21 @@ namespace Client
coolTime0 = coolTime1 = coolTime2 = 10000;
serial.Text = "👥" + Convert.ToString(2) + "🧓" + Convert.ToString(obj.PlayerId) + "\n职业: Athlete";
break;
case StudentType._2:
case StudentType.Teacher:
coolTime0 = coolTime1 = coolTime2 = 20000;
serial.Text = "👥" + Convert.ToString(2) + "🧓" + Convert.ToString(obj.PlayerId) + "\n职业: StudentType2";
serial.Text = "👥" + Convert.ToString(2) + "🧓" + Convert.ToString(obj.PlayerId) + "\n职业: Teacher";
break;
case StudentType._3:
case StudentType.StraightAStudent:
coolTime0 = coolTime1 = coolTime2 = 30000;
serial.Text = "👥" + Convert.ToString(2) + "🧓" + Convert.ToString(obj.PlayerId) + "\n职业: StudentType3";
serial.Text = "👥" + Convert.ToString(2) + "🧓" + Convert.ToString(obj.PlayerId) + "\n职业: StraightAStudent";
break;
case StudentType._4:
case StudentType.Robot:
coolTime0 = coolTime1 = coolTime2 = 40000;
serial.Text = "👥" + Convert.ToString(2) + "🧓" + Convert.ToString(obj.PlayerId) + "\n职业: StudentType4";
serial.Text = "👥" + Convert.ToString(2) + "🧓" + Convert.ToString(obj.PlayerId) + "\n职业: Robot";
break;
case StudentType.TechOtaku:
coolTime0 = coolTime1 = coolTime2 = 40000;
serial.Text = "👥" + Convert.ToString(2) + "🧓" + Convert.ToString(obj.PlayerId) + "\n职业: TechOtaku";
break;
case StudentType.NullStudentType:
coolTime0 = coolTime1 = coolTime2 = -1;
@@ -145,123 +149,19 @@ namespace Client
switch (cnt)
{
case 0:
switch (icon)
{
case Protobuf.PropType.Key3:
prop0.Text = "🔑";
break;
case Protobuf.PropType.Key5:
prop0.Text = "🔑";
break;
case Protobuf.PropType.Key6:
prop0.Text = "🔑";
break;
case Protobuf.PropType.AddSpeed:
prop0.Text = "⛸";
break;
case Protobuf.PropType.AddLifeOrAp:
prop0.Text = "🏅";
break;
case Protobuf.PropType.AddHpOrAp:
prop0.Text = "♥";
break;
case Protobuf.PropType.ShieldOrSpear:
prop0.Text = "🛡";
break;
default:
prop0.Text = "";
break;
}
SetPropValue(prop0, icon);
cnt++;
break;
case 1:
switch (icon)
{
case Protobuf.PropType.Key3:
prop1.Text = "🔑";
break;
case Protobuf.PropType.Key5:
prop1.Text = "🔑";
break;
case Protobuf.PropType.Key6:
prop1.Text = "🔑";
break;
case Protobuf.PropType.AddSpeed:
prop1.Text = "⛸";
break;
case Protobuf.PropType.AddLifeOrAp:
prop1.Text = "🏅";
break;
case Protobuf.PropType.AddHpOrAp:
prop1.Text = "♥";
break;
case Protobuf.PropType.ShieldOrSpear:
prop1.Text = "🛡";
break;
default:
prop1.Text = "";
break;
}
SetPropValue(prop0, icon);
cnt++;
break;
case 2:
switch (icon)
{
case Protobuf.PropType.Key3:
prop2.Text = "🔑";
break;
case Protobuf.PropType.Key5:
prop2.Text = "🔑";
break;
case Protobuf.PropType.Key6:
prop2.Text = "🔑";
break;
case Protobuf.PropType.AddSpeed:
prop2.Text = "⛸";
break;
case Protobuf.PropType.AddLifeOrAp:
prop2.Text = "🏅";
break;
case Protobuf.PropType.AddHpOrAp:
prop2.Text = "♥";
break;
case Protobuf.PropType.ShieldOrSpear:
prop2.Text = "🛡";
break;
default:
prop2.Text = "";
break;
}
SetPropValue(prop0, icon);
cnt++;
break;
case 3:
switch (icon)
{
case Protobuf.PropType.Key3:
prop3.Text = "🔑";
break;
case Protobuf.PropType.Key5:
prop3.Text = "🔑";
break;
case Protobuf.PropType.Key6:
prop3.Text = "🔑";
break;
case Protobuf.PropType.AddSpeed:
prop3.Text = "⛸";
break;
case Protobuf.PropType.AddLifeOrAp:
prop3.Text = "🏅";
break;
case Protobuf.PropType.AddHpOrAp:
prop3.Text = "♥";
break;
case Protobuf.PropType.ShieldOrSpear:
prop3.Text = "🛡";
break;
default:
prop3.Text = "";
break;
}
SetPropValue(prop0, icon);
cnt++;
break;
default:
@@ -269,6 +169,40 @@ namespace Client
}
}
}
public void SetPropValue(TextBox textBox, Protobuf.PropType propType)
{
switch (propType)
{
case Protobuf.PropType.Key3:
textBox.Text = "🔑";
break;
case Protobuf.PropType.Key5:
textBox.Text = "🔑";
break;
case Protobuf.PropType.Key6:
textBox.Text = "🔑";
break;
case Protobuf.PropType.AddSpeed:
textBox.Text = "⛸";
break;
case Protobuf.PropType.AddLifeOrClairaudience:
textBox.Text = "🏅";
break;
case Protobuf.PropType.AddHpOrAp:
textBox.Text = "♥";
break;
case Protobuf.PropType.ShieldOrSpear:
textBox.Text = "🛡";
break;
case Protobuf.PropType.RecoveryFromDizziness:
textBox.Text = "🕶";
break;
default:
textBox.Text = "";
break;
}
}

public void SetValue(MessageOfStudent obj)
{
if (!initialized)


+ 5
- 5
logic/GameClass/GameObj/Character/Character.BuffManager.cs View File

@@ -147,15 +147,15 @@ namespace GameClass.GameObj
return false;
}

public void AddLIFE(int totelTime) => AddBuff(new BuffValue(), totelTime, BuffType.AddLIFE, () =>
public void AddLife(int totelTime) => AddBuff(new BuffValue(), totelTime, BuffType.AddLife, () =>
{ });
public bool HasLIFE
{
get
{
lock (buffListLock[(int)BuffType.AddLIFE])
lock (buffListLock[(int)BuffType.AddLife])
{
return buffList[(int)BuffType.AddLIFE].Count != 0;
return buffList[(int)BuffType.AddLife].Count != 0;
}
}
}
@@ -163,9 +163,9 @@ namespace GameClass.GameObj
{
if (HasLIFE)
{
lock (buffListLock[(int)BuffType.AddLIFE])
lock (buffListLock[(int)BuffType.AddLife])
{
buffList[(int)BuffType.AddLIFE].RemoveFirst();
buffList[(int)BuffType.AddLife].RemoveFirst();
}
return true;
}


+ 2
- 2
logic/GameClass/GameObj/Character/Character.cs View File

@@ -496,7 +496,7 @@ namespace GameClass.GameObj
public void AddShield(int shieldTime) => buffManager.AddShield(shieldTime);
public bool HasShield => buffManager.HasShield;

public void AddLIFE(int LIFETime) => buffManager.AddLIFE(LIFETime);
public void AddLife(int LIFETime) => buffManager.AddLife(LIFETime);
public bool HasLIFE => buffManager.HasLIFE;

public void AddAp(int time) => buffManager.AddAp(time);
@@ -535,7 +535,7 @@ namespace GameClass.GameObj
return this.HasFasterSpeed;
case BuffType.Shield:
return this.HasShield;
case BuffType.AddLIFE:
case BuffType.AddLife:
return this.HasLIFE;
default:
return false;


+ 1
- 1
logic/Preparation/Utility/EnumType.cs View File

@@ -109,7 +109,7 @@ namespace Preparation.Utility
{
Null = 0,
AddSpeed = 1,
AddLIFE = 2,
AddLife = 2,
Shield = 3,
Spear = 4,
AddAp = 5,


+ 42
- 26
logic/Server/CopyInfo.cs View File

@@ -51,7 +51,7 @@ namespace Server
case Preparation.Utility.PropType.AddSpeed:
return Protobuf.PropType.AddSpeed;
case Preparation.Utility.PropType.AddLifeOrClairaudience:
return Protobuf.PropType.AddLifeOrAp;
return Protobuf.PropType.AddLifeOrClairaudience;
case Preparation.Utility.PropType.AddHpOrAp:
return Protobuf.PropType.AddHpOrAp;
case Preparation.Utility.PropType.ShieldOrSpear:
@@ -75,7 +75,7 @@ namespace Server
{
case Protobuf.PropType.AddSpeed:
return Preparation.Utility.PropType.AddSpeed;
case Protobuf.PropType.AddLifeOrAp:
case Protobuf.PropType.AddLifeOrClairaudience:
return Preparation.Utility.PropType.AddLifeOrClairaudience;
case Protobuf.PropType.AddHpOrAp:
return Preparation.Utility.PropType.AddHpOrAp;
@@ -141,7 +141,14 @@ namespace Server
{
switch (buffType)
{
case Preparation.Utility.BuffType.Null:
case Preparation.Utility.BuffType.AddSpeed:
return Protobuf.StudentBuffType.AddSpeed;
case Preparation.Utility.BuffType.AddLife:
return Protobuf.StudentBuffType.AddLife;
case Preparation.Utility.BuffType.Shield:
return Protobuf.StudentBuffType.Shield;
case Preparation.Utility.BuffType.Invisible:
return Protobuf.StudentBuffType.Invisible;
default:
return Protobuf.StudentBuffType.NullSbuffType;
}
@@ -150,7 +157,16 @@ namespace Server
{
switch (buffType)
{
case Preparation.Utility.BuffType.Null:
case Preparation.Utility.BuffType.AddSpeed:
return Protobuf.TrickerBuffType.AddSpeed;
case Preparation.Utility.BuffType.Spear:
return Protobuf.TrickerBuffType.Spear;
case Preparation.Utility.BuffType.AddAp:
return Protobuf.TrickerBuffType.AddAp;
case Preparation.Utility.BuffType.Clairaudience:
return Protobuf.TrickerBuffType.Clairaudience;
case Preparation.Utility.BuffType.Invisible:
return Protobuf.TrickerBuffType.Invisible;
default:
return Protobuf.TrickerBuffType.NullTbuffType;
}
@@ -164,9 +180,9 @@ namespace Server
case Preparation.Utility.BulletType.CommonAttackOfGhost:
return Protobuf.BulletType.CommonAttackOfTricker;
case Preparation.Utility.BulletType.BombBomb:
return Protobuf.BulletType.FastBullet;
return Protobuf.BulletType.BombBomb;
case Preparation.Utility.BulletType.JumpyDumpty:
return Protobuf.BulletType.OrdinaryBullet;
return Protobuf.BulletType.JumpyDumpty;
default:
return Protobuf.BulletType.NullBulletType;
}
@@ -179,13 +195,13 @@ namespace Server
case Preparation.Utility.CharacterType.Athlete:
return Protobuf.StudentType.Athlete;
case Preparation.Utility.CharacterType.Teacher:
return StudentType._2;
case CharacterType.StraightAStudent:
return StudentType._3;
case CharacterType.Robot:
return StudentType._4;
case CharacterType.TechOtaku:
return StudentType.TechOtaku;
return Protobuf.StudentType.Teacher;
case Preparation.Utility.CharacterType.StraightAStudent:
return Protobuf.StudentType.StraightAStudent;
case Preparation.Utility.CharacterType.Robot:
return Protobuf.StudentType.Robot;
case Preparation.Utility.CharacterType.TechOtaku:
return Protobuf.StudentType.TechOtaku;
default:
return Protobuf.StudentType.NullStudentType;
}
@@ -197,14 +213,14 @@ namespace Server
{
case Protobuf.StudentType.Athlete:
return Preparation.Utility.CharacterType.Athlete;
case StudentType._2:
case Protobuf.StudentType.Teacher:
return Preparation.Utility.CharacterType.Teacher;
case StudentType._3:
return CharacterType.StraightAStudent;
case StudentType._4:
return CharacterType.Robot;
case StudentType.TechOtaku:
return CharacterType.TechOtaku;
case Protobuf.StudentType.StraightAStudent:
return Preparation.Utility.CharacterType.StraightAStudent;
case Protobuf.StudentType.Robot:
return Preparation.Utility.CharacterType.Robot;
case Protobuf.StudentType.TechOtaku:
return Preparation.Utility.CharacterType.TechOtaku;
default:
return Preparation.Utility.CharacterType.Null;
}
@@ -216,9 +232,9 @@ namespace Server
case Preparation.Utility.CharacterType.Assassin:
return Protobuf.TrickerType.Assassin;
case Preparation.Utility.CharacterType.Klee:
return Protobuf.TrickerType._2;
case CharacterType.ANoisyPerson:
return Protobuf.TrickerType._3;
return Protobuf.TrickerType.Klee;
case Preparation.Utility.CharacterType.ANoisyPerson:
return Protobuf.TrickerType.ANoisyPerson;
default:
return Protobuf.TrickerType.NullTrickerType;
}
@@ -230,10 +246,10 @@ namespace Server
{
case Protobuf.TrickerType.Assassin:
return Preparation.Utility.CharacterType.Assassin;
case Protobuf.TrickerType._2:
case Protobuf.TrickerType.Klee:
return Preparation.Utility.CharacterType.Klee;
case Protobuf.TrickerType._3:
return CharacterType.ANoisyPerson;
case Protobuf.TrickerType.ANoisyPerson:
return Preparation.Utility.CharacterType.ANoisyPerson;
default:
return Preparation.Utility.CharacterType.Null;
}


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