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Project/FatalismStone/FatalismStone_Stone.nut
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265
Project/FatalismStone/FatalismStone_Stone.nut
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/*
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文件名:FatalismStone_Stone.nut
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路径:Project/FatalismStone/FatalismStone_Stone.nut
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创建日期:2025-06-20 19:57
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文件用途:
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*/
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//属性标签表
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FatalismStone_AttrTagLst <- {};
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FatalismStone_AttrTagLst["[physical attack]"] <- "力量";
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FatalismStone_AttrTagLst["[magical attack]"] <- "智力";
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FatalismStone_AttrTagLst["[physical defense]"] <- "体力";
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FatalismStone_AttrTagLst["[magical defense]"] <- "精神";
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FatalismStone_AttrTagLst["[equipment physical attack]"] <- "物理攻击";
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FatalismStone_AttrTagLst["[equipment magical attack]"] <- "魔法攻击";
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FatalismStone_AttrTagLst["[separate attack]"] <- "独立攻击";
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FatalismStone_AttrTagLst["[equipment physical defense]"] <- "物理防御";
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FatalismStone_AttrTagLst["[equipment magical defense]"] <- "魔法防御";
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FatalismStone_AttrTagLst["[physical critical hit]"] <- "物理暴击";
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FatalismStone_AttrTagLst["[magical critical hit]"] <- "魔法暴击";
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FatalismStone_AttrTagLst["[attack speed]"] <- "攻击速度";
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FatalismStone_AttrTagLst["[cast speed]"] <- "施法速度";
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FatalismStone_AttrTagLst["[move speed]"] <- "移动速度";
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FatalismStone_AttrTagLst["[fire attack]"] <- "火属性强化";
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FatalismStone_AttrTagLst["[water attack]"] <- "冰属性强化";
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FatalismStone_AttrTagLst["[light attack]"] <- "光属性强化";
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FatalismStone_AttrTagLst["[dark attack]"] <- "暗属性强化";
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FatalismStone_AttrTagLst["[fire resistance]"] <- "火属性抗性";
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FatalismStone_AttrTagLst["[water resistance]"] <- "冰属性抗性";
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FatalismStone_AttrTagLst["[light resistance]"] <- "光属性抗性";
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FatalismStone_AttrTagLst["[dark resistance]"] <- "暗属性抗性";
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FatalismStone_AttrTagDrawOrder <- ["[physical attack]", "[magical attack]", "[physical defense]", "[magical defense]", "[equipment physical attack]", "[equipment magical attack]", "[separate attack]", "[equipment physical defense]", "[equipment magical defense]", "[physical critical hit]", "[magical critical hit]", "[attack speed]", "[cast speed]", "[move speed]", "[fire attack]", "[water attack]", "[light attack]", "[dark attack]", "[fire resistance]", "[water resistance]", "[light resistance]", "[dark resistance]"]
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class FatalismStone_Stone {
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//数据
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Info = null;
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//显示偏移位置
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XPos = 0;
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YPos = 0;
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//魂石类型
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Stone_Type = null;
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//完成Flag
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isSuccess = false;
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constructor(Arg) {
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if (Arg != null) {
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//如果传入了Id
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if (typeof Arg == "integer") {
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if (FatalismStoneLst.rawin(Arg)) {
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local Buf = FatalismStoneLst.rawget(Arg);
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if (typeof Buf == "string") {
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Buf = InitData(Buf);
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FatalismStoneLst.rawset(Arg, Buf);
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}
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Initialize(Buf);
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} else printf("FatalismStone_Stone:没有找到Id为" + Arg + "的魂石");
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}
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isSuccess = true;
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}
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}
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//显示
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function Show(obj, X, Y) {
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if (!isSuccess) return;
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//绘制品级图框
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FatalismStone_StoneImg["icon_Frame"].DrawPng(Info["rarity"], X - 1, Y - 1);
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//绘制图标
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FatalismStone_StoneImg[Info.icon.img].DrawPng(Info.icon.index, X + 2, Y + 2);
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//前景特效
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if (Info.rawin("front effect")) Rindro_BaseToolClass.T_DrawDynamicAni(obj, Info["front effect"], X, Y, "ItemEff" + Info["front effect"]);
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}
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//悬停
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function HoverShow(X, Y) {
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//绘制悬停框
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L_sq_SetDrawImgModel(2, 0);
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Rindro_Image_GlobalMap["lenheartui"].DrawPng(353, X - 31 + 1, Y + 1);
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L_sq_ReleaseDrawImgModel();
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if (!isSuccess) return;
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//基础长度50
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local Height = 50;
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Height += Info.Attribute.len() * 14; //计算属性带来的高度加成
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Height += Info["basic explain"] ? 10 + (L_sq_GetStringDrawArray(Info["basic explain"], 204).len() * 14) : 0;
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//防止超出屏幕右测和下方
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if ((X + 205) > getroottable().Rindro_Scr_Width) X = getroottable().Rindro_Scr_Width - 215;
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if ((Y + 10 + Height) > 600) Y = 600 - Height - 10;
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Rindro_BaseToolClass.DrawNineBox(X + 10, Y + 10, 204, Height, "interface/lenheartwindowcommon.img", 387); //背景框
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//绘制名字
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L_sq_DrawCode(Info["name"], X + 17, Y + 17, Info.rarityColor, 1, 0);
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//绘制洗炼度
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DrawCultivationDegree(X, Y);
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//绘制分割线
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Rindro_Image_GlobalMap["lenheartui"].DrawPng(230, X + 10, Y + 50);
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local DrawPos = 0;
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//绘制基础属性
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foreach(Pos, Key in FatalismStone_AttrTagDrawOrder) {
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if (Info.Attribute.rawin(Key)) {
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local Value = Info.Attribute.rawget(Key);
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local Color = sq_RGBA(255, 255, 255, 255);
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if (Key.find("speed") || Key.find("critical")) {
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Color = sq_RGBA(104, 213, 237, 255);
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Value += "%";
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}
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if (Key == "[physical attack]" || Key == "[magical attack]" || Key == "[physical defense]" || Key == "[magical defense]") Color = sq_RGBA(104, 213, 237, 255);
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if (Key == "[fire attack]" || Key == "[water attack]" || Key == "[light attack]" || Key == "[dark attack]") Color = sq_RGBA(179, 107, 255, 255);
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if (Key == "[fire resistance]" || Key == "[water resistance]" || Key == "[light resistance]" || Key == "[dark resistance]") Color = sq_RGBA(179, 107, 255, 255);
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if (Key == "[equipment physical attack]" || Key == "[equipment magical attack]" || Key == "[separate attack]") Color = sq_RGBA(255, 0, 240, 255);
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L_sq_DrawCode(FatalismStone_AttrTagLst.rawget(Key) + ": " + Value, X + 16, Y + 56 + DrawPos * 14, Color, 1, 0);
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DrawPos++;
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}
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}
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//绘制描述
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Rindro_Image_GlobalMap["lenheartui"].DrawPng(230, X + 10, Y + 60 + Info.Attribute.len() * 14);
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if (Info["basic explain"]) {
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local Buf = L_sq_GetStringDrawArray(Info["basic explain"], 204);
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foreach(i, v in Buf) {
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L_sq_DrawCode(v, X + 16, Y + 65 + Info.Attribute.len() * 14 + i * 14, sq_RGBA(150, 150, 150, 255), 1, 0);
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}
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}
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}
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//绘制洗练度
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function DrawCultivationDegree(X, Y) {
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//绘制洗练度
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L_sq_DrawCode("魂石洗练度: ", X + 16, Y + 34, sq_RGBA(104, 237, 161, 255), 1, 0);
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FatalismStone_StoneImg["fatalism_stone_progressbar"].DrawExPng(0, X + 80, Y + 38, 0, sq_RGBA(255, 255, 255, 250), 1.36, 1.0);
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L_sq_DrawCode(Info.cultivationDegree + "%", X + 194 - LenheartTextClass.GetStringLength(Info.cultivationDegree.tostring()) / 2, Y + 36, sq_RGBA(255, 255, 255, 255), 1, 0);
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setClip(X + 85, Y + 41, X + 85 + (68 * Info.cultivationDegree / 100.0 * 1.36).tointeger(), Y + 41 + 6);
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FatalismStone_StoneImg["fatalism_stone_progressbar"].DrawExPng(1, X + 85, Y + 41, 0, sq_RGBA(255, 255, 255, 250), 1.36, 1.0);
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releaseClip(); //裁切结束
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}
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//读取魂石数据
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function InitData(Path) {
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return Rindro_Script.GetFileData("fatalismstone/" + Path, function(DataTable, Data) {
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DataTable.Attribute <- {};
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while (!Data.Eof()) {
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local Key = Data.Get();
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if (Key == "[rarity]" || Key == "[stone type]" || Key == "[move wav]" || Key == "[front effect]" || Key == "[back effect]") {
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DataTable[Key.slice(1, -1)] <- Data.Get();
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} else if (Key == "[basic explain]" || Key == "[name]") {
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DataTable[Key.slice(1, -1)] <- Sq_ConvertWideChar(Data.Get(), "big5");
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} else if (Key == "[icon]") {
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DataTable.icon <- {
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img = Data.Get(),
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index = Data.Get()
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}
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} else if (FatalismStone_AttrTagLst.rawin(Key)) {
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DataTable.Attribute.rawset(Key, [Data.Get(), Data.Get()]);
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}
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}
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});
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}
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//初始化魂石
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function Initialize(Pr) {
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//深拷贝数据
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Info = deepcopy(Pr);
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if (!FatalismStone_StoneImg.rawin(Info.icon.img)) {
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FatalismStone_StoneImg[Info.icon.img] <- Rindro_Image(Info.icon.img);
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}
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//提取品级颜色
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Info.rarityColor <- GetRarityColor(Info.rarity);
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//洗练度
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Info.cultivationDegree <- 100.0;
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//魂石类型
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Stone_Type = Info["stone type"];
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}
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BackupInfo = null;
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//初始化数据
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function InitializeData(info) {
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BackupInfo = info;
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//同步位置
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XPos = info.XPos;
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YPos = info.YPos;
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//如果是没有ID的通过传入的数据确定魂石类型
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if (Stone_Type == null) Stone_Type = info.StoneType;
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if (!isSuccess) return;
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//得到洗练度
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local Rate = info.CultivationDegree;
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Info.cultivationDegree = (Rate * 100.0);
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//计算属性
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foreach(Key, value in Info.Attribute) {
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Info.Attribute[Key] = (value[0] + (value[1] - value[0]) * Rate).tointeger();
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}
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}
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//品级颜色
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function GetRarityColor(rarity) {
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rarity = rarity;
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switch (rarity) {
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case 0:
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return sq_RGBA(255, 255, 255, 255);
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case 1:
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return sq_RGBA(104, 213, 237, 255);
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case 2:
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return sq_RGBA(179, 107, 254, 255);
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case 3:
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return sq_RGBA(255, 0, 240, 255);
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case 4:
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return sq_RGBA(255, 177, 0, 255);
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case 5:
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return sq_RGBA(255, 102, 102, 255);
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case 6:
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return sq_RGBA(255, 50, 50, 255);
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}
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}
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function SetAttTableFunc(AttTable, Key, CheckKey, SetKey, Value) {
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{
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if (Key == CheckKey) {
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AttTable.rawset(SetKey, Value);
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return true;
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}
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}
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}
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//获取属性
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function GetAttribute() {
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if (!Info || !Info.rawin("Attribute") || !Info.Attribute) return null;
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local T = {};
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foreach(Key, value in Info.Attribute) {
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if(SetAttTableFunc(T,Key,"[physical attack]","strength",value))continue;
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if(SetAttTableFunc(T,Key,"[magical attack]","intelligence",value))continue;
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if(SetAttTableFunc(T,Key,"[physical defense]","vitality",value))continue;
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if(SetAttTableFunc(T,Key,"[magical defense]","spirit",value))continue;
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if(SetAttTableFunc(T,Key,"[equipment physical attack]","physicalAttack",value))continue;
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if(SetAttTableFunc(T,Key,"[equipment magical attack]","magicAttack",value))continue;
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if(SetAttTableFunc(T,Key,"[separate attack]","independentAttack",value))continue;
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if(SetAttTableFunc(T,Key,"[equipment physical defense]","physicalDefense",value))continue;
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if(SetAttTableFunc(T,Key,"[equipment magical defense]","magicDefense",value))continue;
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if(SetAttTableFunc(T,Key,"[physical critical hit]","physicalCritical",value))continue;
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if(SetAttTableFunc(T,Key,"[magical critical hit]","magicCritical",value))continue;
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if(SetAttTableFunc(T,Key,"[attack speed]","attackSpeed",value))continue;
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if(SetAttTableFunc(T,Key,"[cast speed]","releaseSpeed",value))continue;
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if(SetAttTableFunc(T,Key,"[move speed]","moveSpeed",value))continue;
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if(SetAttTableFunc(T,Key,"[fire attack]","fire",value))continue;
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if(SetAttTableFunc(T,Key,"[water attack]","water",value))continue;
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if(SetAttTableFunc(T,Key,"[light attack]","light",value))continue;
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if(SetAttTableFunc(T,Key,"[dark attack]","dark",value))continue;
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if(SetAttTableFunc(T,Key,"[fire resistance]","fireResistance",value))continue;
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if(SetAttTableFunc(T,Key,"[water resistance]","waterResistance",value))continue;
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if(SetAttTableFunc(T,Key,"[light resistance]","lightResistance",value))continue;
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if(SetAttTableFunc(T,Key,"[dark resistance]","darkResistance",value))continue;
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}
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return T;
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}
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}
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L_Windows_List <- [];
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getroottable().rawdelete("LenheartPluginsInitFlag");
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getroottable().rawdelete("EventList_Obj")
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getroottable().rawdelete("FatalismStone_Obj");
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