Traveller/scripts/Config.cs

303 lines
9.0 KiB
C#
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2024-04-28 13:55:19 +00:00
using System;
using System.IO;
using ColdMint.scripts.dataPack;
using Godot;
using Environment = System.Environment;
namespace ColdMint.scripts;
public static class Config
{
public class BehaviorTreeId
{
/// <summary>
/// <para>巡逻</para>
/// <para>Patrol</para>
/// </summary>
public const string Patrol = "Patrol";
}
/// <summary>
/// <para>BehaviorTreeResult</para>
/// <para>行为树的结果</para>
/// </summary>
public class BehaviorTreeResult
{
/// <summary>
/// <para>Running</para>
/// <para>运行中</para>
/// </summary>
public const int Running = 0;
/// <summary>
/// <para>Success</para>
/// <para>成功</para>
/// </summary>
public const int Success = 1;
/// <summary>
/// <para>Failure</para>
/// <para>失败</para>
/// </summary>
public const int Failure = 2;
}
/// <summary>
/// <para>Camp ID</para>
/// <para>阵营ID</para>
/// </summary>
public static class CampId
{
/// <summary>
/// <para>Default camp</para>
/// <para>表示默认阵营</para>
/// </summary>
public const string Default = "Default";
/// <summary>
/// <para>Demon camp</para>
/// <para>魔族阵营</para>
/// </summary>
public const string Mazoku = "Mazoku";
/// <summary>
/// <para>Aborigines</para>
/// <para>原住民</para>
/// </summary>
public const string Aborigines = "Aborigines";
}
/// <summary>
/// <para>How much blood does a heart represent</para>
/// <para>一颗心代表多少血量</para>
/// </summary>
public const int HeartRepresentsHealthValue = 4;
/// <summary>
/// <para>The maximum number of stacked items in a single inventory</para>
/// <para>单个物品栏最大堆叠的物品数量</para>
/// </summary>
public const int MaxStackQuantity = 99;
/// <summary>
/// <para>Company/Creator name</para>
/// <para>公司/创作者名字</para>
/// </summary>
public const string CompanyName = "ColdMint";
/// <summary>
/// <para>An empty namespace</para>
/// <para>空的命名空间</para>
/// </summary>
public const string EmptyNamespace = "Empty";
/// <summary>
/// <para>The default namespace of the packet</para>
/// <para>数据包的默认命名空间</para>
/// </summary>
public const string DefaultNamespace = "traveler";
/// <summary>
/// <para>UserID</para>
/// <para>用户ID</para>
/// </summary>
public const string UserId = "DefaultUser";
/// <summary>
/// <para>Whether version isolation is enabled</para>
/// <para>是否启用版本隔离</para>
/// </summary>
public const bool EnableVersionIsolation = true;
/// <summary>
/// <para>Default version name</para>
/// <para>默认的版本名称</para>
/// </summary>
/// <remarks>
///<para>Used when version isolation is disabled</para>
///<para>在禁用版本隔离时用的</para>
/// </remarks>
public const string DefaultVersionName = "Default";
public const string DataPackDirectoryName = "DataPacks";
public const string CacheDirectoryName = "Caches";
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public const string DataBaseDirectoryName = "DataBases";
/// <summary>
/// <para>The starting path of the item data</para>
/// <para>物品数据的起始路径</para>
/// </summary>
public const string ItemStartPathName = "items";
public const string SpriteStartPathName = "sprites";
/// <summary>
/// <para>The format of the source file inside the packet</para>
/// <para>数据包内的源文件格式</para>
/// </summary>
public const string DataPackSourceFileFomat = ".json";
/// <summary>
/// <para>The path symbol inside the compressed package</para>
/// <para>压缩包内部的路径符号</para>
/// </summary>
public const char ZipPathCharacter = '/';
/// <summary>
/// <para>Gets the packet directory</para>
/// <para>获取数据包目录</para>
/// </summary>
/// <returns></returns>
public static string GetDataPackDirectory()
{
return Path.Join(GetGameDataDirectory(), DataPackDirectoryName);
}
/// <summary>
/// <para>Gets the packet cache directory</para>
/// <para>获取数据包缓存目录</para>
/// </summary>
/// <param name="nameS"></param>
/// <returns></returns>
public static string GetDataPackCacheDirectory(string namespaceStr)
{
var path = Path.Join(GetGameDataDirectory(), CacheDirectoryName, DataPackDirectoryName, namespaceStr);
if (!Directory.Exists(path))
{
Directory.CreateDirectory(path);
}
return path;
}
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/// <summary>
/// <para>Get database directory</para>
/// <para>获取数据库目录</para>
/// </summary>
/// <returns></returns>
public static string GetDataBaseDirectory()
{
return Path.Join(GetGameDataDirectory(), DataBaseDirectoryName);
}
/// <summary>
/// <para>GetGameDataDirectory</para>
/// <para>获取游戏数据目录</para>
/// </summary>
/// <returns></returns>
public static string GetGameDataDirectory()
{
if (EnableVersionIsolation)
{
return Path.Join(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), CompanyName,
ProjectSettings.GetSetting("application/config/name").AsString(), UserId,
ProjectSettings.GetSetting("application/config/version").AsString());
}
else
{
return Path.Join(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), CompanyName,
ProjectSettings.GetSetting("application/config/name").AsString(), UserId,
DefaultVersionName);
}
}
/// <summary>
/// <para>The initial year of creating this game</para>
/// <para>创建此游戏的初始年份</para>
/// </summary>
public const int CreationYear = 2024;
/// <summary>
/// <para>Tile map, dimensions of individual tiles</para>
/// <para>瓦片地图,单个瓦片的尺寸</para>
/// </summary>
public const int CellSize = 32;
/// <summary>
/// <para>The maximum health of the default creature</para>
/// <para>默认生物的最大血量</para>
/// </summary>
public const int DefaultMaxHp = 100;
/// <summary>
/// <para>When a creature takes damage, how long to hide the bloodline again</para>
/// <para>生物受到伤害时,要在多长时间后再次隐藏血条</para>
/// </summary>
public static TimeSpan HealthBarDisplaysTime = TimeSpan.FromSeconds(2);
/// <summary>
/// <para>Text size of critical hit damage</para>
/// <para>暴击伤害的文本大小</para>
/// </summary>
public const int CritDamageTextSize = 33;
/// <summary>
/// <para>Crit damage multiplier</para>
/// <para>暴击伤害乘数</para>
/// </summary>
/// <remarks>
///<para>How much damage to increase after a critical strike</para>
///<para>造成暴击后要将伤害提升到原有的多少倍</para>
/// </remarks>
public const float CriticalHitMultiplier = 2f;
/// <summary>
/// <para>Text size of normal damage</para>
/// <para>普通伤害的文本大小</para>
/// </summary>
public const int NormalDamageTextSize = 22;
/// <summary>
/// <para>Horizontal speed of damage numbers</para>
/// <para>伤害数字的水平速度</para>
/// </summary>
public const int HorizontalSpeedOfDamageNumbers = 3;
/// <summary>
/// <para>The file name of the packet's manifest</para>
/// <para>数据包的清单文件名</para>
/// </summary>
public const string DataPackManifestName = "DataPackManifest.json";
/// <summary>
/// <para>VerticalVelocityOfDamageNumbers</para>
/// <para>伤害数字的垂直速度</para>
/// </summary>
public const int VerticalVelocityOfDamageNumbers = 5;
/// <summary>
/// <para>Physical collision layer number</para>
/// <para>物理碰撞层 序号</para>
/// </summary>
public class LayerNumber
{
public const int RoomArea = 1;
public const int Ground = 2;
public const int Player = 3;
public const int Weapon = 4;
public const int Projectile = 5;
public const int Platform = 6;
public const int Mob = 7;
}
/// <summary>
/// <para>Specify the type of damage used in the game</para>
/// <para>指定游戏内使用的伤害类型</para>
/// </summary>
public class DamageType
{
/// <summary>
/// <para>physical injury</para>
/// <para>物理伤害</para>
/// </summary>
public const int Physical = 1;
/// <summary>
/// <para>Magic damage</para>
/// <para>魔法伤害</para>
/// </summary>
public const int Magic = 2;
}
}