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using System ;
using System.IO ;
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using System.Text ;
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using Godot ;
using Environment = System . Environment ;
namespace ColdMint.scripts ;
public static class Config
{
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/// <summary>
/// <para>ID of the behavior tree</para>
/// <para>行为树的ID</para>
/// </summary>
public static class BehaviorTreeId
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{
/// <summary>
/// <para>巡逻</para>
/// <para>Patrol</para>
/// </summary>
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public const string Patrol = "Patrol" ;
}
/// <summary>
/// <para>Loot table ID</para>
/// <para>战利品表ID</para>
/// </summary>
public static class LootListId
{
/// <summary>
/// <para>A trophy table for testing</para>
/// <para>测试用的战利品表</para>
/// </summary>
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public const string Test = "test" ;
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}
/// <summary>
/// <para>BehaviorTreeResult</para>
/// <para>行为树的结果</para>
/// </summary>
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public static class BehaviorTreeResult
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{
/// <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" ;
}
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/// <summary>
/// <para>The percentage of speed reduced after a thrown item hits an enemy</para>
/// <para>抛出的物品击中敌人后减少的速度百分比</para>
/// </summary>
public const float ThrownItemsHitEnemiesReduceSpeedByPercentage = 0.5f ;
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/// <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 ;
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/// <summary>
/// <para>Text change buffering Time How long does it take to execute the actual event after an event with a text change listener is triggered? (Anti-shake processing time), unit: milliseconds</para>
/// <para>当添加了文本改变监听器的事件被触发后,多长时间后执行实际事件?(防抖处理时长),单位:毫秒</para>
/// </summary>
public const long TextChangesBuffetingDuration = 300 ;
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/// <summary>
/// <para>Operation prompts, function key text color</para>
/// <para>操作提示内,功能键文本颜色</para>
/// </summary>
public const string OperationTipActionColor = "#2b8a3e" ;
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/// <summary>
/// <para>Company/Creator name</para>
/// <para>公司/创作者名字</para>
/// </summary>
public const string CompanyName = "ColdMint" ;
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/// <summary>
/// <para>How many item slots are there on the shortcut bar</para>
/// <para>快捷栏上有多少个物品槽</para>
/// </summary>
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public const int HotBarSize = 9 ;
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/// <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" ;
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/// <summary>
/// <para>IsDebug</para>
/// <para>是否为Debug模式</para>
/// </summary>
/// <returns></returns>
public static bool IsDebug ( )
{
return OS . HasFeature ( "debug" ) ;
}
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/// <summary>
/// <para>Whether to run on the editor</para>
/// <para>是否在编辑器上运行</para>
/// </summary>
/// <returns></returns>
public static bool IsEditor ( )
{
return OS . HasFeature ( "editor" ) ;
}
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/// <summary>
/// <para>Room Injector ID</para>
/// <para>房间注入器ID</para>
/// </summary>
public static class RoomInjectionProcessorId
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{
/// <summary>
/// <para>Chance</para>
/// <para>概率的</para>
/// </summary>
public const string Chance = "Chance" ;
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/// <summary>
/// <para>TimeInterval</para>
/// <para>时间范围的</para>
/// </summary>
public const string TimeInterval = "TimeInterval" ;
}
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public enum OsEnum
{
//unknown
//未知
Unknown ,
//Runs on Android (non-web browser)
//在 Android 上运行(非 Web 浏览器)
Android ,
//Runs on Linux (non-web browser)
//在 Linux 上运行(非 Web 浏览器)
Linux ,
//Runs on macOS (non-Web browser)
//在 macOS 上运行(非 Web 浏览器)
Macos ,
//Runs on iOS (non-Web browser)
//在 iOS 上运行(非 Web 浏览器)
Ios ,
//Runs on Windows
//在 Windows 上运行
Windows ,
//The host operating system is a web browser
//宿主操作系统是网页浏览器
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Web
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}
/// <summary>
/// <para>Get what platform is currently running on</para>
/// <para>获取当前在什么平台上运行</para>
/// </summary>
/// <returns></returns>
public static OsEnum GetOs ( )
{
if ( OS . HasFeature ( "windows" ) )
{
return OsEnum . Windows ;
}
if ( OS . HasFeature ( "android" ) )
{
return OsEnum . Android ;
}
if ( OS . HasFeature ( "linux" ) )
{
return OsEnum . Linux ;
}
if ( OS . HasFeature ( "web" ) )
{
return OsEnum . Web ;
}
if ( OS . HasFeature ( "macos" ) )
{
return OsEnum . Macos ;
}
if ( OS . HasFeature ( "ios" ) )
{
return OsEnum . Ios ;
}
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return OsEnum . Unknown ;
}
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/// <summary>
/// <para>Get the game version</para>
/// <para>获取游戏版本</para>
/// </summary>
/// <returns></returns>
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public static string GetVersion ( )
{
var stringBuilder = new StringBuilder ( ) ;
stringBuilder . Append ( ProjectSettings . GetSetting ( "application/config/version" ) . AsString ( ) ) ;
stringBuilder . Append ( IsDebug ( ) ? "_debug" : "_release" ) ;
return stringBuilder . ToString ( ) ;
}
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/// <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 ) ;
}
}
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/// <summary>
/// <para>Get the export directory for the level graph</para>
/// <para>获取关卡图的导出目录</para>
/// </summary>
/// <returns></returns>
public static string GetLevelGraphExportDirectory ( )
{
return Path . Join ( GetGameDataDirectory ( ) , "LevelGraphs" ) ;
}
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/// <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>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>
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public static class LayerNumber
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{
public const int RoomArea = 1 ;
public const int Ground = 2 ;
public const int Player = 3 ;
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public const int PickAbleItem = 4 ;
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public const int Projectile = 5 ;
public const int Platform = 6 ;
public const int Mob = 7 ;
}
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public static class RoomDataTag
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{
/// <summary>
/// <para>Mark the starting room</para>
/// <para>起点房间的标记</para>
/// </summary>
public const string StartingRoom = "StartingRoom" ;
}
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/// <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>
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public static class DamageType
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{
/// <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 ;
}
}