using System; using System.IO; using System.Text; using Godot; using Environment = System.Environment; namespace ColdMint.scripts; public static class Config { /// /// Loot table ID /// 战利品表ID /// public static class LootListId { /// /// A trophy table for testing /// 测试用的战利品表 /// public const string Test = "test"; } /// /// Difficulty /// 游戏难度 /// public static class Difficulty { /// /// Simple mode /// 简单模式 /// public const int Easy = 0; /// /// Normal mode /// 正常模式 /// public const int Normal = 1; /// /// Hard mode /// 困难模式 /// public const int Hard = 2; } /// /// Camp ID /// 阵营ID /// public static class CampId { /// /// Default camp /// 表示默认阵营 /// public const string Default = "Default"; /// /// Demon camp /// 魔族阵营 /// public const string Mazoku = "Mazoku"; /// /// Aborigines /// 原住民 /// public const string Aborigines = "Aborigines"; } /// /// Path of the App configuration file /// App配置文件路径 /// public const string AppConfigPath = "res://AppConfig.yaml"; /// /// The percentage of speed reduced after a thrown item hits an enemy /// 抛出的物品击中敌人后减少的速度百分比 /// public const float ThrownItemsHitEnemiesReduceSpeedByPercentage = 0.5f; /// /// Scale of the room preview view /// 房间预览图的缩放 /// public const float RoomPreviewScale = 3f; /// /// How much blood does a heart represent /// 一颗心代表多少血量 /// public const int HeartRepresentsHealthValue = 4; /// /// The name of the mod manifest file /// 模组清单文件的名字 /// public const string ModManifestFileName = "ModManifest.yaml"; /// /// 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 /// 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 /// public const long TextChangesBuffetingDuration = 300; /// /// Operation prompts, function key text color /// 操作提示内,功能键文本颜色 /// public const string OperationTipActionColor = "#2b8a3e"; /// /// Company/Creator name /// 公司/创作者名字 /// public const string CompanyName = "ColdMint"; /// /// Module life handler name /// 模组生命周期处理器名称 /// public const string ModLifecycleHandlerName = "ModLifecycleHandler"; /// /// Solution Name /// 解决方案名称 /// public const string SolutionName = "ColdMint.Traveler"; /// /// How many item slots are there on the shortcut bar /// 快捷栏上有多少个物品槽 /// public const int HotBarSize = 9; /// /// Whether version isolation is enabled /// 是否启用版本隔离 /// public static bool EnableVersionIsolation() { //By default, we enable version isolation, but special feature identifiers can be set to disable version isolation. //默认情况,我们启用版本隔离,但是可以设置特殊的功能标识来禁用版本隔离。 return !OS.HasFeature("disableVersionIsolation"); } /// /// Whether to enable Mod /// 是否启用Mod /// /// public static bool EnableMod() { return OS.HasFeature("enableMod"); } /// /// Default version name /// 默认的版本名称 /// /// ///Used when version isolation is disabled ///在禁用版本隔离时用的 /// public const string DefaultVersionName = "Default"; /// /// EmptyVariant /// 空变量 /// public static readonly Variant EmptyVariant = new(); /// /// Blank string /// 空白字符串 /// public static readonly string? EmptyString = null; /// /// IsDebug /// 是否为Debug模式 /// /// public static bool IsDebug() { return OS.HasFeature("debug"); } /// /// Whether to run on the editor /// 是否在编辑器上运行 /// /// public static bool IsEditor() { return OS.HasFeature("editor"); } /// /// ItemType /// 物品类型 /// public static class ItemType { /// /// Unknown /// 未知的 /// public const int Unknown = 0; /// /// Placeholder /// 占位符 /// public const int Placeholder = 1; /// /// Packsack /// 背包 /// public const int Packsack = 2; /// /// ProjectileWeapon /// 远程武器 /// public const int ProjectileWeapon = 3; /// /// Spell /// 法术 /// /// ///Type of special item used in Projectile weapons ///用于远程武器内的特殊物品类型 /// public const int Spell = 4; /// /// Common item types /// 普通的物品类型 /// public const int Item = 5; } /// /// Room Injector ID /// 房间注入器ID /// public static class RoomInjectionProcessorId { /// /// Chance /// 概率的 /// public const string Chance = "Chance"; /// /// TimeInterval /// 时间范围的 /// public const string TimeInterval = "TimeInterval"; } public class ZIndexManager { /// /// Floating icon /// 悬浮图标 /// public const int FloatingIcon = 1; } /// /// Item data changes the event type /// 物品数据改变事件类型 /// public enum ItemDataChangeEventType { /// /// add /// 添加 /// Add, /// /// Quantity Added /// 物品数量增加 /// QuantityAdded, /// /// remove /// 移除 /// Remove, /// /// Replace /// 被替换 /// Replace, /// /// Clear /// 被清空 /// Clear } 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 Web, //Running on editor //在编辑器内运行 Editor } /// /// Get what platform is currently running on /// 获取当前在什么平台上运行 /// /// ///Whether to include an editor environment ///是否包含编辑器环境 /// /// public static OsEnum GetOs(bool containEditor = false) { if (containEditor && OS.HasFeature("editor")) { return OsEnum.Editor; } 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; } return OsEnum.Unknown; } /// /// Get the game version /// 获取游戏版本 /// /// public static string GetVersion() { var stringBuilder = new StringBuilder(); stringBuilder.Append(ProjectSettings.GetSetting("application/config/version").AsString()); stringBuilder.Append(IsDebug() ? "_debug" : "_release"); return stringBuilder.ToString(); } /// /// GetGameDataDirectory /// 获取游戏数据目录 /// /// public static string GetGameDataDirectory() { if (EnableVersionIsolation()) { return Path.Join(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), CompanyName, ProjectSettings.GetSetting("application/config/name").AsString(), ProjectSettings.GetSetting("application/config/version").AsString()); } else { return Path.Join(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), CompanyName, ProjectSettings.GetSetting("application/config/name").AsString(), DefaultVersionName); } } /// /// GetDataBaseDirectory /// 获取数据库文件夹 /// /// public static string GetDataBaseDirectory() { return Path.Join(GetGameDataDirectory(), "Databases"); } /// /// GetModDataDirectory /// 获取模组文件夹 /// /// public static string GetModDataDirectory() { return Path.Join(GetGameDataDirectory(), "Mods"); } /// /// Get the export directory for the level graph /// 获取关卡图的导出目录 /// /// public static string GetLevelGraphExportDirectory() { return Path.Join(GetGameDataDirectory(), "LevelGraphs"); } /// /// The initial year of creating this game /// 创建此游戏的初始年份 /// public const int CreationYear = 2024; /// /// Tile map, dimensions of individual tiles /// 瓦片地图,单个瓦片的尺寸 /// public const int CellSize = 32; /// /// The maximum health of the default creature /// 默认生物的最大血量 /// public const int DefaultMaxHp = 100; /// /// The default durability of furniture /// 家具的默认耐久度 /// public const int DefaultMaxDurability = 50; /// /// When a creature takes damage, how long to hide the bloodline again /// 生物受到伤害时,要在多长时间后再次隐藏血条 /// public static TimeSpan HealthBarDisplaysTime = TimeSpan.FromSeconds(2); /// /// Text size of critical hit damage /// 暴击伤害的文本大小 /// public const int CritDamageTextSize = 33; /// /// Crit damage multiplier /// 暴击伤害乘数 /// /// ///How much damage to increase after a critical strike ///造成暴击后要将伤害提升到原有的多少倍 /// public const float CriticalHitMultiplier = 2f; /// /// Text size of normal damage /// 普通伤害的文本大小 /// public const int NormalDamageTextSize = 22; /// /// Horizontal speed of damage numbers /// 伤害数字的水平速度 /// public const int HorizontalSpeedOfDamageNumbers = 3; /// /// VerticalVelocityOfDamageNumbers /// 伤害数字的垂直速度 /// public const int VerticalVelocityOfDamageNumbers = 5; public static class OffsetAngleMode { /// /// Random(Default) /// 随机的(默认) /// public const int Random = 0; /// /// AlwaysSame /// 永远不变的偏移角度 /// public const int AlwaysSame = 1; /// /// Cross /// 交叉变换 /// public const int Cross = 2; } /// /// Physical collision layer number /// 物理碰撞层 序号 /// public static class LayerNumber { public const int RoomArea = 1; /// /// Floor /// 地板 /// public const int Floor = 2; public const int Player = 3; public const int PickAbleItem = 4; public const int Projectile = 5; /// /// Platform /// 平台 /// public const int Platform = 6; public const int Mob = 7; /// /// Wall /// 墙壁 /// public const int Wall = 8; /// /// Furniture /// 家具 /// public const int Furniture = 9; } /// /// TileMapLayerName /// 瓦片节点名称 /// public static class TileMapLayerName { /// /// Ground Layer /// 地面层 /// /// ///There are collision nodes on which players and creatures can stand. ///拥有碰撞节点,玩家和生物可以站在上面。 /// public const string Ground = "Ground"; /// /// Barrier /// 屏障 /// public const string Barrier = "Barrier"; /// /// Background decorative layer /// 背景装饰层 /// public const string BackgroundDecoration = "BackgroundDecoration"; /// /// Background wall layer /// 背景墙 /// public const string BackgroundWall = "BackgroundWall"; } public static class RoomDataTag { /// /// Mark the starting room /// 起点房间的标记 /// public const string StartingRoom = "StartingRoom"; } /// /// Specify the type of damage used in the game /// 指定游戏内使用的伤害类型 /// public static class DamageType { /// /// physical injury /// 物理伤害 /// public const int Physical = 1; /// /// Magic damage /// 魔法伤害 /// public const int Magic = 2; } }