381 lines
11 KiB
C#
381 lines
11 KiB
C#
using System;
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using System.IO;
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using System.Text;
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using Godot;
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using Environment = System.Environment;
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namespace ColdMint.scripts;
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public static class Config
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{
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/// <summary>
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/// <para>Loot table ID</para>
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/// <para>战利品表ID</para>
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/// </summary>
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public static class LootListId
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{
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/// <summary>
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/// <para>A trophy table for testing</para>
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/// <para>测试用的战利品表</para>
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/// </summary>
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public const string Test = "test";
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}
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/// <summary>
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/// <para>Camp ID</para>
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/// <para>阵营ID</para>
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/// </summary>
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public static class CampId
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{
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/// <summary>
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/// <para>Default camp</para>
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/// <para>表示默认阵营</para>
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/// </summary>
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public const string Default = "Default";
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/// <summary>
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/// <para>Demon camp</para>
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/// <para>魔族阵营</para>
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/// </summary>
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public const string Mazoku = "Mazoku";
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/// <summary>
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/// <para>Aborigines</para>
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/// <para>原住民</para>
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/// </summary>
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public const string Aborigines = "Aborigines";
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}
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/// <summary>
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/// <para>Path of the App configuration file</para>
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/// <para>App配置文件路径</para>
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/// </summary>
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public const string AppConfigPath = "res://AppConfig.yaml";
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/// <summary>
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/// <para>The percentage of speed reduced after a thrown item hits an enemy</para>
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/// <para>抛出的物品击中敌人后减少的速度百分比</para>
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/// </summary>
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public const float ThrownItemsHitEnemiesReduceSpeedByPercentage = 0.5f;
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/// <summary>
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/// <para>How much blood does a heart represent</para>
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/// <para>一颗心代表多少血量</para>
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/// </summary>
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public const int HeartRepresentsHealthValue = 4;
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/// <summary>
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/// <para>The maximum number of stacked items in a single inventory</para>
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/// <para>单个物品栏最大堆叠的物品数量</para>
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/// </summary>
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public const int MaxStackQuantity = 99;
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/// <summary>
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/// <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>
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/// <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>
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/// </summary>
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public const long TextChangesBuffetingDuration = 300;
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/// <summary>
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/// <para>Operation prompts, function key text color</para>
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/// <para>操作提示内,功能键文本颜色</para>
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/// </summary>
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public const string OperationTipActionColor = "#2b8a3e";
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/// <summary>
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/// <para>Company/Creator name</para>
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/// <para>公司/创作者名字</para>
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/// </summary>
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public const string CompanyName = "ColdMint";
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/// <summary>
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/// <para>How many item slots are there on the shortcut bar</para>
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/// <para>快捷栏上有多少个物品槽</para>
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/// </summary>
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public const int HotBarSize = 9;
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/// <summary>
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/// <para>UserID</para>
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/// <para>用户ID</para>
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/// </summary>
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public const string UserId = "DefaultUser";
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/// <summary>
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/// <para>Whether version isolation is enabled</para>
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/// <para>是否启用版本隔离</para>
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/// </summary>
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public const bool EnableVersionIsolation = true;
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/// <summary>
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/// <para>Default version name</para>
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/// <para>默认的版本名称</para>
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/// </summary>
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/// <remarks>
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///<para>Used when version isolation is disabled</para>
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///<para>在禁用版本隔离时用的</para>
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/// </remarks>
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public const string DefaultVersionName = "Default";
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/// <summary>
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/// <para>IsDebug</para>
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/// <para>是否为Debug模式</para>
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/// </summary>
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/// <returns></returns>
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public static bool IsDebug()
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{
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return OS.HasFeature("debug");
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}
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/// <summary>
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/// <para>Whether to run on the editor</para>
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/// <para>是否在编辑器上运行</para>
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/// </summary>
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/// <returns></returns>
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public static bool IsEditor()
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{
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return OS.HasFeature("editor");
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}
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/// <summary>
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/// <para>Room Injector ID</para>
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/// <para>房间注入器ID</para>
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/// </summary>
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public static class RoomInjectionProcessorId
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{
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/// <summary>
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/// <para>Chance</para>
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/// <para>概率的</para>
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/// </summary>
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public const string Chance = "Chance";
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/// <summary>
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/// <para>TimeInterval</para>
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/// <para>时间范围的</para>
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/// </summary>
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public const string TimeInterval = "TimeInterval";
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}
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public enum OsEnum
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{
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//unknown
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//未知
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Unknown,
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//Runs on Android (non-web browser)
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//在 Android 上运行(非 Web 浏览器)
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Android,
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//Runs on Linux (non-web browser)
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//在 Linux 上运行(非 Web 浏览器)
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Linux,
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//Runs on macOS (non-Web browser)
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//在 macOS 上运行(非 Web 浏览器)
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Macos,
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//Runs on iOS (non-Web browser)
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//在 iOS 上运行(非 Web 浏览器)
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Ios,
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//Runs on Windows
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//在 Windows 上运行
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Windows,
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//The host operating system is a web browser
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//宿主操作系统是网页浏览器
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Web
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}
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/// <summary>
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/// <para>Get what platform is currently running on</para>
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/// <para>获取当前在什么平台上运行</para>
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/// </summary>
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/// <returns></returns>
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public static OsEnum GetOs()
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{
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if (OS.HasFeature("windows"))
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{
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return OsEnum.Windows;
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}
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if (OS.HasFeature("android"))
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{
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return OsEnum.Android;
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}
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if (OS.HasFeature("linux"))
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{
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return OsEnum.Linux;
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}
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if (OS.HasFeature("web"))
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{
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return OsEnum.Web;
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}
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if (OS.HasFeature("macos"))
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{
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return OsEnum.Macos;
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}
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if (OS.HasFeature("ios"))
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{
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return OsEnum.Ios;
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}
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return OsEnum.Unknown;
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}
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/// <summary>
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/// <para>Get the game version</para>
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/// <para>获取游戏版本</para>
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/// </summary>
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/// <returns></returns>
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public static string GetVersion()
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{
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var stringBuilder = new StringBuilder();
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stringBuilder.Append(ProjectSettings.GetSetting("application/config/version").AsString());
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stringBuilder.Append(IsDebug() ? "_debug" : "_release");
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return stringBuilder.ToString();
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}
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/// <summary>
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/// <para>GetGameDataDirectory</para>
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/// <para>获取游戏数据目录</para>
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/// </summary>
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/// <returns></returns>
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public static string GetGameDataDirectory()
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{
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if (EnableVersionIsolation)
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{
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return Path.Join(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), CompanyName,
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ProjectSettings.GetSetting("application/config/name").AsString(), UserId,
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ProjectSettings.GetSetting("application/config/version").AsString());
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}
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else
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{
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return Path.Join(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), CompanyName,
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ProjectSettings.GetSetting("application/config/name").AsString(), UserId,
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DefaultVersionName);
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}
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}
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/// <summary>
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/// <para>Get the export directory for the level graph</para>
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/// <para>获取关卡图的导出目录</para>
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/// </summary>
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/// <returns></returns>
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public static string GetLevelGraphExportDirectory()
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{
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return Path.Join(GetGameDataDirectory(), "LevelGraphs");
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}
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/// <summary>
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/// <para>The initial year of creating this game</para>
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/// <para>创建此游戏的初始年份</para>
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/// </summary>
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public const int CreationYear = 2024;
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/// <summary>
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/// <para>Tile map, dimensions of individual tiles</para>
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/// <para>瓦片地图,单个瓦片的尺寸</para>
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/// </summary>
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public const int CellSize = 32;
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/// <summary>
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/// <para>The maximum health of the default creature</para>
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/// <para>默认生物的最大血量</para>
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/// </summary>
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public const int DefaultMaxHp = 100;
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/// <summary>
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/// <para>When a creature takes damage, how long to hide the bloodline again</para>
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/// <para>生物受到伤害时,要在多长时间后再次隐藏血条</para>
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/// </summary>
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public static TimeSpan HealthBarDisplaysTime = TimeSpan.FromSeconds(2);
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/// <summary>
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/// <para>Text size of critical hit damage</para>
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/// <para>暴击伤害的文本大小</para>
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/// </summary>
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public const int CritDamageTextSize = 33;
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/// <summary>
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/// <para>Crit damage multiplier</para>
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/// <para>暴击伤害乘数</para>
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/// </summary>
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/// <remarks>
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///<para>How much damage to increase after a critical strike</para>
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///<para>造成暴击后要将伤害提升到原有的多少倍</para>
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/// </remarks>
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public const float CriticalHitMultiplier = 2f;
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/// <summary>
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/// <para>Text size of normal damage</para>
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/// <para>普通伤害的文本大小</para>
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/// </summary>
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public const int NormalDamageTextSize = 22;
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/// <summary>
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/// <para>Horizontal speed of damage numbers</para>
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/// <para>伤害数字的水平速度</para>
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/// </summary>
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public const int HorizontalSpeedOfDamageNumbers = 3;
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/// <summary>
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/// <para>VerticalVelocityOfDamageNumbers</para>
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/// <para>伤害数字的垂直速度</para>
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/// </summary>
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public const int VerticalVelocityOfDamageNumbers = 5;
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/// <summary>
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/// <para>Physical collision layer number</para>
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/// <para>物理碰撞层 序号</para>
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/// </summary>
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public static class LayerNumber
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{
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public const int RoomArea = 1;
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public const int Ground = 2;
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public const int Player = 3;
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public const int PickAbleItem = 4;
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public const int Projectile = 5;
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public const int Platform = 6;
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public const int Mob = 7;
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}
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public static class RoomDataTag
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{
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/// <summary>
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/// <para>Mark the starting room</para>
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/// <para>起点房间的标记</para>
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/// </summary>
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public const string StartingRoom = "StartingRoom";
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}
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/// <summary>
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/// <para>Specify the type of damage used in the game</para>
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/// <para>指定游戏内使用的伤害类型</para>
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/// </summary>
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public static class DamageType
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{
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/// <summary>
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/// <para>physical injury</para>
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/// <para>物理伤害</para>
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/// </summary>
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public const int Physical = 1;
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/// <summary>
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/// <para>Magic damage</para>
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/// <para>魔法伤害</para>
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/// </summary>
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public const int Magic = 2;
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}
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} |