One
This commit is contained in:
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c78af315c6
63
.gitattributes
vendored
Normal file
63
.gitattributes
vendored
Normal file
|
@ -0,0 +1,63 @@
|
|||
###############################################################################
|
||||
# Set default behavior to automatically normalize line endings.
|
||||
###############################################################################
|
||||
* text=auto
|
||||
|
||||
###############################################################################
|
||||
# Set default behavior for command prompt diff.
|
||||
#
|
||||
# This is need for earlier builds of msysgit that does not have it on by
|
||||
# default for csharp files.
|
||||
# Note: This is only used by command line
|
||||
###############################################################################
|
||||
#*.cs diff=csharp
|
||||
|
||||
###############################################################################
|
||||
# Set the merge driver for project and solution files
|
||||
#
|
||||
# Merging from the command prompt will add diff markers to the files if there
|
||||
# are conflicts (Merging from VS is not affected by the settings below, in VS
|
||||
# the diff markers are never inserted). Diff markers may cause the following
|
||||
# file extensions to fail to load in VS. An alternative would be to treat
|
||||
# these files as binary and thus will always conflict and require user
|
||||
# intervention with every merge. To do so, just uncomment the entries below
|
||||
###############################################################################
|
||||
#*.sln merge=binary
|
||||
#*.csproj merge=binary
|
||||
#*.vbproj merge=binary
|
||||
#*.vcxproj merge=binary
|
||||
#*.vcproj merge=binary
|
||||
#*.dbproj merge=binary
|
||||
#*.fsproj merge=binary
|
||||
#*.lsproj merge=binary
|
||||
#*.wixproj merge=binary
|
||||
#*.modelproj merge=binary
|
||||
#*.sqlproj merge=binary
|
||||
#*.wwaproj merge=binary
|
||||
|
||||
###############################################################################
|
||||
# behavior for image files
|
||||
#
|
||||
# image files are treated as binary by default.
|
||||
###############################################################################
|
||||
#*.jpg binary
|
||||
#*.png binary
|
||||
#*.gif binary
|
||||
|
||||
###############################################################################
|
||||
# diff behavior for common document formats
|
||||
#
|
||||
# Convert binary document formats to text before diffing them. This feature
|
||||
# is only available from the command line. Turn it on by uncommenting the
|
||||
# entries below.
|
||||
###############################################################################
|
||||
#*.doc diff=astextplain
|
||||
#*.DOC diff=astextplain
|
||||
#*.docx diff=astextplain
|
||||
#*.DOCX diff=astextplain
|
||||
#*.dot diff=astextplain
|
||||
#*.DOT diff=astextplain
|
||||
#*.pdf diff=astextplain
|
||||
#*.PDF diff=astextplain
|
||||
#*.rtf diff=astextplain
|
||||
#*.RTF diff=astextplain
|
363
.gitignore
vendored
Normal file
363
.gitignore
vendored
Normal file
|
@ -0,0 +1,363 @@
|
|||
## Ignore Visual Studio temporary files, build results, and
|
||||
## files generated by popular Visual Studio add-ons.
|
||||
##
|
||||
## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore
|
||||
|
||||
# User-specific files
|
||||
*.rsuser
|
||||
*.suo
|
||||
*.user
|
||||
*.userosscache
|
||||
*.sln.docstates
|
||||
|
||||
# User-specific files (MonoDevelop/Xamarin Studio)
|
||||
*.userprefs
|
||||
|
||||
# Mono auto generated files
|
||||
mono_crash.*
|
||||
|
||||
# Build results
|
||||
[Dd]ebug/
|
||||
[Dd]ebugPublic/
|
||||
[Rr]elease/
|
||||
[Rr]eleases/
|
||||
x64/
|
||||
x86/
|
||||
[Ww][Ii][Nn]32/
|
||||
[Aa][Rr][Mm]/
|
||||
[Aa][Rr][Mm]64/
|
||||
bld/
|
||||
[Bb]in/
|
||||
[Oo]bj/
|
||||
[Oo]ut/
|
||||
[Ll]og/
|
||||
[Ll]ogs/
|
||||
|
||||
# Visual Studio 2015/2017 cache/options directory
|
||||
.vs/
|
||||
# Uncomment if you have tasks that create the project's static files in wwwroot
|
||||
#wwwroot/
|
||||
|
||||
# Visual Studio 2017 auto generated files
|
||||
Generated\ Files/
|
||||
|
||||
# MSTest test Results
|
||||
[Tt]est[Rr]esult*/
|
||||
[Bb]uild[Ll]og.*
|
||||
|
||||
# NUnit
|
||||
*.VisualState.xml
|
||||
TestResult.xml
|
||||
nunit-*.xml
|
||||
|
||||
# Build Results of an ATL Project
|
||||
[Dd]ebugPS/
|
||||
[Rr]eleasePS/
|
||||
dlldata.c
|
||||
|
||||
# Benchmark Results
|
||||
BenchmarkDotNet.Artifacts/
|
||||
|
||||
# .NET Core
|
||||
project.lock.json
|
||||
project.fragment.lock.json
|
||||
artifacts/
|
||||
|
||||
# ASP.NET Scaffolding
|
||||
ScaffoldingReadMe.txt
|
||||
|
||||
# StyleCop
|
||||
StyleCopReport.xml
|
||||
|
||||
# Files built by Visual Studio
|
||||
*_i.c
|
||||
*_p.c
|
||||
*_h.h
|
||||
*.ilk
|
||||
*.meta
|
||||
*.obj
|
||||
*.iobj
|
||||
*.pch
|
||||
*.pdb
|
||||
*.ipdb
|
||||
*.pgc
|
||||
*.pgd
|
||||
*.rsp
|
||||
*.sbr
|
||||
*.tlb
|
||||
*.tli
|
||||
*.tlh
|
||||
*.tmp
|
||||
*.tmp_proj
|
||||
*_wpftmp.csproj
|
||||
*.log
|
||||
*.vspscc
|
||||
*.vssscc
|
||||
.builds
|
||||
*.pidb
|
||||
*.svclog
|
||||
*.scc
|
||||
|
||||
# Chutzpah Test files
|
||||
_Chutzpah*
|
||||
|
||||
# Visual C++ cache files
|
||||
ipch/
|
||||
*.aps
|
||||
*.ncb
|
||||
*.opendb
|
||||
*.opensdf
|
||||
*.sdf
|
||||
*.cachefile
|
||||
*.VC.db
|
||||
*.VC.VC.opendb
|
||||
|
||||
# Visual Studio profiler
|
||||
*.psess
|
||||
*.vsp
|
||||
*.vspx
|
||||
*.sap
|
||||
|
||||
# Visual Studio Trace Files
|
||||
*.e2e
|
||||
|
||||
# TFS 2012 Local Workspace
|
||||
$tf/
|
||||
|
||||
# Guidance Automation Toolkit
|
||||
*.gpState
|
||||
|
||||
# ReSharper is a .NET coding add-in
|
||||
_ReSharper*/
|
||||
*.[Rr]e[Ss]harper
|
||||
*.DotSettings.user
|
||||
|
||||
# TeamCity is a build add-in
|
||||
_TeamCity*
|
||||
|
||||
# DotCover is a Code Coverage Tool
|
||||
*.dotCover
|
||||
|
||||
# AxoCover is a Code Coverage Tool
|
||||
.axoCover/*
|
||||
!.axoCover/settings.json
|
||||
|
||||
# Coverlet is a free, cross platform Code Coverage Tool
|
||||
coverage*.json
|
||||
coverage*.xml
|
||||
coverage*.info
|
||||
|
||||
# Visual Studio code coverage results
|
||||
*.coverage
|
||||
*.coveragexml
|
||||
|
||||
# NCrunch
|
||||
_NCrunch_*
|
||||
.*crunch*.local.xml
|
||||
nCrunchTemp_*
|
||||
|
||||
# MightyMoose
|
||||
*.mm.*
|
||||
AutoTest.Net/
|
||||
|
||||
# Web workbench (sass)
|
||||
.sass-cache/
|
||||
|
||||
# Installshield output folder
|
||||
[Ee]xpress/
|
||||
|
||||
# DocProject is a documentation generator add-in
|
||||
DocProject/buildhelp/
|
||||
DocProject/Help/*.HxT
|
||||
DocProject/Help/*.HxC
|
||||
DocProject/Help/*.hhc
|
||||
DocProject/Help/*.hhk
|
||||
DocProject/Help/*.hhp
|
||||
DocProject/Help/Html2
|
||||
DocProject/Help/html
|
||||
|
||||
# Click-Once directory
|
||||
publish/
|
||||
|
||||
# Publish Web Output
|
||||
*.[Pp]ublish.xml
|
||||
*.azurePubxml
|
||||
# Note: Comment the next line if you want to checkin your web deploy settings,
|
||||
# but database connection strings (with potential passwords) will be unencrypted
|
||||
*.pubxml
|
||||
*.publishproj
|
||||
|
||||
# Microsoft Azure Web App publish settings. Comment the next line if you want to
|
||||
# checkin your Azure Web App publish settings, but sensitive information contained
|
||||
# in these scripts will be unencrypted
|
||||
PublishScripts/
|
||||
|
||||
# NuGet Packages
|
||||
*.nupkg
|
||||
# NuGet Symbol Packages
|
||||
*.snupkg
|
||||
# The packages folder can be ignored because of Package Restore
|
||||
**/[Pp]ackages/*
|
||||
# except build/, which is used as an MSBuild target.
|
||||
!**/[Pp]ackages/build/
|
||||
# Uncomment if necessary however generally it will be regenerated when needed
|
||||
#!**/[Pp]ackages/repositories.config
|
||||
# NuGet v3's project.json files produces more ignorable files
|
||||
*.nuget.props
|
||||
*.nuget.targets
|
||||
|
||||
# Microsoft Azure Build Output
|
||||
csx/
|
||||
*.build.csdef
|
||||
|
||||
# Microsoft Azure Emulator
|
||||
ecf/
|
||||
rcf/
|
||||
|
||||
# Windows Store app package directories and files
|
||||
AppPackages/
|
||||
BundleArtifacts/
|
||||
Package.StoreAssociation.xml
|
||||
_pkginfo.txt
|
||||
*.appx
|
||||
*.appxbundle
|
||||
*.appxupload
|
||||
|
||||
# Visual Studio cache files
|
||||
# files ending in .cache can be ignored
|
||||
*.[Cc]ache
|
||||
# but keep track of directories ending in .cache
|
||||
!?*.[Cc]ache/
|
||||
|
||||
# Others
|
||||
ClientBin/
|
||||
~$*
|
||||
*~
|
||||
*.dbmdl
|
||||
*.dbproj.schemaview
|
||||
*.jfm
|
||||
*.pfx
|
||||
*.publishsettings
|
||||
orleans.codegen.cs
|
||||
|
||||
# Including strong name files can present a security risk
|
||||
# (https://github.com/github/gitignore/pull/2483#issue-259490424)
|
||||
#*.snk
|
||||
|
||||
# Since there are multiple workflows, uncomment next line to ignore bower_components
|
||||
# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
|
||||
#bower_components/
|
||||
|
||||
# RIA/Silverlight projects
|
||||
Generated_Code/
|
||||
|
||||
# Backup & report files from converting an old project file
|
||||
# to a newer Visual Studio version. Backup files are not needed,
|
||||
# because we have git ;-)
|
||||
_UpgradeReport_Files/
|
||||
Backup*/
|
||||
UpgradeLog*.XML
|
||||
UpgradeLog*.htm
|
||||
ServiceFabricBackup/
|
||||
*.rptproj.bak
|
||||
|
||||
# SQL Server files
|
||||
*.mdf
|
||||
*.ldf
|
||||
*.ndf
|
||||
|
||||
# Business Intelligence projects
|
||||
*.rdl.data
|
||||
*.bim.layout
|
||||
*.bim_*.settings
|
||||
*.rptproj.rsuser
|
||||
*- [Bb]ackup.rdl
|
||||
*- [Bb]ackup ([0-9]).rdl
|
||||
*- [Bb]ackup ([0-9][0-9]).rdl
|
||||
|
||||
# Microsoft Fakes
|
||||
FakesAssemblies/
|
||||
|
||||
# GhostDoc plugin setting file
|
||||
*.GhostDoc.xml
|
||||
|
||||
# Node.js Tools for Visual Studio
|
||||
.ntvs_analysis.dat
|
||||
node_modules/
|
||||
|
||||
# Visual Studio 6 build log
|
||||
*.plg
|
||||
|
||||
# Visual Studio 6 workspace options file
|
||||
*.opt
|
||||
|
||||
# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
|
||||
*.vbw
|
||||
|
||||
# Visual Studio LightSwitch build output
|
||||
**/*.HTMLClient/GeneratedArtifacts
|
||||
**/*.DesktopClient/GeneratedArtifacts
|
||||
**/*.DesktopClient/ModelManifest.xml
|
||||
**/*.Server/GeneratedArtifacts
|
||||
**/*.Server/ModelManifest.xml
|
||||
_Pvt_Extensions
|
||||
|
||||
# Paket dependency manager
|
||||
.paket/paket.exe
|
||||
paket-files/
|
||||
|
||||
# FAKE - F# Make
|
||||
.fake/
|
||||
|
||||
# CodeRush personal settings
|
||||
.cr/personal
|
||||
|
||||
# Python Tools for Visual Studio (PTVS)
|
||||
__pycache__/
|
||||
*.pyc
|
||||
|
||||
# Cake - Uncomment if you are using it
|
||||
# tools/**
|
||||
# !tools/packages.config
|
||||
|
||||
# Tabs Studio
|
||||
*.tss
|
||||
|
||||
# Telerik's JustMock configuration file
|
||||
*.jmconfig
|
||||
|
||||
# BizTalk build output
|
||||
*.btp.cs
|
||||
*.btm.cs
|
||||
*.odx.cs
|
||||
*.xsd.cs
|
||||
|
||||
# OpenCover UI analysis results
|
||||
OpenCover/
|
||||
|
||||
# Azure Stream Analytics local run output
|
||||
ASALocalRun/
|
||||
|
||||
# MSBuild Binary and Structured Log
|
||||
*.binlog
|
||||
|
||||
# NVidia Nsight GPU debugger configuration file
|
||||
*.nvuser
|
||||
|
||||
# MFractors (Xamarin productivity tool) working folder
|
||||
.mfractor/
|
||||
|
||||
# Local History for Visual Studio
|
||||
.localhistory/
|
||||
|
||||
# BeatPulse healthcheck temp database
|
||||
healthchecksdb
|
||||
|
||||
# Backup folder for Package Reference Convert tool in Visual Studio 2017
|
||||
MigrationBackup/
|
||||
|
||||
# Ionide (cross platform F# VS Code tools) working folder
|
||||
.ionide/
|
||||
|
||||
# Fody - auto-generated XML schema
|
||||
FodyWeavers.xsd
|
BIN
.vscode.zip
Normal file
BIN
.vscode.zip
Normal file
Binary file not shown.
82
Chouka.cs
Normal file
82
Chouka.cs
Normal file
|
@ -0,0 +1,82 @@
|
|||
|
||||
namespace Debug;
|
||||
public class ChouKa
|
||||
{
|
||||
// 10 20 30 50 60 70 80 90
|
||||
int currentsize = 0;
|
||||
int baodinum = 70; //第一次保底80 往后就用随机数80 ~ 90
|
||||
int waisize = 0; //歪的几率 第一次肯定不歪
|
||||
string[] putong = ["1", "2", "3"];//普通物品
|
||||
string[] waile = ["薄荷", "铁锈会员10天"];// 设置歪的物品
|
||||
string baozan = "name";//设置本次UP池 精品 只能有一个
|
||||
|
||||
//创建随机数生成器
|
||||
private readonly Random random = new();
|
||||
public ChouKa()
|
||||
{
|
||||
// 清除控制台屏幕
|
||||
Console.Clear();
|
||||
do
|
||||
{
|
||||
Console.WriteLine("请输入抽卡次数 1-10/0返回主页");
|
||||
var input = Console.ReadLine(); // 这一行会读取用户的输入
|
||||
if (int.TryParse(input, out int number))
|
||||
{
|
||||
if (number == 0)
|
||||
{
|
||||
break;
|
||||
}
|
||||
if (number > 0 && number < 11)
|
||||
{
|
||||
for (int i = 0; i < number; i++)
|
||||
{
|
||||
Start();
|
||||
}
|
||||
}
|
||||
}
|
||||
} while (true);
|
||||
// Console.WriteLine("退出抽卡系统,请按任意键结束");
|
||||
// 清除控制台屏幕
|
||||
Console.Clear();
|
||||
}
|
||||
|
||||
public void Start()
|
||||
{
|
||||
// 生成一个1到100之间的随机数
|
||||
var randomNumber = 0;
|
||||
do
|
||||
{
|
||||
randomNumber = random.Next(1, 101); // 生成1到100之间的随机数
|
||||
// Console.WriteLine(randomNumber + " " + random.NextDouble());
|
||||
// 如果生成的数大于70,则有一定概率重新生成
|
||||
|
||||
if (randomNumber > baodinum && random.NextDouble() > currentsize / 100)
|
||||
{
|
||||
randomNumber = -1; // 使用-1作为标记,表示需要重新生成
|
||||
}
|
||||
} while (randomNumber == -1); // 如果标记为-1,则重新生成
|
||||
currentsize++;
|
||||
if (randomNumber < baodinum && currentsize < baodinum)
|
||||
{
|
||||
Console.Write(" 普通:" + putong[new Random().Next(0, putong.Length)] + " ");//普通抽卡结果
|
||||
}
|
||||
else
|
||||
{
|
||||
int v = random.Next(0, 6);
|
||||
// 判断是否歪
|
||||
if (v < waisize)
|
||||
{
|
||||
int v1 = new Random().Next(0, waile.Length);
|
||||
Console.Write(" 歪了:" + waile[v1] + " ");
|
||||
waisize--;
|
||||
}
|
||||
else
|
||||
{
|
||||
Console.Write(" 精品:" + baozan + " ");
|
||||
waisize = new Random().Next(0, 6);
|
||||
baodinum = random.Next(80, 91);
|
||||
currentsize = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
14
Debug.csproj
Normal file
14
Debug.csproj
Normal file
|
@ -0,0 +1,14 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<PropertyGroup>
|
||||
<OutputType>Exe</OutputType>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<ImplicitUsings>enable</ImplicitUsings>
|
||||
<Nullable>enable</Nullable>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<PackageReference Include="NAudio" Version="2.2.1" />
|
||||
</ItemGroup>
|
||||
|
||||
</Project>
|
25
Debug.sln
Normal file
25
Debug.sln
Normal file
|
@ -0,0 +1,25 @@
|
|||
|
||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||
# Visual Studio Version 17
|
||||
VisualStudioVersion = 17.5.002.0
|
||||
MinimumVisualStudioVersion = 10.0.40219.1
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Debug", "Debug.csproj", "{50C9FAAA-6ECF-4CFC-991A-1FF8BDA1816C}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Any CPU = Debug|Any CPU
|
||||
Release|Any CPU = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{50C9FAAA-6ECF-4CFC-991A-1FF8BDA1816C}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{50C9FAAA-6ECF-4CFC-991A-1FF8BDA1816C}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{50C9FAAA-6ECF-4CFC-991A-1FF8BDA1816C}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{50C9FAAA-6ECF-4CFC-991A-1FF8BDA1816C}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
GlobalSection(ExtensibilityGlobals) = postSolution
|
||||
SolutionGuid = {75A149FC-155B-4A84-A968-B40C51A2D237}
|
||||
EndGlobalSection
|
||||
EndGlobal
|
20
Debug.xsd
Normal file
20
Debug.xsd
Normal file
|
@ -0,0 +1,20 @@
|
|||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema">
|
||||
<xs:element name="Project">
|
||||
<xs:complexType>
|
||||
<xs:sequence>
|
||||
<xs:element name="PropertyGroup">
|
||||
<xs:complexType>
|
||||
<xs:sequence>
|
||||
<xs:element name="OutputType" type="xs:string" />
|
||||
<xs:element name="TargetFramework" type="xs:string" />
|
||||
<xs:element name="ImplicitUsings" type="xs:string" />
|
||||
<xs:element name="Nullable" type="xs:string" />
|
||||
</xs:sequence>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
</xs:sequence>
|
||||
<xs:attribute name="Sdk" use="required" />
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
</xs:schema>
|
204
Mod.cs
Normal file
204
Mod.cs
Normal file
|
@ -0,0 +1,204 @@
|
|||
|
||||
using Debug;
|
||||
using Microsoft.VisualBasic;
|
||||
using Microsoft.Win32;
|
||||
/// <summary>
|
||||
/// 模组搜索引擎操作
|
||||
/// </summary>
|
||||
public class Mod
|
||||
{
|
||||
private static DateTime StartTime;
|
||||
/// <summary>
|
||||
/// 结束时间
|
||||
/// </summary>
|
||||
private static void EndTime()
|
||||
{
|
||||
Console.WriteLine("结束" + (DateTime.Now - StartTime).TotalMilliseconds + "ms");
|
||||
}
|
||||
|
||||
private readonly bool Isdot = true;
|
||||
private readonly List<string> ExcludeFile = [
|
||||
"Android", "androidword", "Java",
|
||||
"Linux", "linuxword", "Mac",
|
||||
"Windows", "Windows 10", "Steam",
|
||||
"Genshin Impact Game", "Godot", "Gradle",
|
||||
"WeGame", "Mental Omega", "WeGameApps",
|
||||
"ramboplayGame", "QQ", "QQWORD","Microsoft SDKs","Creator","editors","AndroidSDK","SDK","Pr","PR","PS","Ps","WE",
|
||||
"androidstudioword","xshell7"
|
||||
];
|
||||
public string FileDir = string.Empty;
|
||||
|
||||
public Mod()
|
||||
{
|
||||
Console.Clear();
|
||||
var SearchMode = 1;
|
||||
do
|
||||
{
|
||||
Program.printfLine("输入 1.默认搜索 2.只执行steam搜索 3.只执行全盘搜索 0.返回主页");
|
||||
var v = Console.ReadLine();
|
||||
if (int.TryParse(v, out int i))
|
||||
{
|
||||
SearchMode = i;
|
||||
if (SearchMode == 0)
|
||||
{
|
||||
Console.Clear();
|
||||
break;
|
||||
}
|
||||
// StartTime = DateTime.Now;
|
||||
if (SearchMode == 1 || SearchMode == 2)
|
||||
{
|
||||
steam();//先看看steam中有没有安装铁锈战争
|
||||
//steam中没有安装铁锈战争扫全盘
|
||||
}
|
||||
if (SearchMode == 1 || SearchMode == 3)
|
||||
{
|
||||
if (FileDir == string.Empty)
|
||||
{
|
||||
init();
|
||||
}
|
||||
}
|
||||
if (!string.IsNullOrEmpty(FileDir))
|
||||
{
|
||||
Program.printfLine("找到了:" + FileDir);
|
||||
}
|
||||
}
|
||||
} while (true);
|
||||
|
||||
}
|
||||
private void steam()
|
||||
{
|
||||
var steamPath = GetSteamInstallPath();
|
||||
if (!string.IsNullOrEmpty(steamPath))
|
||||
{
|
||||
string v = Path.Combine(steamPath, "steamapps\\common\\Rusted Warfare");
|
||||
// Program.printfLine("找到了:" + v);
|
||||
if (Directory.Exists(v))
|
||||
{
|
||||
|
||||
FileDir = v;
|
||||
// EndTime();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private void init()
|
||||
{
|
||||
var allDrives = DriveInfo.GetDrives();
|
||||
foreach (var d in allDrives)
|
||||
{
|
||||
Console.WriteLine();
|
||||
if (d.IsReady == true)
|
||||
{
|
||||
var name = d.Name;
|
||||
if (ExcludeFile.Contains(name))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (name.Equals("C:\\"))
|
||||
{
|
||||
FileSearch(name);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (Directory.Exists(name + "/Rusted Warfare"))
|
||||
{
|
||||
EndTime();
|
||||
break;
|
||||
}
|
||||
else
|
||||
{
|
||||
FileSearch(name);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsSearch = true;
|
||||
private void FileSearch(string path)
|
||||
{
|
||||
try
|
||||
{
|
||||
foreach (var file in Directory.EnumerateDirectories(path))
|
||||
{
|
||||
if (!IsSearch)
|
||||
{
|
||||
return;
|
||||
}
|
||||
var name = Path.GetFileName(file);
|
||||
if (Isdot && name.StartsWith("."))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
if (ExcludeFile.Contains(name))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
if (name.Equals("Rusted Warfare"))
|
||||
{
|
||||
FileDir = file;
|
||||
EndTime();
|
||||
break;
|
||||
}
|
||||
else
|
||||
{
|
||||
FileSearch(file);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
catch (UnauthorizedAccessException)
|
||||
{
|
||||
Console.WriteLine($"Access denied for: {path}");
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Console.WriteLine($"Error accessing directory '{path}': {ex.Message}");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private static string GetSteamInstallPath()
|
||||
{
|
||||
var installPath = GetInstallPathFromKey(@"Software\Valve\Steam");
|
||||
|
||||
if (string.IsNullOrEmpty(installPath))
|
||||
{
|
||||
installPath = GetInstallPathFromKey(@"SOFTWARE\Wow6432Node\Valve\Steam");
|
||||
}
|
||||
|
||||
return installPath;
|
||||
|
||||
string GetInstallPathFromKey(string subKey)
|
||||
{
|
||||
using (RegistryKey key = Registry.CurrentUser.OpenSubKey(subKey))
|
||||
{
|
||||
if (key != null)
|
||||
{
|
||||
object path = key.GetValue("InstallPath");
|
||||
if (path != null)
|
||||
{
|
||||
return (string)path;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
using (RegistryKey key = Registry.LocalMachine.OpenSubKey(subKey))
|
||||
{
|
||||
if (key != null)
|
||||
{
|
||||
var path = key.GetValue("InstallPath");
|
||||
if (path != null)
|
||||
{
|
||||
return (string)path;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return string.Empty;
|
||||
}
|
||||
}
|
||||
}
|
217
ModelingMusic/Music.cs
Normal file
217
ModelingMusic/Music.cs
Normal file
|
@ -0,0 +1,217 @@
|
|||
|
||||
using System.Diagnostics;
|
||||
|
||||
namespace Debug.ModelingMusic;
|
||||
public class Music
|
||||
{
|
||||
|
||||
//选择的模式
|
||||
public static int mode = 0;
|
||||
public Music()
|
||||
{
|
||||
Console.Clear();
|
||||
do
|
||||
{
|
||||
Program.printfLine("模拟音游 1.0 by ");
|
||||
Program.printfLine("1.启动 2.测试下落 3.指定字符串 4.随机指定字符串下落 5.扬声器节奏 0.退出");
|
||||
var v = Console.ReadLine();
|
||||
if (int.TryParse(v, out int i))
|
||||
{
|
||||
mode = i;
|
||||
if (i == 0)
|
||||
{
|
||||
//退出程序
|
||||
Environment.Exit(0);
|
||||
return;
|
||||
}
|
||||
Init().GetAwaiter().GetResult(); // 启动
|
||||
return;
|
||||
}
|
||||
} while (true);
|
||||
|
||||
}
|
||||
private int consoleWidth = 0, consoleHeight = 0;
|
||||
private async Task Init()
|
||||
{
|
||||
Console.CursorVisible = false; // 隐藏光标
|
||||
Console.Clear();
|
||||
Program.printf("加载资源中");
|
||||
|
||||
// 获取控制台的大小
|
||||
consoleWidth = Console.WindowWidth;
|
||||
consoleHeight = Console.WindowHeight - 1;
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
Program.printf("·");
|
||||
await Task.Delay(300);
|
||||
}
|
||||
Console.WriteLine();
|
||||
Program.printfLine("加载完成");
|
||||
await Task.Delay(500);
|
||||
Console.Clear();
|
||||
|
||||
setCharArry();
|
||||
switch (mode)
|
||||
{//默认模式
|
||||
case 1:
|
||||
new Thread(MusicDebug.Default).Start();
|
||||
break;
|
||||
case 2:
|
||||
new Thread(MusicDebug.DebugDefault).Start();
|
||||
break;
|
||||
case 3:
|
||||
case 4:
|
||||
{
|
||||
Console.CursorVisible = true; // 隐藏光标
|
||||
Console.WriteLine("请输入字符串");
|
||||
string? v = Console.ReadLine();
|
||||
//string转成char[]
|
||||
char[] ch = v!.ToCharArray();
|
||||
if (mode == 3)
|
||||
{
|
||||
//指定字符串模式
|
||||
new Thread(() => MusicDebug.DesignateDown(ch)).Start();
|
||||
}
|
||||
else
|
||||
{
|
||||
//随机指定字符串下落
|
||||
new Thread(() => MusicDebug.DesignateRandmoDown(ch)).Start();
|
||||
}
|
||||
break;
|
||||
}
|
||||
case 5:
|
||||
new Thread(MusicDebug.MusicRhythm).Start();
|
||||
//MusicDebug.();
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
Console.CursorVisible = false; // 隐藏光标
|
||||
new Thread(PrintCharArray).Start();
|
||||
// 等待用户按下任意键后退出
|
||||
// Console.ReadKey();
|
||||
}
|
||||
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 随机字符下落
|
||||
/// </summary>
|
||||
private static readonly Random random = new();
|
||||
//常量
|
||||
|
||||
public const char ShowChar = ' ';
|
||||
//Y,X
|
||||
public static readonly Point[,] chars = new Point[10, 30];
|
||||
public static void Down(char a)
|
||||
{
|
||||
// 随机生成字符出现的初始位置
|
||||
|
||||
// 设置光标位置
|
||||
ConsoleColor Color = ConsoleColor.White;
|
||||
int v = random.Next(0, 2);
|
||||
switch (v)
|
||||
{
|
||||
case 0:
|
||||
Color = ConsoleColor.Red;
|
||||
break;
|
||||
case 1:
|
||||
Color = ConsoleColor.Blue;
|
||||
break;
|
||||
}
|
||||
|
||||
// 让字符从初始位置下落
|
||||
int x = random.Next(0, chars.GetLength(1));
|
||||
for (int y = 0; y < chars.GetLength(0); y++) // 注意这里使用consoleHeight
|
||||
{
|
||||
// 移动到下一行
|
||||
chars[y, x].Char = a;
|
||||
if (y > 0)
|
||||
{
|
||||
chars[y - 1, x].Char = ShowChar;
|
||||
}
|
||||
chars[y, x].Color = Color;
|
||||
Thread.Sleep(random.Next(60, 120)); // 控制字符下落速度
|
||||
|
||||
}
|
||||
Thread.Sleep(50);
|
||||
chars[chars.GetLength(0) - 1, x].Char = ShowChar;
|
||||
}
|
||||
private static long item = 0;
|
||||
// 定义一个方法来打印二维字符数组
|
||||
|
||||
public static void PrintCharArray()
|
||||
{
|
||||
var stopwatch = new Stopwatch();
|
||||
|
||||
int frameCount = 0;
|
||||
double totalTime = 0;
|
||||
int i; int j;
|
||||
var a = chars.GetLength(0);
|
||||
var b = chars.GetLength(1);
|
||||
while (true)
|
||||
{
|
||||
stopwatch.Restart();
|
||||
|
||||
Console.Clear(); Console.SetCursorPosition(0, 0);
|
||||
|
||||
for (i = 0; i < a; i++)
|
||||
{
|
||||
for (j = 0; j < b; j++)
|
||||
{
|
||||
Console.ForegroundColor = chars[i, j].Color;
|
||||
Console.Write($" {chars[i, j].Char} ");
|
||||
item++;
|
||||
if (item > 100000)
|
||||
{
|
||||
GC.Collect(); item = 0;
|
||||
}
|
||||
}
|
||||
Console.WriteLine();
|
||||
}
|
||||
switch (new Random().Next(0, 2))
|
||||
{
|
||||
case 0:
|
||||
Console.ForegroundColor = ConsoleColor.Red;
|
||||
break;
|
||||
case 1:
|
||||
Console.ForegroundColor = ConsoleColor.Blue;
|
||||
break;
|
||||
}
|
||||
for (i = 0; i < b; i++)
|
||||
{
|
||||
|
||||
Console.Write("---");
|
||||
}
|
||||
|
||||
Console.ResetColor();
|
||||
Console.SetCursorPosition(0, 1);// 设定光标位置到第二行
|
||||
|
||||
// 停止计时并计算本帧的处理时间
|
||||
stopwatch.Stop();
|
||||
double elapsedMilliseconds = stopwatch.Elapsed.TotalMilliseconds;
|
||||
totalTime += elapsedMilliseconds;
|
||||
frameCount++;
|
||||
// 计算帧率
|
||||
double fps = frameCount / (totalTime / 1000.0);
|
||||
|
||||
Console.WriteLine($" {fps:0} FPS");
|
||||
// 保持每秒约16.67ms(即大约60 FPS)的间隔
|
||||
// Thread.Sleep(Math.Max(0, 60 - (int)elapsedMilliseconds));
|
||||
|
||||
//死方法 不知道为什么 控制台限制60 帧这样闪烁不会太严重
|
||||
Thread.Sleep(100);
|
||||
}
|
||||
}
|
||||
private void setCharArry()
|
||||
{
|
||||
for (int i = 0; i < chars.GetLength(0); i++)
|
||||
{
|
||||
for (int j = 0; j < chars.GetLength(1); j++)
|
||||
{
|
||||
chars[i, j] = new Point(); // 初始化每个元素
|
||||
}
|
||||
// Console.WriteLine();
|
||||
}
|
||||
}
|
||||
}
|
183
ModelingMusic/MusicDebug.cs
Normal file
183
ModelingMusic/MusicDebug.cs
Normal file
|
@ -0,0 +1,183 @@
|
|||
|
||||
using NAudio.Wave;
|
||||
|
||||
namespace Debug.ModelingMusic;
|
||||
public class MusicDebug
|
||||
{
|
||||
|
||||
/// <summary>
|
||||
/// 默认模式
|
||||
/// </summary>
|
||||
public static void Default()
|
||||
{
|
||||
do
|
||||
{
|
||||
var keyInfo = Console.ReadKey(true);
|
||||
// // 输出按下的键的信息,这里只是为了演示
|
||||
if (keyInfo.Key == ConsoleKey.Escape)
|
||||
{
|
||||
Console.Clear();
|
||||
//关闭程序
|
||||
Environment.Exit(0);
|
||||
break;
|
||||
}
|
||||
char keyChar = keyInfo.KeyChar;
|
||||
if ((keyChar >= 'A' && keyChar <= 'Z') || (keyChar >= 'a' && keyChar <= 'z'))
|
||||
{
|
||||
new Thread(() => Music.Down(keyChar)).Start();
|
||||
}
|
||||
} while (true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 随机下落测试模式
|
||||
/// </summary>
|
||||
public static void DebugDefault()
|
||||
{
|
||||
Console.Clear();
|
||||
Console.CursorVisible = false; // 隐藏光标
|
||||
var random = new Random();
|
||||
|
||||
while (true)
|
||||
{
|
||||
//随机生成 a-z和A-Z
|
||||
var ch = (char)(random.Next(26) + 65);
|
||||
new Thread(() => Music.Down(ch)).Start();
|
||||
|
||||
//随机暂停
|
||||
Thread.Sleep(random.Next(1000));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 指定下落字符串
|
||||
/// </summary>
|
||||
public static void DesignateDown(char[] ch)
|
||||
{
|
||||
Console.Clear();
|
||||
var random = new Random();
|
||||
|
||||
while (true)
|
||||
{
|
||||
for (int v = 0; v < ch.Length; v++)
|
||||
{
|
||||
new Thread(() => Music.Down(ch[v])).Start();
|
||||
//随机暂停
|
||||
Thread.Sleep(random.Next(1000));
|
||||
}
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// 随机指定下落字符串
|
||||
/// </summary>
|
||||
public static void DesignateRandmoDown(char[] ch)
|
||||
{
|
||||
Console.Clear();
|
||||
var random = new Random();
|
||||
|
||||
while (true)
|
||||
{
|
||||
int v = random.Next(0, ch.Length);
|
||||
new Thread(() => Music.Down(ch[v])).Start();
|
||||
//随机暂停
|
||||
Thread.Sleep(random.Next(600));
|
||||
}
|
||||
}
|
||||
|
||||
public static void MusicRhythm()
|
||||
{
|
||||
|
||||
WasapiLoopbackCapture cap = new WasapiLoopbackCapture();
|
||||
cap.DataAvailable += (sender, e) =>
|
||||
{
|
||||
float[] allSamples = Enumerable
|
||||
.Range(0, e.BytesRecorded / 4)
|
||||
.Select(i => BitConverter.ToSingle(e.Buffer, i * 4))
|
||||
.ToArray();
|
||||
|
||||
int channelCount = cap.WaveFormat.Channels;
|
||||
float[][] channelSamples = Enumerable
|
||||
.Range(0, channelCount)
|
||||
.Select(channel => Enumerable
|
||||
.Range(0, allSamples.Length / channelCount)
|
||||
.Select(i => allSamples[channel + i * channelCount])
|
||||
.ToArray())
|
||||
.ToArray();
|
||||
|
||||
float[] averageSamples = Enumerable
|
||||
.Range(0, allSamples.Length / channelCount)
|
||||
.Select(index => Enumerable
|
||||
.Range(0, channelCount)
|
||||
.Select(channel => channelSamples[channel][index])
|
||||
.Average())
|
||||
.ToArray();
|
||||
|
||||
float rmsVolume = CalculateRMS(averageSamples);
|
||||
//Console.Clear();
|
||||
DrawVolumeBar(rmsVolume);
|
||||
//Console.WriteLine($"RMS Volume: {rmsVolume}");
|
||||
|
||||
Thread.Sleep(100);
|
||||
};
|
||||
|
||||
cap.StartRecording();
|
||||
Console.ReadKey();
|
||||
}
|
||||
|
||||
static float CalculateRMS(float[] samples)
|
||||
{
|
||||
if (samples.Length == 0) return 0;
|
||||
float sumOfSquares = samples.Sum(sample => sample * sample);
|
||||
return (float)Math.Sqrt(sumOfSquares / samples.Length);
|
||||
}
|
||||
|
||||
static void DrawVolumeBar(float rmsVolume)
|
||||
{
|
||||
// Console.Write(rmsVolume);
|
||||
int barLength = Music.chars.GetLength(1); // 控制条长度
|
||||
int filledLength = Math.Min((int)(rmsVolume * 1000), barLength);
|
||||
//Console.WriteLine($"[{bar}]");
|
||||
// 在数组的最后一行(Y=9)绘制音量条
|
||||
for (int x = 0; x < Music.chars.GetLength(1); x++)
|
||||
{
|
||||
Music.chars[9, x].Color = ConsoleColor.DarkCyan;
|
||||
if (x < filledLength)
|
||||
{
|
||||
|
||||
Music.chars[9, x].Char = '#'; // 绘制音量条
|
||||
}
|
||||
else
|
||||
{
|
||||
Music.chars[9, x].Char = Music.ShowChar;
|
||||
}
|
||||
}
|
||||
}
|
||||
public static void MusicRhythm(FileInfo file)
|
||||
{
|
||||
// 创建一个 WasapiLoopbackCapture 对象来捕获系统音频输出
|
||||
using (var capture = new WasapiLoopbackCapture())
|
||||
{
|
||||
// 创建一个 WaveFileWriter 用于保存捕获的音频到文件
|
||||
using (var writer = new WaveFileWriter(file.FullName, capture.WaveFormat))
|
||||
{
|
||||
// 订阅 DataAvailable 事件,处理捕获到的音频数据
|
||||
capture.DataAvailable += (s, e) =>
|
||||
{
|
||||
// 将捕获的音频数据写入文件
|
||||
writer.Write(e.Buffer, 0, e.BytesRecorded);
|
||||
};
|
||||
|
||||
// 启动音频捕获
|
||||
capture.StartRecording();
|
||||
|
||||
Console.WriteLine("正在捕获音频... 按任意键停止。");
|
||||
Console.ReadKey();
|
||||
|
||||
// 停止音频捕获
|
||||
capture.StopRecording();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
6
ModelingMusic/MusicForm.cs
Normal file
6
ModelingMusic/MusicForm.cs
Normal file
|
@ -0,0 +1,6 @@
|
|||
|
||||
namespace Debug.ModelingMusic;
|
||||
|
||||
public class MusicForm
|
||||
{
|
||||
}
|
23
ModelingMusic/Point.cs
Normal file
23
ModelingMusic/Point.cs
Normal file
|
@ -0,0 +1,23 @@
|
|||
|
||||
namespace Debug.ModelingMusic;
|
||||
|
||||
public partial class Point
|
||||
{
|
||||
public ConsoleColor Color = Console.ForegroundColor;
|
||||
public char Char = Music.ShowChar;
|
||||
|
||||
public Point()
|
||||
{
|
||||
int v = new Random().Next(0, 2);
|
||||
switch (v)
|
||||
{
|
||||
case 0:
|
||||
Color = ConsoleColor.Red;
|
||||
break;
|
||||
case 1:
|
||||
Color = ConsoleColor.Blue;
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
64
Program.cs
Normal file
64
Program.cs
Normal file
|
@ -0,0 +1,64 @@
|
|||
|
||||
|
||||
using System.Diagnostics;
|
||||
using System.Runtime.InteropServices;
|
||||
using Debug.ModelingMusic;
|
||||
namespace Debug;
|
||||
|
||||
/// <summary>
|
||||
/// 主程序入口 参考 https://blog.csdn.net/oscar999/article/details/141370223
|
||||
/// 在VS Code的终端中,使用dotnet build命令来编译项目。这将在项目目录中生成一个bin文件夹,其中包含编译后的程序集。
|
||||
/// 使用dotnet run命令来运行项目。这将编译项目(如果尚未编译)并运行编译后的程序。
|
||||
/// </summary>
|
||||
public class Program
|
||||
{
|
||||
public static void printf(object a)
|
||||
{
|
||||
Console.Write(a);
|
||||
}
|
||||
public static void printfLine(object a)
|
||||
{
|
||||
Console.WriteLine(a);
|
||||
}
|
||||
|
||||
[DllImport("kernel32.dll")]
|
||||
private static extern bool SetConsoleTitle(string title);
|
||||
//开始计时
|
||||
public static void Main(string[] args)
|
||||
{
|
||||
// 设置控制台标题为一个独特的字符串
|
||||
SetConsoleTitle("Tools");
|
||||
_ = new Program();
|
||||
}
|
||||
public Program()
|
||||
{
|
||||
do
|
||||
{
|
||||
printfLine("请选择你要执行的操作:"); printf(" 0.退出 ");
|
||||
printf(" 1.抽拉 "); printf(" 2.铁锈位置搜索引擎 ");
|
||||
Console.WriteLine();
|
||||
var v = Console.ReadLine();
|
||||
if (int.TryParse(v, out var i))
|
||||
{
|
||||
switch (i)
|
||||
{
|
||||
case 0:
|
||||
Environment.Exit(0);
|
||||
break;
|
||||
case 1:
|
||||
_ = new ChouKa();
|
||||
break;
|
||||
case 2:
|
||||
_ = new Mod();
|
||||
break;
|
||||
case 3:
|
||||
_ = new Music();
|
||||
return;
|
||||
default:
|
||||
printfLine("还没有这个功能");
|
||||
break;
|
||||
}
|
||||
}
|
||||
} while (true);
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user