/*--- Method: public ------------------------------------------------------------------------------------------------------------------------------------------*/ /*--- Method: private -----------------------------------------------------------------------------------------------------------------------------------------*/ /// <summary> デザイン用データ(パターン1)の生成 /// </summary> private void createDesingData_P001() { base.TimelineComponent = new Component.TimelineComponent(model); base.OverlayViewComponent = new Component.OverlayViewComponent(model); model.PluginSettingsData.ActCheckBoxValue = false; for (double d = 0; d < (double)60.0; d += (double)1.0) { TimelineActivityData item = new TimelineActivityData(); item.Index = Convert.ToInt32(d * 10); item.TimeFromStart = d; switch (item.Index) { case 1: item.Name = "デザイン@" + TimelineType.UNKNOWN.ToString(); item.TimelineType = TimelineType.UNKNOWN; break; case 2: item.Name = "デザイン@" + TimelineType.TANK.ToString(); item.TimelineType = TimelineType.TANK; break; case 3: item.Name = "デザイン@" + TimelineType.DPS.ToString(); item.TimelineType = TimelineType.DPS; break; case 4: item.Name = "デザイン@" + TimelineType.HEALER.ToString(); item.TimelineType = TimelineType.HEALER; break; case 5: item.Name = "デザイン@" + TimelineType.PET.ToString(); item.TimelineType = TimelineType.PET; break; case 6: item.Name = "デザイン@" + TimelineType.GIMMICK.ToString(); item.TimelineType = TimelineType.GIMMICK; break; default: item.Name = "デザイン@" + item.TimeFromStart.ToString(); item.TimelineType = TimelineType.ENEMY; break; } base.TimelineComponent.TimelineObjectModel.ActivityCollection.Add(item); base.OverlayViewComponent.OverlayDataModel.OverlayViewData.TimelineViewSource = new System.Windows.Data.CollectionViewSource() { Source = base.TimelineComponent.TimelineObjectModel.ActivityCollection }; } }
/*--- Method: public ------------------------------------------------------------------------------------------------------------------------------------------*/ #region --- Set Data ----- /// <summary> タイムラインアイテムを解析し、データにタイムラインタイプを設定します。 /// </summary> /// <param name="pTimelineItemD"> 解析と設定を実行するデータ </param> public void SetTimelineType(TimelineActivityData pTimelineActivityD) { pTimelineActivityD.TimelineType = this.TimelineTypeAnalyz(pTimelineActivityD.Name); }
/// <summary> タイムラインアイテムを解析し、データにタイムラインジョブを設定します。 /// </summary> /// <param name="pTimelineItemD"> 解析と設定を実行するデータ </param> public void SetTimelineJob(TimelineActivityData pTimelineActivityD) { pTimelineActivityD.JobType = this.JobAnalyz(pTimelineActivityD.Name); }
/*--- Method: public ------------------------------------------------------------------------------------------------------------------------------------------*/ /// <summary> プレビュー用データの作成を実行します。 /// </summary> public void CreatePreviewData() { this.TimerData.CurrentCombatTime = 2.5; for (double d = 0; d < 14.0; d += 1.0) { TimelineActivityData item = new TimelineActivityData(); item.Index = Convert.ToInt32(d); item.TimeFromStart = d; item.TimerData = this.TimerData; switch (item.Index) { case 0: item.Name = "Type:ENEMY"; item.TimelineType = TimelineType.ENEMY; item.TimelineAnchorData = new TimelineAnchorData() { Jump = -1 }; item.TimelineAlert = new TimelineAlertObjectModel(); item.Duration = 3; break; case 1: item.Name = "メガフレア"; item.TimelineType = TimelineType.ENEMY; item.Duration = 3; item.TimelineAnchorData = new TimelineAnchorData() { Jump = 1 }; item.TimelineAlert = new TimelineAlertObjectModel(); break; case 2: item.Name = "[G] Type:GIMMICK"; item.TimelineType = TimelineType.GIMMICK; item.Duration = 3; item.TimelineAnchorData = new TimelineAnchorData() { Jump = -1 }; item.TimelineAlert = new TimelineAlertObjectModel(); break; case 3: item.Name = "[G] 9時方向に増援"; item.TimelineType = TimelineType.GIMMICK; item.TimelineAnchorData = new TimelineAnchorData() { Jump = 1 }; item.TimelineAlert = new TimelineAlertObjectModel(); break; case 4: item.Name = "[T] Type:TANK"; item.TimelineType = TimelineType.TANK; item.TimelineAnchorData = new TimelineAnchorData() { Jump = -1 }; item.TimelineAlert = new TimelineAlertObjectModel(); break; case 5: item.Name = "[T] インビンシブル"; item.TimelineType = TimelineType.TANK; item.TimelineAnchorData = new TimelineAnchorData() { Jump = 1 }; item.TimelineAlert = new TimelineAlertObjectModel(); break; case 6: item.Name = "[D] Type:DPS"; item.TimelineType = TimelineType.DPS; item.TimelineAnchorData = new TimelineAnchorData() { Jump = -1 }; item.TimelineAlert = new TimelineAlertObjectModel(); break; case 7: item.Name = "[D] 捨身"; item.TimelineType = TimelineType.DPS; item.TimelineAlert = new TimelineAlertObjectModel(); item.TimelineAnchorData = new TimelineAnchorData() { Jump = 1 }; break; case 8: item.Name = "[H] Type:HEALER"; item.TimelineType = TimelineType.HEALER; item.TimelineAnchorData = new TimelineAnchorData() { Jump = -1 }; item.TimelineAlert = new TimelineAlertObjectModel(); break; case 9: item.Name = "[H] ストンスキン"; item.TimelineType = TimelineType.HEALER; item.TimelineAnchorData = new TimelineAnchorData() { Jump = 1 }; item.TimelineAlert = new TimelineAlertObjectModel(); break; case 10: item.Name = "[EGI] Type:Pet"; item.TimelineType = TimelineType.PET; item.TimelineAnchorData = new TimelineAnchorData() { Jump = -1 }; item.TimelineAlert = new TimelineAlertObjectModel(); break; case 11: item.Name = "[FAIRY] 光の囁き"; item.TimelineType = TimelineType.PET; item.TimelineAnchorData = new TimelineAnchorData() { Jump = 1 }; item.TimelineAlert = new TimelineAlertObjectModel(); break; case 12: item.Name = "Type:UNKNOWN"; item.TimelineType = TimelineType.UNKNOWN; item.TimelineAnchorData = new TimelineAnchorData() { Jump = -1 }; item.TimelineAlert = new TimelineAlertObjectModel(); break; case 13: item.Name = "不明型タイムライン"; item.TimelineType = TimelineType.UNKNOWN; item.TimelineAnchorData = new TimelineAnchorData() { Jump = 1 }; item.TimelineAlert = new TimelineAlertObjectModel(); break; default: item.Name = "デザイン@" + item.TimeFromStart.ToString(); item.TimelineType = TimelineType.ENEMY; break; } this.ActivityCollection.Add(item); } }