public static bool Patch_ScheduleLoad3(WuxiaBattleBuffer __instance, WuxiaUnit unit, string bufferId, bool _is_born, bool _first)
 {
     if (bufferId.IsNullOrEmpty())
     {
         Heluo.Logger.LogError("要附加的BufferId是空值", "AddBuffer", "C:\\PathOfWuxia\\PathOfWuxia\\Assets\\Scripts\\Battle\\WuxiaBattleBuffer.cs", 119);
         return(false);
     }
     try
     {
         string            path   = string.Format(GameConfig.ButtleBufferPath, GameConfig.Language, bufferId + ".json");
         Heluo.Data.Buffer buffer = ModJson.FromJsonResource <Heluo.Data.Buffer>(path, false);    // buff大概不用替换id吧..
         __instance.AddBuffer(unit, buffer, _is_born, _first);
     }
     catch
     {
         Heluo.Logger.LogError("附加Buffer : " + bufferId + " 失敗", "AddBuffer", "C:\\PathOfWuxia\\PathOfWuxia\\Assets\\Scripts\\Battle\\WuxiaBattleBuffer.cs", 135);
     }
     return(false);
 }
Example #2
0
        public void OnUpdate()
        {
            if (!DebugOn.Value)
            {
                return;
            }
            if (Input.GetKeyDown(NodeDocKey.Value))
            {
                string target = DebugOutDir.Value + "游戏指令(OutputNode)文档.json";
                ModOutputNodeConverter.ExportDoc(target);
                target = DebugOutDir.Value + "txt表格(Item)文档.json";
                ItemDocConverter.ExportDoc(target);
            }
            if (Input.GetKeyDown(NodeFileKey.Value) && !string.IsNullOrEmpty(NodeContent.Value))
            {
                // OutputNode
                string     target     = DebugOutDir.Value + NodeFilePath.Value;
                OutputNode obj        = OutputNodeConvert.Deserialize(NodeContent.Value);
                var        strJsonMod = ModJson.ToJsonMod(obj, typeof(OutputNode), JsonPritty.Value);
                Console.WriteLine("Json版 = " + strJsonMod);
                GlobalLib.ToFile(strJsonMod, target);
            }
            if (Input.GetKeyDown(MovieFileKey.Value) && !string.IsNullOrEmpty(MovieFileId.Value))
            {
                // movie
                string source = string.Format(MovieFileType.Value == MovieType.Cinematic ? GameConfig.CinematicPath : GameConfig.SchedulerPath, MovieFileId.Value);
                string target = string.Format(DebugOutDir.Value + MovieFilePath.Value, MovieFileId.Value);
                var    obj    = ModJson.FromJsonResource <ScheduleGraph.Bundle>(source);
                if (JsonFormat.Value)
                {
                    var strJsonMod = ModJson.ToJsonMod(obj, typeof(ScheduleGraph.Bundle), JsonPritty.Value);
                    Console.WriteLine("Json版 = " + strJsonMod);
                    GlobalLib.ToFile(strJsonMod, target);

                    // 测试读取并对比重新通过Json构建的是否有差
                    var obj2 = ModJson.FromJsonMod <ScheduleGraph.Bundle>(strJsonMod);
                    JsonSerializerSettings originalSetting = new JsonSerializerSettings
                    {
                        Converters = new JsonConverter[]
                        {
                            new OutputNodeJsonConverter()
                        }
                    };
                    string str2 = ModJson.ToJson(obj2, typeof(ScheduleGraph.Bundle), originalSetting, JsonPritty.Value);
                    Console.WriteLine("重构脚本 = " + str2);
                }
                else
                {
                    GlobalLib.ToFile(Game.Resource.LoadString(source), target);
                }
            }
            if (Input.GetKeyDown(BattleFileKey.Value) && !string.IsNullOrEmpty(BattleFileId.Value))
            {
                // battle schedule
                string source = string.Format(GameConfig.BattleSchedulePath, GameConfig.Language, BattleFileId.Value + ".json");
                string target = string.Format(DebugOutDir.Value + BattleFilePath.Value, BattleFileId.Value);
                if (JsonFormat.Value)
                {
                    BattleSchedule obj        = ModJson.FromJsonResource <BattleSchedule>(source);
                    var            strJsonMod = ModJson.ToJsonMod(obj, typeof(BattleSchedule), JsonPritty.Value);
                    Console.WriteLine("Json版 = " + strJsonMod);
                    GlobalLib.ToFile(strJsonMod, target);
                }
                else
                {
                    GlobalLib.ToFile(Game.Resource.LoadString(source), target);
                }
            }
            if (Input.GetKeyDown(BuffFileKey.Value) && !string.IsNullOrEmpty(BuffFileId.Value))
            {
                // buff
                string source = string.Format(GameConfig.ButtleBufferPath, GameConfig.Language, BuffFileId.Value + ".json");
                string target = string.Format(DebugOutDir.Value + BuffFilePath.Value, BuffFileId.Value);
                if (JsonFormat.Value)
                {
                    Heluo.Data.Buffer obj = ModJson.FromJsonResource <Heluo.Data.Buffer>(source);
                    var strJsonMod        = ModJson.ToJsonMod(obj, typeof(Heluo.Data.Buffer), true);
                    Console.WriteLine("Json版 = " + strJsonMod);
                    GlobalLib.ToFile(strJsonMod, target);
                }
                else
                {
                    GlobalLib.ToFile(Game.Resource.LoadString(source), target);
                }
            }
        }
Example #3
0
 public static bool AddBufferPatch_showHideBuff(ref WuxiaBattleBuffer __instance, ref Heluo.Data.Buffer buffer)
 {
     if (showHideBuff.Value)
     {
         if (buffer == null)
         {
             Logger.LogError("要附加的Buffer是空的", "AddBuffer", "D:\\Work\\PathOfWuxia2018_Update\\Assets\\Scripts\\Battle\\WuxiaBattleBuffer.cs", 154);
             return(true);
         }
         if (buffer.IconName == null || buffer.IconName.Equals(string.Empty))
         {
             buffer.IconName = "buff_trait";
         }
     }
     return(true);
 }