/// <summary> /// 读取配置 /// </summary> /// <param name="strFilePath"></param> private void GameAttack_ReadPlacement(string strFilePath) { switch (OperINI.ReadIni("出击", "选定的出击配置", 1.ToString(), strFilePath)) { case "1": this.GameAttack_Placement1_radioButton.Checked = true; break; case "2": this.GameAttack_Placement2_radioButton.Checked = true; break; case "3": this.GameAttack_Placement3_radioButton.Checked = true; break; default: this.GameAttack_Placement1_radioButton.Checked = true; break; } GameAttack_Placement_radioButton_CheckedChanged(null, null); // 出击设置 AttackSetting.PreWaitTime = int.Parse(OperINI.ReadIni("出击", "出击前置等待时间", 0.ToString(), strFilePath)); }
/// <summary> /// 写入配置 /// </summary> /// <param name="strFilePath"></param> private void GameExpedition_WritePlacement(string strFilePath) { OperINI.WriteIni("远征海域", "远征队伍2", (this.GameExpedition_ExpeditionNumber2_comboBox.SelectedIndex + 1).ToString(), strFilePath); OperINI.WriteIni("远征海域", "远征队伍3", (this.GameExpedition_ExpeditionNumber3_comboBox.SelectedIndex + 1).ToString(), strFilePath); OperINI.WriteIni("远征海域", "远征队伍4", (this.GameExpedition_ExpeditionNumber4_comboBox.SelectedIndex + 1).ToString(), strFilePath); // 远征设置 OperINI.WriteIni("远征海域", "远征单发", (ExpeditionSetting.IsSingleDepart).ToString(), strFilePath); OperINI.WriteIni("远征海域", "远征单发等待间隔", ExpeditionSetting.SingleDepartWaitTime.ToString(), strFilePath); OperINI.WriteIni("远征海域", "远征归来等待时间", ExpeditionSetting.ExpeditionWaitTime.ToString(), strFilePath); OperINI.WriteIni("远征海域", "远征归来等待随机时间", ExpeditionSetting.ExpeditionRanWaitTime.ToString(), strFilePath); }
/// <summary> /// 读取配置 /// </summary> /// <param name="strFilePath"></param> private void GameExpedition_ReadPlacement(string strFilePath) { this.GameExpedition_ExpeditionNumber2_comboBox.SelectedIndex = -1; this.GameExpedition_ExpeditionNumber3_comboBox.SelectedIndex = -1; this.GameExpedition_ExpeditionNumber4_comboBox.SelectedIndex = -1; this.GameExpedition_ExpeditionNumber2_comboBox.SelectedIndex = Convert.ToInt32(OperINI.ReadIni("远征海域", "远征队伍2", 2.ToString(), strFilePath)) - 1; this.GameExpedition_ExpeditionNumber3_comboBox.SelectedIndex = Convert.ToInt32(OperINI.ReadIni("远征海域", "远征队伍3", 5.ToString(), strFilePath)) - 1; this.GameExpedition_ExpeditionNumber4_comboBox.SelectedIndex = Convert.ToInt32(OperINI.ReadIni("远征海域", "远征队伍4", 6.ToString(), strFilePath)) - 1; // 远征设置 ExpeditionSetting.IsSingleDepart = bool.Parse(OperINI.ReadIni("远征海域", "远征单发", false.ToString(), strFilePath)); ExpeditionSetting.SingleDepartWaitTime = int.Parse(OperINI.ReadIni("远征海域", "远征单发等待间隔", 0.ToString(), strFilePath)); ExpeditionSetting.ExpeditionWaitTime = int.Parse(OperINI.ReadIni("远征海域", "远征归来等待时间", 0.ToString(), strFilePath)); ExpeditionSetting.ExpeditionRanWaitTime = int.Parse(OperINI.ReadIni("远征海域", "远征归来等待随机时间", 0.ToString(), strFilePath)); }
/// <summary> /// 写入配置 /// </summary> /// <param name="strFilePath"></param> private void GameAttack_WritePlacement(string strFilePath) { var temp = "1"; if (this.GameAttack_Placement1_radioButton.Checked) { temp = "1"; } if (this.GameAttack_Placement2_radioButton.Checked) { temp = "2"; } if (this.GameAttack_Placement3_radioButton.Checked) { temp = "3"; } OperINI.WriteIni("出击", "选定的出击配置", temp, strFilePath); //GameAttack_SavePlacement_combobox_Click(null, null); // 出击设置 OperINI.WriteIni("出击", "出击前置等待时间", AttackSetting.PreWaitTime.ToString(), strFilePath); }
/// <summary> /// 读取文件中的配置 /// </summary> /// <param name="num"></param> private void ReadPlacement(int num) { string strFilePath = Application.StartupPath + @"\配置文件.ini"; this.GameAttack_Seas_combobox.SelectedIndex = Convert.ToInt32(OperINI.ReadIni($"出击配置{num}", "出击海域", 1.ToString(), strFilePath)) - 1; this.GameAttack_Map_combobox.SelectedIndex = Convert.ToInt32(OperINI.ReadIni($"出击配置{num}", "出击地图", 1.ToString(), strFilePath)) - 1; this.GameAttack_Battle1_comboBox.SelectedIndex = Convert.ToInt32(OperINI.ReadIni($"出击配置{num}", "战斗发生判定1", 0.ToString(), strFilePath)); this.GameAttack_Formation1_comboBox.SelectedIndex = Convert.ToInt32(OperINI.ReadIni($"出击配置{num}", "战斗1阵型", 0.ToString(), strFilePath)); this.GameAttack_Battle2_comboBox.SelectedIndex = Convert.ToInt32(OperINI.ReadIni($"出击配置{num}", "战斗发生判定2", 0.ToString(), strFilePath)); this.GameAttack_Formation2_comboBox.SelectedIndex = Convert.ToInt32(OperINI.ReadIni($"出击配置{num}", "战斗2阵型", 0.ToString(), strFilePath)); this.GameAttack_Battle3_comboBox.SelectedIndex = Convert.ToInt32(OperINI.ReadIni($"出击配置{num}", "战斗发生判定3", 0.ToString(), strFilePath)); this.GameAttack_Formation3_comboBox.SelectedIndex = Convert.ToInt32(OperINI.ReadIni($"出击配置{num}", "战斗3阵型", 0.ToString(), strFilePath)); this.GameAttack_Battle4_comboBox.SelectedIndex = Convert.ToInt32(OperINI.ReadIni($"出击配置{num}", "战斗发生判定4", 0.ToString(), strFilePath)); this.GameAttack_Formation4_comboBox.SelectedIndex = Convert.ToInt32(OperINI.ReadIni($"出击配置{num}", "战斗4阵型", 0.ToString(), strFilePath)); this.GameAttack_Battle5_comboBox.SelectedIndex = Convert.ToInt32(OperINI.ReadIni($"出击配置{num}", "战斗发生判定5", 0.ToString(), strFilePath)); this.GameAttack_Formation5_comboBox.SelectedIndex = Convert.ToInt32(OperINI.ReadIni($"出击配置{num}", "战斗5阵型", 0.ToString(), strFilePath)); this.GameAttack_IsDock_checkBox.Checked = Convert.ToBoolean(OperINI.ReadIni($"出击配置{num}", "是否入渠", true.ToString(), strFilePath)); this.GameAttack_DetectionStatus_comboBox.SelectedIndex = Convert.ToInt32(OperINI.ReadIni($"出击配置{num}", "撤退条件", 2.ToString(), strFilePath)); this.GameAttack_DockBenchmark_comboBox.SelectedIndex = Convert.ToInt32(OperINI.ReadIni($"出击配置{num}", "入渠基准", 1.ToString(), strFilePath)); this.GameAttack_Frequency_numericUpDown.Value = Convert.ToInt32(OperINI.ReadIni($"出击配置{num}", "出击次数", 5.ToString(), strFilePath)); this.GameAttack_WaitTime_textBox.Text = OperINI.ReadIni($"出击配置{num}", "等待固定时间", 12.ToString(), strFilePath); this.GameAttack_WaitTimeRan_textBox.Text = OperINI.ReadIni($"出击配置{num}", "等待随机时间", 120.ToString(), strFilePath); }
/// <summary> /// 存储当前配置页到文件 /// </summary> /// <param name="num"></param> private void WritePlacement(int num) { string strFilePath = Application.StartupPath + @"\配置文件.ini"; OperINI.WriteIni($"出击配置{num}", "出击海域", (this.GameAttack_Seas_combobox.SelectedIndex + 1).ToString(), strFilePath); OperINI.WriteIni($"出击配置{num}", "出击地图", (this.GameAttack_Map_combobox.SelectedIndex + 1).ToString(), strFilePath); OperINI.WriteIni($"出击配置{num}", "战斗发生判定1", (this.GameAttack_Battle1_comboBox.SelectedIndex).ToString(), strFilePath); OperINI.WriteIni($"出击配置{num}", "战斗1阵型", (this.GameAttack_Formation1_comboBox.SelectedIndex).ToString(), strFilePath); OperINI.WriteIni($"出击配置{num}", "战斗发生判定2", (this.GameAttack_Battle2_comboBox.SelectedIndex).ToString(), strFilePath); OperINI.WriteIni($"出击配置{num}", "战斗2阵型", (this.GameAttack_Formation2_comboBox.SelectedIndex).ToString(), strFilePath); OperINI.WriteIni($"出击配置{num}", "战斗发生判定3", (this.GameAttack_Battle3_comboBox.SelectedIndex).ToString(), strFilePath); OperINI.WriteIni($"出击配置{num}", "战斗3阵型", (this.GameAttack_Formation3_comboBox.SelectedIndex).ToString(), strFilePath); OperINI.WriteIni($"出击配置{num}", "战斗发生判定4", (this.GameAttack_Battle4_comboBox.SelectedIndex).ToString(), strFilePath); OperINI.WriteIni($"出击配置{num}", "战斗4阵型", (this.GameAttack_Formation4_comboBox.SelectedIndex).ToString(), strFilePath); OperINI.WriteIni($"出击配置{num}", "战斗发生判定5", (this.GameAttack_Battle5_comboBox.SelectedIndex).ToString(), strFilePath); OperINI.WriteIni($"出击配置{num}", "战斗5阵型", (this.GameAttack_Formation5_comboBox.SelectedIndex).ToString(), strFilePath); OperINI.WriteIni($"出击配置{num}", "是否入渠", (this.GameAttack_IsDock_checkBox.Checked).ToString(), strFilePath); OperINI.WriteIni($"出击配置{num}", "撤退条件", (this.GameAttack_DetectionStatus_comboBox.SelectedIndex).ToString(), strFilePath); OperINI.WriteIni($"出击配置{num}", "入渠基准", (this.GameAttack_DockBenchmark_comboBox.SelectedIndex).ToString(), strFilePath); OperINI.WriteIni($"出击配置{num}", "出击次数", (this.GameAttack_Frequency_numericUpDown.Value).ToString(), strFilePath); OperINI.WriteIni($"出击配置{num}", "等待固定时间", (this.GameAttack_WaitTime_textBox.Text).ToString(), strFilePath); OperINI.WriteIni($"出击配置{num}", "等待随机时间", (this.GameAttack_WaitTimeRan_textBox.Text).ToString(), strFilePath); }
private void GameWindow_WritePlacement(string strFilePath) { OperINI.WriteIni("游戏窗口", "手动偏移X", GlobalObject.ClickOffsetXY.X.ToString(), strFilePath); OperINI.WriteIni("游戏窗口", "手动偏移Y", GlobalObject.ClickOffsetXY.Y.ToString(), strFilePath); }
private void GameWindow_ReadPlacement(string strFilePath) { GlobalObject.ClickOffsetXY = new Point( Convert.ToInt32(OperINI.ReadIni("游戏窗口", "手动偏移X", 0.ToString(), strFilePath)), Convert.ToInt32(OperINI.ReadIni("游戏窗口", "手动偏移Y", 0.ToString(), strFilePath))); }