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https://github.com/Hibiya615/TetoraKAScript.git
synced 2026-11-05 22:37:04 +08:00
增加杂项调试绘制脚本
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@@ -0,0 +1,577 @@
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using System;
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using System.ComponentModel;
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using System.Linq;
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using System.Numerics;
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using System.Collections.Generic;
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using Newtonsoft.Json;
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using Dalamud.Utility.Numerics;
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using KodakkuAssist.Script;
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using KodakkuAssist.Module.GameEvent;
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using KodakkuAssist.Module.Draw;
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using KodakkuAssist.Data;
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using KodakkuAssist.Extensions;
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using System.Threading.Tasks;
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using FFXIVClientStructs.FFXIV.Client.Game.Object;
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using FFXIVClientStructs.FFXIV.Client.Game.Character;
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using System.Runtime.CompilerServices;
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using System.Runtime.Intrinsics;
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using System.Collections.Generic;
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using FFXIVClientStructs.FFXIV.Client.Game;
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using FFXIVClientStructs.FFXIV.Client.Game.Control;
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using FFXIVClientStructs.FFXIV.Client.Game.UI;
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using FFXIVClientStructs.FFXIV.Client.UI.Agent;
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using FFXIVClientStructs.FFXIV.Component.GUI;
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namespace Miscellaneous;
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[ScriptType(guid: "164b30e3-a811-43ca-bf1f-6af7fe86c5ae", name: "杂项绘制", territorys: [],
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version: "0.0.0.1", author: "Tetora", note: noteStr)]
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public class Miscellaneous
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{
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const string noteStr =
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"""
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v0.0.0.1:
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来自用户许愿也可能是针对Splatoon的补充,有啥画啥,不一定整个副本都有
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""";
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#region 用户控制
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[UserSetting("TTS开关")]
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public bool isTTS { get; set; } = true;
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[UserSetting("弹窗文本提示开关")]
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public bool isText { get; set; } = true;
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[UserSetting("开发者模式")]
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public bool isDeveloper { get; set; } = false;
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#endregion
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#region 全局销毁
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[ScriptMethod(name: "咏唱中断销毁", eventType: EventTypeEnum.CancelAction, eventCondition: [], userControl: false)]
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public void 咏唱中断销毁(Event @event, ScriptAccessory accessory)
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{
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accessory.Method.RemoveDraw($".*{@event.SourceId()}");
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}
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[ScriptMethod(name: "死亡销毁", eventType: EventTypeEnum.Death, eventCondition: [], userControl: false)]
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public void 死亡销毁(Event @event, ScriptAccessory accessory)
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{
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accessory.Method.RemoveDraw($".*{@event.TargetId()}");
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}
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#endregion
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[ScriptMethod(name: "—————— P12N (雅典娜) ——————", eventType: EventTypeEnum.StartCasting, eventCondition: ["StatusID:1"])]
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public void 前后直线(Event @event, ScriptAccessory accessory) { }
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[ScriptMethod(name: "贞女(直线)", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:regex:^33496$"])]
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public void 贞女(Event @event, ScriptAccessory accessory)
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{
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if (HelperExtensions.GetCurrentTerritoryId() != 1153) return;
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var dp = accessory.Data.GetDefaultDrawProperties();
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dp.Name = $"贞女{@event.SourceId}";
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dp.Color = accessory.Data.DefaultDangerColor.WithW(0.6f);
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dp.Owner = @event.SourceId();
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dp.Scale = new (16f, 120f);
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dp.DestoryAt = 6700;
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accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Straight, dp);
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}
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}
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#region EventExtensions
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public static class EventExtensions
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{
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private static bool ParseHexId(string? idStr, out uint id)
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{
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id = 0;
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if (string.IsNullOrEmpty(idStr)) return false;
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try
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{
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var idStr2 = idStr.Replace("0x", "");
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id = uint.Parse(idStr2, System.Globalization.NumberStyles.HexNumber);
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return true;
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}
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catch (Exception)
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{
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return false;
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}
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}
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public static uint ActionId(this Event @event)
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{
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return JsonConvert.DeserializeObject<uint>(@event["ActionId"]);
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}
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public static uint SourceId(this Event @event)
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{
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return ParseHexId(@event["SourceId"], out var id) ? id : 0;
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}
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public static uint SourceDataId(this Event @event)
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{
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return JsonConvert.DeserializeObject<uint>(@event["SourceDataId"]);
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}
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public static uint Command(this Event @event)
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{
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return ParseHexId(@event["Command"], out var cid) ? cid : 0;
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}
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public static uint DurationMilliseconds(this Event @event)
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{
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return JsonConvert.DeserializeObject<uint>(@event["DurationMilliseconds"]);
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}
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public static float SourceRotation(this Event @event)
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{
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return JsonConvert.DeserializeObject<float>(@event["SourceRotation"]);
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}
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public static float TargetRotation(this Event @event)
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{
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return JsonConvert.DeserializeObject<float>(@event["TargetRotation"]);
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}
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public static byte Index(this Event @event)
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{
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return (byte)(ParseHexId(@event["Index"], out var index) ? index : 0);
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}
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public static uint State(this Event @event)
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{
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return ParseHexId(@event["State"], out var state) ? state : 0;
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}
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public static string SourceName(this Event @event)
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{
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return @event["SourceName"];
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}
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public static string TargetName(this Event @event)
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{
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return @event["TargetName"];
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}
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public static uint TargetId(this Event @event)
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{
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return ParseHexId(@event["TargetId"], out var id) ? id : 0;
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}
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public static Vector3 SourcePosition(this Event @event)
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{
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return JsonConvert.DeserializeObject<Vector3>(@event["SourcePosition"]);
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}
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public static Vector3 TargetPosition(this Event @event)
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{
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return JsonConvert.DeserializeObject<Vector3>(@event["TargetPosition"]);
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}
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public static Vector3 EffectPosition(this Event @event)
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{
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return JsonConvert.DeserializeObject<Vector3>(@event["EffectPosition"]);
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}
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public static uint DirectorId(this Event @event)
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{
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return ParseHexId(@event["DirectorId"], out var id) ? id : 0;
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}
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public static uint StatusID(this Event @event)
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{
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return JsonConvert.DeserializeObject<uint>(@event["StatusID"]);
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}
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public static uint StackCount(this Event @event)
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{
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return JsonConvert.DeserializeObject<uint>(@event["StackCount"]);
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}
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public static uint Param(this Event @event)
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{
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return JsonConvert.DeserializeObject<uint>(@event["Param"]);
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}
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public static uint Id1(this Event @event)
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{
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return JsonConvert.DeserializeObject<uint>(@event["Id1"]);
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}
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public static uint Id2(this Event @event)
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{
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return JsonConvert.DeserializeObject<uint>(@event["Id2"]);
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}
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}
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public static class EnumExtensions
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{
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public static string GetDescription(this Enum value)
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{
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var field = value.GetType().GetField(value.ToString());
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var attribute = field?.GetCustomAttributes(typeof(DescriptionAttribute), false)
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.FirstOrDefault() as DescriptionAttribute;
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return attribute?.Description ?? value.ToString();
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}
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}
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public static class MathTools
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{
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public static float DegToRad(this float deg) => (deg + 360f) % 360f / 180f * float.Pi;
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public static float RadToDeg(this float rad) => (rad + 2 * float.Pi) % (2 * float.Pi) / float.Pi * 180f;
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/// <summary>
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/// 获得任意点与中心点的弧度值,以(0, 0, 1)方向为0,以(1, 0, 0)方向为pi/2。
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/// 即,逆时针方向增加。
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/// </summary>
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/// <param name="point">任意点</param>
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/// <param name="center">中心点</param>
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/// <returns></returns>
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public static float GetRadian(this Vector3 point, Vector3 center)
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=> MathF.Atan2(point.X - center.X, point.Z - center.Z);
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/// <summary>
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/// 获得任意点与中心点的长度。
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/// </summary>
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/// <param name="point">任意点</param>
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/// <param name="center">中心点</param>
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/// <returns></returns>
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public static float GetLength(this Vector3 point, Vector3 center)
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=> new Vector2(point.X - center.X, point.Z - center.Z).Length();
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/// <summary>
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/// 将任意点以中心点为圆心,逆时针旋转并延长。
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/// </summary>
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/// <param name="point">任意点</param>
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/// <param name="center">中心点</param>
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/// <param name="radian">旋转弧度</param>
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/// <param name="length">基于该点延伸长度</param>
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/// <returns></returns>
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public static Vector3 RotateAndExtend(this Vector3 point, Vector3 center, float radian, float length)
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{
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var baseRad = point.GetRadian(center);
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var baseLength = point.GetLength(center);
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var rotRad = baseRad + radian;
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return new Vector3(
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center.X + MathF.Sin(rotRad) * (length + baseLength),
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center.Y,
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center.Z + MathF.Cos(rotRad) * (length + baseLength)
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);
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}
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/// <summary>
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/// 获得某角度所在划分区域
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/// </summary>
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/// <param name="radian">输入弧度</param>
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/// <param name="regionNum">区域划分数量</param>
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/// <param name="baseRegionIdx">0度所在区域的初始Idx</param>>
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/// <param name="isDiagDiv">是否为斜分割,默认为false</param>
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/// <param name="isCw">是否顺时针增加,默认为false</param>
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/// <returns></returns>
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public static int RadianToRegion(this float radian, int regionNum, int baseRegionIdx = 0, bool isDiagDiv = false, bool isCw = false)
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{
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var sepRad = float.Pi * 2 / regionNum;
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var inputAngle = radian * (isCw ? -1 : 1) + (isDiagDiv ? sepRad / 2 : 0);
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var rad = (inputAngle + 4 * float.Pi) % (2 * float.Pi);
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return ((int)Math.Floor(rad / sepRad) + baseRegionIdx + regionNum) % regionNum;
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}
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/// <summary>
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/// 将输入点左右折叠
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/// </summary>
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/// <param name="point">待折叠点</param>
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/// <param name="centerX">中心折线坐标点</param>
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/// <returns></returns>
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public static Vector3 FoldPointHorizon(this Vector3 point, float centerX)
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=> point with { X = 2 * centerX - point.X };
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/// <summary>
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/// 将输入点上下折叠
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/// </summary>
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/// <param name="point">待折叠点</param>
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/// <param name="centerZ">中心折线坐标点</param>
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/// <returns></returns>
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public static Vector3 FoldPointVertical(this Vector3 point, float centerZ)
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=> point with { Z = 2 * centerZ - point.Z };
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/// <summary>
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/// 将输入点中心对称
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/// </summary>
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/// <param name="point">输入点</param>
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/// <param name="center">中心点</param>
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/// <returns></returns>
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public static Vector3 PointCenterSymmetry(this Vector3 point, Vector3 center)
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=> point.RotateAndExtend(center, float.Pi, 0);
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/// <summary>
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/// 获取给定数的指定位数
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/// </summary>
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/// <param name="val">给定数值</param>
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/// <param name="x">对应位数,个位为1</param>
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/// <returns></returns>
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public static int GetDecimalDigit(this int val, int x)
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{
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var valStr = val.ToString();
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var length = valStr.Length;
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if (x < 1 || x > length) return -1;
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var digitChar = valStr[length - x]; // 从右往左取第x位
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return int.Parse(digitChar.ToString());
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}
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}
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public enum MarkType
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{
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None = -1,
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Attack1 = 0,
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Attack2 = 1,
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Attack3 = 2,
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Attack4 = 3,
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Attack5 = 4,
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Bind1 = 5,
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Bind2 = 6,
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Bind3 = 7,
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Ignore1 = 8,
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Ignore2 = 9,
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Square = 10,
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Circle = 11,
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Cross = 12,
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Triangle = 13,
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Attack6 = 14,
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Attack7 = 15,
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Attack8 = 16,
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Count = 17
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}
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public static class IbcHelper
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{
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public static string GetPlayerJob(this ScriptAccessory accessory, IPlayerCharacter? playerObject, bool fullName = false)
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{
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if (playerObject == null) return "None";
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return fullName ? playerObject.ClassJob.Value.Name.ToString() : playerObject.ClassJob.Value.Abbreviation.ToString();
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}
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/// <summary>
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/// 获取玩家的职能
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/// Return: "Tank"(坦克) / "Healer"(治疗) / "Melee DPS"(近战) / "Ranged DPS"(远程) / "Unknown" / "None"
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/// </summary>
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public static string GetPlayerRole(this ScriptAccessory sa, IPlayerCharacter? playerObject)
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{
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if (playerObject == null) return "None";
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return playerObject.ClassJob.Value.Role switch
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{
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1 => "Tank", // 坦克
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4 => "Healer", // 治疗
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2 => "Melee DPS", // 近战DPS
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3 => "Ranged DPS", // 远程DPS
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_ => "Unknown"
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};
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}
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public static IGameObject? GetById(this ScriptAccessory sa, ulong gameObjectId)
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{
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return sa.Data.Objects.SearchById(gameObjectId);
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}
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public static IGameObject? GetMe(this ScriptAccessory sa)
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{
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return sa.Data.Objects.LocalPlayer;
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}
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public static IEnumerable<IGameObject?> GetByDataId(this ScriptAccessory sa, uint dataId)
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{
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return sa.Data.Objects.Where(x => x.DataId == dataId);
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}
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public static float GetStatusRemainingTime(this ScriptAccessory sa, IBattleChara? battleChara, uint statusId)
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{
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if (battleChara == null || !battleChara.IsValid()) return 0;
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unsafe
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{
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BattleChara* charaStruct = (BattleChara*)battleChara.Address;
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var statusIdx = charaStruct->GetStatusManager()->GetStatusIndex(statusId);
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return charaStruct->GetStatusManager()->GetRemainingTime(statusIdx);
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}
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}
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public static bool HasStatus(this ScriptAccessory sa, IBattleChara? battleChara, uint statusId)
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{
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if (battleChara == null || !battleChara.IsValid()) return false;
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unsafe
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{
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BattleChara* charaStruct = (BattleChara*)battleChara.Address;
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var statusIdx = charaStruct->GetStatusManager()->GetStatusIndex(statusId);
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return statusIdx != -1;
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}
|
||||
}
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||||
|
||||
/// <summary>
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/// 获取指定标记索引的对象EntityId
|
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/// </summary>
|
||||
public static unsafe ulong GetMarkerEntityId(uint markerIndex)
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||||
{
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var markingController = MarkingController.Instance();
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if (markingController == null) return 0;
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if (markerIndex >= 17) return 0;
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return markingController->Markers[(int)markerIndex];
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}
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/// <summary>
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/// 获取对象身上的标记
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/// </summary>
|
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/// <returns>MarkType</returns>
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||||
public static MarkType GetObjectMarker(IGameObject? obj)
|
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{
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if (obj == null || !obj.IsValid()) return MarkType.None;
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ulong targetEntityId = obj.EntityId;
|
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|
||||
for (uint i = 0; i < 17; i++)
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||||
{
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var markerEntityId = GetMarkerEntityId(i);
|
||||
if (markerEntityId == targetEntityId)
|
||||
{
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||||
return (MarkType)i;
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||||
}
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||||
}
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||||
|
||||
return MarkType.None;
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||||
}
|
||||
|
||||
/// <summary>
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||||
/// 检查对象是否有指定的标记
|
||||
/// </summary>
|
||||
public static bool HasMarker(IGameObject? obj, MarkType markType)
|
||||
{
|
||||
return GetObjectMarker(obj) == markType;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 检查对象是否有任何标记
|
||||
/// </summary>
|
||||
public static bool HasAnyMarker(IGameObject? obj)
|
||||
{
|
||||
return GetObjectMarker(obj) != MarkType.None;
|
||||
}
|
||||
|
||||
private static ulong GetMarkerForObject(IGameObject? obj)
|
||||
{
|
||||
if (obj == null) return 0;
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||||
unsafe
|
||||
{
|
||||
for (uint i = 0; i < 17; i++)
|
||||
{
|
||||
var markerEntityId = GetMarkerEntityId(i);
|
||||
if (markerEntityId == obj.EntityId)
|
||||
{
|
||||
return markerEntityId;
|
||||
}
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
private static MarkType GetMarkerTypeForObject(IGameObject? obj)
|
||||
{
|
||||
if (obj == null) return MarkType.None;
|
||||
unsafe
|
||||
{
|
||||
for (uint i = 0; i < 17; i++)
|
||||
{
|
||||
var markerEntityId = GetMarkerEntityId(i);
|
||||
if (markerEntityId == obj.EntityId)
|
||||
{
|
||||
return (MarkType)i;
|
||||
}
|
||||
}
|
||||
}
|
||||
return MarkType.None;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取标记的名称
|
||||
/// </summary>
|
||||
public static string GetMarkerName(MarkType markType)
|
||||
{
|
||||
return markType switch
|
||||
{
|
||||
MarkType.Attack1 => "攻击1",
|
||||
MarkType.Attack2 => "攻击2",
|
||||
MarkType.Attack3 => "攻击3",
|
||||
MarkType.Attack4 => "攻击4",
|
||||
MarkType.Attack5 => "攻击5",
|
||||
MarkType.Bind1 => "止步1",
|
||||
MarkType.Bind2 => "止步2",
|
||||
MarkType.Bind3 => "止步3",
|
||||
MarkType.Ignore1 => "禁止1",
|
||||
MarkType.Ignore2 => "禁止2",
|
||||
MarkType.Square => "方块",
|
||||
MarkType.Circle => "圆圈",
|
||||
MarkType.Cross => "十字",
|
||||
MarkType.Triangle => "三角",
|
||||
MarkType.Attack6 => "攻击6",
|
||||
MarkType.Attack7 => "攻击7",
|
||||
MarkType.Attack8 => "攻击8",
|
||||
_ => "无标记"
|
||||
};
|
||||
}
|
||||
|
||||
public static float GetHitboxRadius(IGameObject obj)
|
||||
{
|
||||
if (obj == null || !obj.IsValid()) return -1;
|
||||
return obj.HitboxRadius;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public static class HelperExtensions
|
||||
{
|
||||
public static unsafe uint GetCurrentTerritoryId()
|
||||
{
|
||||
return AgentMap.Instance()->CurrentTerritoryId; // 额外进行地图ID判断
|
||||
}
|
||||
}
|
||||
|
||||
public unsafe static class ExtensionVisibleMethod
|
||||
{
|
||||
public static bool IsCharacterVisible(this ICharacter chr)
|
||||
{
|
||||
var v = (IntPtr)(((FFXIVClientStructs.FFXIV.Client.Game.Character.Character*)chr.Address)->GameObject.DrawObject);
|
||||
if (v == IntPtr.Zero) return false;
|
||||
return Bitmask.IsBitSet(*(byte*)(v + 136), 0);
|
||||
}
|
||||
|
||||
public static class Bitmask
|
||||
{
|
||||
public static bool IsBitSet(ulong b, int pos)
|
||||
{
|
||||
return (b & (1UL << pos)) != 0;
|
||||
}
|
||||
|
||||
public static void SetBit(ref ulong b, int pos)
|
||||
{
|
||||
b |= 1UL << pos;
|
||||
}
|
||||
|
||||
public static void ResetBit(ref ulong b, int pos)
|
||||
{
|
||||
b &= ~(1UL << pos);
|
||||
}
|
||||
|
||||
public static bool IsBitSet(byte b, int pos)
|
||||
{
|
||||
return (b & (1 << pos)) != 0;
|
||||
}
|
||||
|
||||
public static bool IsBitSet(short b, int pos)
|
||||
{
|
||||
return (b & (1 << pos)) != 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endregion EventExtensions
|
||||
@@ -1069,5 +1069,17 @@
|
||||
1307,
|
||||
1346
|
||||
]
|
||||
},
|
||||
{
|
||||
"Name": "杂项绘制",
|
||||
"Guid": "164b30e3-a811-43ca-bf1f-6af7fe86c5ae",
|
||||
"Version": "0.0.0.1",
|
||||
"Author": "Tetora",
|
||||
"Repo": "https://github.com/Hibiya615/TetoraKAScript/tree/main",
|
||||
"DownloadUrl": "https://raw.githubusercontent.com/Hibiya615/TetoraKAScript/refs/heads/main/00-Other/Miscellaneous.cs",
|
||||
"Note": "v0.0.0.1:\r\n来自用户许愿也可能是针对Splatoon的补充,有啥画啥,不一定整个副本都有",
|
||||
"UpdateInfo": "0.0.0.1: 增加P12N贞女直线绘制",
|
||||
"UpdateTime": "",
|
||||
"TerritoryIds": []
|
||||
}
|
||||
]
|
||||
Reference in new issue
Block a user