mirror of
https://github.com/Hibiya615/TetoraKAScript.git
synced 2025-12-16 23:09:57 +08:00
297 lines
9.6 KiB
C#
297 lines
9.6 KiB
C#
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 System.Threading.Tasks;
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namespace A_Relic_Reborn_the_Hydra;
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[ScriptType(guid: "d32d7489-a1bb-4117-98dd-ee895390804d", name: "海德拉讨伐战", territorys: [369],
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version: "0.0.0.3", author: "Tetora", note: noteStr)]
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public class theBowlofEmbers_Hard
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{
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const string noteStr =
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"""
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v0.0.0.2:
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LV50 海德拉讨伐战 初版绘制
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""";
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[ScriptMethod(name: "三头政权(顺劈死刑)", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:1278"])]
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public void 三头政权(Event @event, ScriptAccessory accessory)
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{
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var dp = accessory.Data.GetDefaultDrawProperties();
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dp.Name = "三头政权";
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dp.Color = accessory.Data.DefaultDangerColor;
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dp.Scale = new Vector2(15);
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dp.Radian = 120f.DegToRad();
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dp.DestoryAt = 200;
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accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Fan, dp);
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}
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[ScriptMethod(name: "恐惧迷雾", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:1280"])]
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public void 恐惧迷雾(Event @event, ScriptAccessory accessory)
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{
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accessory.Method.TextInfo("去中间", duration: 5700, true);
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accessory.Method.TTS("去中间");
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var dp = accessory.Data.GetDefaultDrawProperties();
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dp.Name = "恐惧迷雾";
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dp.Color = new Vector4(1f, 0.5f, 0f, 0.5f);
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dp.Owner = @event.SourceId();
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dp.Scale = new Vector2(34f); // 实际应为 54 + 2.4
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dp.InnerScale = new Vector2(4f);
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dp.Radian = float.Pi * 2;
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dp.DestoryAt = 5700;
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accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Donut, dp);
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}
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}
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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 string DurationMilliseconds(this Event @event)
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{
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return JsonConvert.DeserializeObject<string>(@event["DurationMilliseconds"]) ?? string.Empty;
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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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}
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public static class Extensions
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{
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public static void TTS(this ScriptAccessory accessory, string text, bool isTTS, bool isDRTTS)
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{
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if (isDRTTS)
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{
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accessory.Method.SendChat($"/pdr tts {text}");
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}
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else if (isTTS)
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{
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accessory.Method.TTS(text);
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}
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}
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}
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#region 计算函数
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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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#endregion 计算函数 |