mirror of
https://github.com/Hibiya615/TetoraKAScript.git
synced 2025-12-16 23:09:57 +08:00
390 lines
14 KiB
C#
390 lines
14 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 KodakkuAssist.Extensions;
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using System.Threading.Tasks;
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namespace Shiva;
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[ScriptType(guid: "cddb93a8-e01e-40fe-989c-5153ad62bfbc", name: "希瓦歼灭战", territorys: [377],
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version: "0.0.0.2", author: "Tetora", note: noteStr)]
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public class Shiva
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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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LV50 希瓦歼灭战 初版绘制
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""";
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[UserSetting("TTS开关")]
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public bool isTTS { get; set; } = false;
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[UserSetting("EdgeTTS开关(TTS请二选一开启)")]
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public bool isEdgeTTS { 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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uint FrostStaff = 0; // 冰霜之杖
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uint FrostBlade = 0; // 冰霜之剑
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uint Melt = 0; // 武器融化
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public void Init(ScriptAccessory accessory) {
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FrostStaff = 0;
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FrostBlade = 0;
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Melt = 0;
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}
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[ScriptMethod(name: "冰霜之杖 变身提示", eventType: EventTypeEnum.ActionEffect, eventCondition: ["ActionId:2453"])]
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public void 冰霜之杖(Event @event, ScriptAccessory accessory)
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{
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FrostStaff = 1;
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FrostBlade = 0;
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Melt = 0;
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if (isText)accessory.Method.TextInfo("分散", duration: 2000, false);
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if (isTTS)accessory.Method.TTS("分散");
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if (isEdgeTTS)accessory.Method.EdgeTTS("分散");
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}
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[ScriptMethod(name: "冰雹(分散)", eventType: EventTypeEnum.TargetIcon, eventCondition: ["Id:001D"])]
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public void 冰雹(Event @event, ScriptAccessory accessory)
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{
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var dp = accessory.Data.GetDefaultDrawProperties();
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dp.Name = "冰雹";
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dp.Color = new Vector4(1f, 0.4f, 0f, 1.6f);
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dp.Owner = @event.TargetId();
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dp.Scale = new Vector2(6.4f);
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dp.DestoryAt = 3400;
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accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Circle, dp);
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}
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[ScriptMethod(name: "冰柱冲击(圆形)", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:2462"])]
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public void 冰柱冲击(Event @event, ScriptAccessory accessory)
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{
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var dp = accessory.Data.GetDefaultDrawProperties();
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dp.Name = "冰柱冲击";
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dp.Color = new Vector4(0f, 1f, 1f, 1f);
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dp.Owner = @event.SourceId();
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dp.Scale = new Vector2(10f);
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dp.Delay = 2000;
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dp.DestoryAt = 2700;
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dp.ScaleMode = ScaleMode.ByTime;
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accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Circle, dp);
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}
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[ScriptMethod(name: "冰印剑(顺劈死刑)", eventType: EventTypeEnum.ActionEffect, eventCondition: ["ActionId:2451"])]
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public void 冰印剑(Event @event, ScriptAccessory accessory)
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{
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FrostBlade = 1;
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FrostStaff = 0;
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Melt = 0;
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var boss = accessory.Data.Objects.GetByDataId(3100).FirstOrDefault();
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if (boss == null) return;
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var dp = accessory.Data.GetDefaultDrawProperties();
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dp.Name = "冰印剑";
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dp.Color = accessory.Data.DefaultDangerColor;
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dp.Owner = boss.GameObjectId;
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dp.TargetObject = @event.TargetId();
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dp.TargetResolvePattern = PositionResolvePatternEnum.OwnerEnmityOrder;
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dp.TargetOrderIndex = 1;
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dp.Scale = new Vector2(14);
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dp.Radian = 120f.DegToRad();
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dp.DestoryAt = 5200;
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accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Fan, dp);
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}
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/*
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[ScriptMethod(name: "天降一击(小击退)", eventType: EventTypeEnum.ActionEffect, eventCondition: ["ActionId:2454"])]
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public void 天降一击(Event @event, ScriptAccessory accessory)
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{
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// 注:在 “冰河怒击(顺劈)” 后平A几次也会发生,且在P3时 时间轴不一定固定(基本都压了)
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if (FrostBlade == 1)
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{
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if (isText)accessory.Method.TextInfo("小击退", duration: 5600, false);
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if (isTTS)accessory.Method.TTS("小击退");
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if (isEdgeTTS)accessory.Method.EdgeTTS("小击退");
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var dp = accessory.Data.GetDefaultDrawProperties();
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dp.Name = "天降一击";
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dp.Scale = new(1f, 5);
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dp.Color = accessory.Data.DefaultDangerColor.WithW(2f);
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dp.Owner = accessory.Data.Me;
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dp.TargetObject = @event.SourceId();
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dp.Rotation = float.Pi;
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dp.DestoryAt = 6300;
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accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Displacement, dp);
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}
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}
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*/
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[ScriptMethod(name: "防击退销毁", eventType: EventTypeEnum.ActionEffect, eventCondition: ["ActionId:regex:^(7548|7559)$"],userControl: false)]
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public void 防击退销毁(Event @event, ScriptAccessory accessory)
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{
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if ( @event.TargetId() != accessory.Data.Me) return;
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accessory.Method.RemoveDraw("天降一击");
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}
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[ScriptMethod(name: "冰河怒击(顺劈)", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:2465"])]
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public void 冰河怒击(Event @event, ScriptAccessory accessory)
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{
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var dp = accessory.Data.GetDefaultDrawProperties();
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dp.Name = "冰河怒击";
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dp.Color = accessory.Data.DefaultDangerColor;
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dp.Owner = @event.SourceId();
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dp.Scale = new Vector2(10);
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dp.Radian = 120f.DegToRad();
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dp.DestoryAt = 2700;
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accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Fan, dp);
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}
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[ScriptMethod(name: "钻石星尘(冻结)", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:2466"])]
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public void 钻石星尘(Event @event, ScriptAccessory accessory)
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{
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if (isText)accessory.Method.TextInfo("AOE", duration: 8700, false);
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if (isTTS)accessory.Method.TTS("AOE");
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if (isEdgeTTS)accessory.Method.EdgeTTS("AOE");
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}
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[ScriptMethod(name: "永久冻土 结冰提示", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:2457"])]
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public void 强化寒冰咆哮(Event @event, ScriptAccessory accessory)
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{
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if (isText)accessory.Method.TextInfo("地面结冰", duration: 1200, true);
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if (isTTS)accessory.Method.TTS("停止移动");
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if (isEdgeTTS)accessory.Method.EdgeTTS("停止移动");
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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 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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}
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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 |