mirror of
https://github.com/Hibiya615/TetoraKAScript.git
synced 2025-12-16 23:09:57 +08:00
522 lines
19 KiB
C#
522 lines
19 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 Dalamud.Game.ClientState.Objects.Subkinds;
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// using Dalamud.Game.ClientState.Objects.Types;
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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 SinusArdorum;
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[ScriptType(guid: "8f9e094e-2aa2-4dfc-9020-ac9dac53e525", name: "宇宙探索小工具", territorys: [1237],
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version: "0.0.0.2", author: "Tetora", note: noteStr)]
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public class SinusArdorum
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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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宇宙探索小工具
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""";
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#region 基础控制
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[UserSetting("TTS开关(TTS请二选一开启)")]
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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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[UserSetting("紧急事件指路")]
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public bool isWarning { get; set; } = true;
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[UserSetting("机甲行动协助员技能绘制")]
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public bool isAssistant { get; set; } = true;
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#endregion
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#region 变量控制
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uint Spore=0; // 孢子雾
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uint AstromagneticStorm=0; // 磁暴
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uint Meteor = 0; // 陨石
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uint MushroomMoldbeds = 0; // 有害菌床驱除指令
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uint CorruptedCrystals = 0; // 巨型偏属性水晶破坏指令
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public void Init(ScriptAccessory accessory) {
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Spore = 0;
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AstromagneticStorm = 0;
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Meteor = 0;
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MushroomMoldbeds = 0;
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CorruptedCrystals = 0;
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}
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[ScriptMethod(name: "紧急事件变量销毁", userControl: false, eventType: EventTypeEnum.Chat,
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eventCondition: ["Type:NPCDialogueAnnouncements", "Message:regex:^(感谢各位的倾力贡献|在各位的帮助下).+"])]
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public void 紧急事件变量销毁(Event @event, ScriptAccessory accessory)
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{
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/*
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感谢各位的倾力贡献,修理用的物资已经集齐了!
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各位如果还有余力,可以继续筹集储备物资,以供不时之需。
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在各位的帮助下,基地已经恢复了正常秩序!
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我宣布解除紧急状态!感谢各位的鼎力相助!
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*/
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Spore=0;
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AstromagneticStorm=0;
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Meteor = 0;
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}
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[ScriptMethod(name: "机甲行动变量销毁", userControl: false, eventType: EventTypeEnum.Chat,
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eventCondition: ["Type:NPCDialogueAnnouncements", "Message:regex:^(行动成功|感谢各位驾驶员和协助员提供的帮助).+"])]
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public void 机甲行动变量销毁(Event @event, ScriptAccessory accessory)
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{
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/*
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// 有害菌床驱除指令
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[NPCDialogueAnnouncements] 行动成功!眼下这片区域的安全有了保障!
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感谢各位驾驶员和协助员提供的帮助!
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// 巨型偏属性水晶破坏指令
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[NPCDialogueAnnouncements] 行动成功!我们的计划前进了一大步!
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感谢各位驾驶员和协助员提供的帮助!
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*/
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MushroomMoldbeds = 0;
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CorruptedCrystals = 0;
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}
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#endregion
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#region 各种提醒
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[ScriptMethod(name: "探索任务目标完成提醒", eventType: EventTypeEnum.Chat,
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eventCondition: ["Type:SystemMessage", "Message:完成了探索任务的目标.*"])]
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public void 探索任务目标完成提醒(Event @event, ScriptAccessory accessory)
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{
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if (isText)accessory.Method.TextInfo("任务目标完成", duration: 2000, true);
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if (isTTS)accessory.Method.TTS("任务目标完成");
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if (isEdgeTTS)accessory.Method.EdgeTTS("任务目标完成");
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}
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#endregion
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#region 紧急事件判断
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[ScriptMethod(name: "紧急事件判断_孢子雾", userControl: false, eventType: EventTypeEnum.Chat,
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eventCondition: ["Type:NPCDialogueAnnouncements", "Message:regex:^观测到孢子雾爆发的预兆.+"])]
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public void 紧急事件判断_孢子雾(Event @event, ScriptAccessory accessory)
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{
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/* 观测到孢子雾爆发的预兆!能见度将会受到影响,
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出于安全考虑,请工作人员们做好准备,依据情况停工。
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孢子雾α:观测到有可能会出现孢子雾!得防止它进一步扩散……要是这些孢子持续繁殖,可就麻烦了……!
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孢子雾β:观测到有可能会出现孢子雾!感觉可见度变差了。必须要保持冷静!
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*/
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Spore=1;
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}
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[ScriptMethod(name: "紧急事件判断_磁暴", userControl: false, eventType: EventTypeEnum.Chat,
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eventCondition: ["Type:NPCDialogueAnnouncements", "Message:regex:^即将发生大规模磁暴.+"])]
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public void 紧急事件判断_磁暴(Event @event, ScriptAccessory accessory)
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{
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/* 即将发生大规模磁暴……
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所有机械设备都可能会受到影响!请大家提高警惕!
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磁暴α:预测到大规模磁暴!精密设备可能会发生故障……必须做好最坏的打算!
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磁暴β:预测到大规模磁暴!我担心会影响到物流……讨论一下对策吧。
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*/
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AstromagneticStorm=1;
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}
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[ScriptMethod(name: "紧急事件判断_陨石", userControl: false, eventType: EventTypeEnum.Chat,
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eventCondition: ["Type:NPCDialogueAnnouncements", "Message:regex:^观测到小型陨石群正在靠近.+"])]
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public void 紧急事件判断_陨石(Event @event, ScriptAccessory accessory)
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{
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/* 观测到小型陨石群正在靠近!
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陨石落点可能在憧憬湾,所有人提高警惕谨防陨石灾害!
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小陨石群α:感知到小陨石群正在靠近!可能会对设施和器材造成损害……要保护好重要器材。
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小陨石群β:感知到小陨石群正在靠近!不知对地表的冲击会造成什么影响……见招拆招吧!
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β 报告称陨石雨坠落造成的冲击导致地面气体泄露!
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现在宣布进入紧急状态!请尽快查明受灾情况!
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月底的工作场地发生紧急事件!
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急需人手筹集物资,请各位工作人员尽快赶往事发地点!
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*/
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Meteor = 1;
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}
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#endregion
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#region 机甲行动判断
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[ScriptMethod(name: "机甲行动判断_有害菌床驱除指令", userControl: false, eventType: EventTypeEnum.Chat,
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eventCondition: ["Type:NPCDialogueAnnouncements", "Message:regex:.*请使用宇宙钻头粉碎小型偏属性水晶.*"])]
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public void 机甲行动判断_有害菌床驱除指令(Event @event, ScriptAccessory accessory)
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{
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MushroomMoldbeds = 1;
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}
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[ScriptMethod(name: "机甲行动判断_巨型偏属性水晶破坏指令", userControl: false, eventType: EventTypeEnum.Chat,
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eventCondition: ["Type:NPCDialogueAnnouncements", "Message:regex:.*请各位协助者善用宇宙火焰喷射器.*"])]
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public void 机甲行动判断_巨型偏属性水晶破坏指令(Event @event, ScriptAccessory accessory)
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{
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CorruptedCrystals = 1;
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}
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#endregion
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#region 机甲行动协助员绘制
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[ScriptMethod(name: "机甲行动协助绘制 - 宇宙火焰喷射器", eventType: EventTypeEnum.StatusAdd, eventCondition: ["StatusID:4230"])]
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public void 宇宙火焰喷射器(Event @event, ScriptAccessory accessory)
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{
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// ActionId:42258
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if (isAssistant && MushroomMoldbeds == 1) {
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var dp = accessory.Data.GetDefaultDrawProperties();
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dp.Name = "协助绘制宇宙火焰喷射器";
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dp.Color = accessory.Data.DefaultSafeColor;
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dp.Owner = @event.TargetId();
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dp.Scale = new Vector2(7f);
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dp.Radian = 120f.DegToRad();
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dp.DestoryAt = 1200000;
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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: "机甲行动协助绘制 - 宇宙钻头", eventType: EventTypeEnum.StatusAdd, eventCondition: ["StatusID:4230"])]
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public void 宇宙钻头(Event @event, ScriptAccessory accessory)
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{
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// ActionId:42150
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if (isAssistant && CorruptedCrystals == 0) {
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var dp = accessory.Data.GetDefaultDrawProperties();
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dp.Name = "协助绘制宇宙钻头";
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dp.Scale = new (5, 7f);
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dp.Owner = @event.TargetId();
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dp.Color = accessory.Data.DefaultSafeColor;
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dp.DestoryAt = 120000;
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accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Rect, dp);
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}
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}
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#endregion
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#region 销毁绘制
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[ScriptMethod(name: "紧急事件指路销毁", userControl: false, eventType: EventTypeEnum.Chat,
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eventCondition: ["Type:NPCDialogueAnnouncements", "Message:regex:^(.*?(?:爆发孢子雾|磁暴造成|陨石雨坠落).*?)\n现在宣布进入紧急状态!(.*)$"])]
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public void 紧急事件指路销毁(Event @event, ScriptAccessory accessory)
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{
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/*
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憧憬湾东部爆发孢子雾!
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现在宣布进入紧急状态!请尽快查明是否出现变异菌床!
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磁暴α:
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磁暴造成憧憬湾多个地区受灾!
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现在宣布进入紧急状态!请尽快对受灾地区展开救灾活动!
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月门基地北部及南部滑石坑附近发生紧急事件!
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急需人手筹集物资,请各位工作人员尽快赶往事发地点!
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磁暴β:
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已确认磁暴造成恶劣影响,现在宣布进入紧急状态!
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所有人注意,请收集救灾所需的物资,尽快恢复基地工作秩序!
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有小型陨石雨坠落在月门基地附近!
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现在宣布进入紧急状态!请尽快查明受灾情况,恢复生产建设秩序!
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*/
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}
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[ScriptMethod(name: "机甲行动协助员销毁", eventType: EventTypeEnum.StatusRemove, eventCondition: ["StatusID:4230"],userControl: false)]
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public void 机甲行动协助员销毁(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("协助绘制.+");
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/* 由于在机甲行动中担当协助员,接下来数次探索任务能获得的信用点报酬提升。
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完成了机甲行动“机甲行动”! */
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}
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#endregion
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#region Debug / 文本备份
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/*
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[Type] NPCDialogue [Message]憧憬湾 (人数) [Sender] Story Selection
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[SystemMessage] 当前所在副本区为“憧憬湾”。
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使用“/副本区检查”指令可以随时查看当前所在副本区。
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[???] 机甲行动已发令。
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想成为驾驶员的话请先进行申请。
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[SystemMessage] 附近开始了新的机甲行动!
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[SystemMessage] 参加了机甲行动!
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此机甲行动将使用特殊热键栏上的专用技能。
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[ErrorMessage] 此机甲行动将使用特殊热键栏上的专用技能。
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参加时请按下任务情报的“加入行动”按键。
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[NPCDialogueAnnouncements] 请把菌床烧成的灰交纳至野外探查器处!
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协助轮式工程车完成行动!
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[NPCDialogueAnnouncements] 请把粉碎的偏属性水晶碎片交纳至野外探查器处!
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协助强力机兵完成行动!
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胡萝卜授权 StatusID:4205
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*/
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#endregion
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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。
|
||
/// 即,逆时针方向增加。
|
||
/// </summary>
|
||
/// <param name="point">任意点</param>
|
||
/// <param name="center">中心点</param>
|
||
/// <returns></returns>
|
||
public static float GetRadian(this Vector3 point, Vector3 center)
|
||
=> MathF.Atan2(point.X - center.X, point.Z - center.Z);
|
||
|
||
/// <summary>
|
||
/// 获得任意点与中心点的长度。
|
||
/// </summary>
|
||
/// <param name="point">任意点</param>
|
||
/// <param name="center">中心点</param>
|
||
/// <returns></returns>
|
||
public static float GetLength(this Vector3 point, Vector3 center)
|
||
=> new Vector2(point.X - center.X, point.Z - center.Z).Length();
|
||
|
||
/// <summary>
|
||
/// 将任意点以中心点为圆心,逆时针旋转并延长。
|
||
/// </summary>
|
||
/// <param name="point">任意点</param>
|
||
/// <param name="center">中心点</param>
|
||
/// <param name="radian">旋转弧度</param>
|
||
/// <param name="length">基于该点延伸长度</param>
|
||
/// <returns></returns>
|
||
public static Vector3 RotateAndExtend(this Vector3 point, Vector3 center, float radian, float length)
|
||
{
|
||
var baseRad = point.GetRadian(center);
|
||
var baseLength = point.GetLength(center);
|
||
var rotRad = baseRad + radian;
|
||
return new Vector3(
|
||
center.X + MathF.Sin(rotRad) * (length + baseLength),
|
||
center.Y,
|
||
center.Z + MathF.Cos(rotRad) * (length + baseLength)
|
||
);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 获得某角度所在划分区域
|
||
/// </summary>
|
||
/// <param name="radian">输入弧度</param>
|
||
/// <param name="regionNum">区域划分数量</param>
|
||
/// <param name="baseRegionIdx">0度所在区域的初始Idx</param>>
|
||
/// <param name="isDiagDiv">是否为斜分割,默认为false</param>
|
||
/// <param name="isCw">是否顺时针增加,默认为false</param>
|
||
/// <returns></returns>
|
||
public static int RadianToRegion(this float radian, int regionNum, int baseRegionIdx = 0, bool isDiagDiv = false, bool isCw = false)
|
||
{
|
||
var sepRad = float.Pi * 2 / regionNum;
|
||
var inputAngle = radian * (isCw ? -1 : 1) + (isDiagDiv ? sepRad / 2 : 0);
|
||
var rad = (inputAngle + 4 * float.Pi) % (2 * float.Pi);
|
||
return ((int)Math.Floor(rad / sepRad) + baseRegionIdx + regionNum) % regionNum;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 将输入点左右折叠
|
||
/// </summary>
|
||
/// <param name="point">待折叠点</param>
|
||
/// <param name="centerX">中心折线坐标点</param>
|
||
/// <returns></returns>
|
||
public static Vector3 FoldPointHorizon(this Vector3 point, float centerX)
|
||
=> point with { X = 2 * centerX - point.X };
|
||
|
||
/// <summary>
|
||
/// 将输入点上下折叠
|
||
/// </summary>
|
||
/// <param name="point">待折叠点</param>
|
||
/// <param name="centerZ">中心折线坐标点</param>
|
||
/// <returns></returns>
|
||
public static Vector3 FoldPointVertical(this Vector3 point, float centerZ)
|
||
=> point with { Z = 2 * centerZ - point.Z };
|
||
|
||
/// <summary>
|
||
/// 将输入点中心对称
|
||
/// </summary>
|
||
/// <param name="point">输入点</param>
|
||
/// <param name="center">中心点</param>
|
||
/// <returns></returns>
|
||
public static Vector3 PointCenterSymmetry(this Vector3 point, Vector3 center)
|
||
=> point.RotateAndExtend(center, float.Pi, 0);
|
||
|
||
/// <summary>
|
||
/// 获取给定数的指定位数
|
||
/// </summary>
|
||
/// <param name="val">给定数值</param>
|
||
/// <param name="x">对应位数,个位为1</param>
|
||
/// <returns></returns>
|
||
public static int GetDecimalDigit(this int val, int x)
|
||
{
|
||
var valStr = val.ToString();
|
||
var length = valStr.Length;
|
||
if (x < 1 || x > length) return -1;
|
||
var digitChar = valStr[length - x]; // 从右往左取第x位
|
||
return int.Parse(digitChar.ToString());
|
||
}
|
||
}
|
||
|
||
#endregion 计算函数 |