├── .gitignore
├── LICENSE.md
├── README.md
├── snqxap.sln
└── snqxap
├── Aboutxh.xaml
├── Aboutxh.xaml.cs
├── App.config
├── App.xaml
├── App.xaml.cs
├── Fairy.cs
├── Gun.cs
├── MainWindow.xaml
├── MainWindow.xaml.cs
├── Properties
├── AssemblyInfo.cs
├── Resources.Designer.cs
├── Resources.resx
├── Settings.Designer.cs
└── Settings.settings
├── Summary.xaml
├── Summary.xaml.cs
├── UpdateData.xaml
├── UpdateData.xaml.cs
├── assets
├── 56-1式.png
├── 56式半.png
├── 59式.png
├── 63式.png
├── 64式.png
├── 6P62.png
├── 79式.png
├── 92式.png
├── 95式.png
├── 97式.png
├── 97式霰.png
├── 9A-91.png
├── AAT-52.png
├── AEK-999.png
├── AK-47.png
├── AR70.png
├── ART556.png
├── ARX-160.png
├── AS VAL.png
├── ASh-12.7.png
├── Aegis.png
├── BM59.png
├── BossCerberus.png
├── Bren Ten.png
├── C96.png
├── CZ-805.png
├── CZ75.png
├── DP28.png
├── DSR-50.png
├── DestroyerPlus.png
├── Dinergate.jpg
├── Dragoon.jpg
├── DragoonGun.jpg
├── Drone.jpg
├── EVO 3.png
├── F1.png
├── F2000.png
├── FAL.png
├── FAMAS.png
├── FG42.png
├── FMG-9.png
├── FN-49.png
├── FNC.png
├── FNP-9.png
├── Five-seveN.png
├── G11.png
├── G28.png
├── G3.png
├── G36.png
├── G36C.png
├── G41.png
├── G43.png
├── Golyat.png
├── GolyatPlus.png
├── Guard.jpg
├── GuardGun.jpg
├── HK416.png
├── HK45.png
├── IDW.png
├── IWS 2000.png
├── Jaeger.jpg
├── JaegerGun.jpg
├── Jaguar.jpg
├── KLIN.png
├── KS-23.png
├── KSG.png
├── Kar98k.png
├── L85A1.png
├── LWMMG.png
├── M14.png
├── M16A1.png
├── M1887.png
├── M1897.png
├── M1911.png
├── M1918.png
├── M1919A4.png
├── M1A1.png
├── M1加兰德.png
├── M21.png
├── M249 SAW.png
├── M2HB.png
├── M3.png
├── M37.png
├── M4 SOPMODII.png
├── M4A1.png
├── M500.png
├── M590.png
├── M60.png
├── M9.png
├── M950A.png
├── M99.png
├── MAC-10.png
├── MG3.png
├── MG34.png
├── MG4.png
├── MG42.png
├── MG5.png
├── MP-446.png
├── MP40.png
├── MP5.png
├── MT-9.png
├── Manticore.png
├── Mk23.png
├── Mk48.png
├── NTW-20.png
├── NZ75.png
├── Nemeum.png
├── OTs-12.png
├── OTs-14.png
├── OTs-44.png
├── P08.png
├── P38.png
├── P7.png
├── P99.png
├── PK.png
├── PKP.png
├── PP-19.png
├── PP-2000.png
├── PP-90.png
├── PPK.png
├── PPS-43.png
├── PPsh-41.png
├── PSG-1.png
├── PSM.png
├── PTRD.png
├── Prowler.jpg
├── ProwlerGun.jpg
├── PzB39.png
├── RFB.png
├── RMB-93.png
├── RO635.png
├── RPD.png
├── Ripper.jpg
├── RipperGun.jpg
├── SCW.png
├── SIG-510.png
├── SPAS-12.png
├── SPP-1.png
├── SR-3MP.png
├── SSG 69.png
├── ST AR-15.png
├── SV-98.png
├── SVD.png
├── SVT-38.png
├── Saiga-12.png
├── Scouts.jpg
├── Spectre M4.png
├── Spitfire.png
├── StG44.png
├── Striker.png
├── Super SASS.png
├── Super-Shorty.png
├── T-5000.png
├── T91.png
├── TAR-21.png
├── TMP.png
├── UMP40.png
├── UMP45.png
├── UMP9.png
├── USP Compact.png
├── Vector.png
├── Vespid.jpg
├── VespidGun.jpg
├── WA2000.png
├── Z-62.png
├── b_crit.png
├── b_damage.png
├── b_dodge.png
├── b_hit.png
├── b_rate.png
├── b_shotspeed.png
├── boss0.png
├── boss2.png
├── boss3.png
├── boss4.png
├── boss5.png
├── e2boss.png
├── e3boss.png
├── e4boss.png
├── fairy
│ ├── 勇士妖精.png
│ ├── 嘲讽妖精.png
│ ├── 增援妖精.png
│ ├── 工事妖精.png
│ ├── 布雷妖精.png
│ ├── 护盾妖精.png
│ ├── 指挥妖精.png
│ ├── 搜救妖精.png
│ ├── 暴怒妖精.png
│ ├── 火箭妖精.png
│ ├── 炮击妖精.png
│ ├── 照明妖精.png
│ ├── 狙击妖精.png
│ ├── 盾甲妖精.png
│ ├── 空袭妖精.png
│ ├── 空降妖精.png
│ ├── 防御妖精.png
│ └── 黄金妖精.png
├── m45.png
├── wz.29.png
├── yushe1.png
├── yushe2.png
├── yushe3.png
├── 伯莱塔38型.png
├── 八一式马.png
├── 内格夫.png
├── 利贝罗勒.png
├── 加利尔.png
├── 司登MkⅡ.png
├── 布伦.png
├── 希普卡.png
├── 微型乌兹.png
├── 托卡列夫.png
├── 斯捷奇金.png
├── 春田.png
├── 李-恩菲尔德.png
├── 柯尔特左轮.png
├── 格洛克17.png
├── 汉阳造88式.png
├── 汤姆森.png
├── 灰熊MkⅤ.png
├── 竞争者.png
├── 索米.png
├── 纳甘左轮.png
├── 维尔德MkⅡ.png
├── 艾尔菲尔特.png
├── 莫辛-纳甘.png
├── 蝎式.png
├── 西蒙诺夫.png
├── 诺爱尔.png
├── 谢尔久科夫.png
├── 阿斯特拉左轮.png
├── 阿梅利.png
└── 马卡洛夫.png
├── bitbug_favicon.ico
├── buffOn.xaml
├── buffOn.xaml.cs
├── calclevelup.xaml
├── calclevelup.xaml.cs
├── enemydata.xaml
├── enemydata.xaml.cs
├── favicon.ico
├── favicon.jpg
├── snqxap.csproj
└── zhaijiang.jpg
/.gitignore:
--------------------------------------------------------------------------------
1 | snqxap/bin
2 | snqxap/obj
3 | *.suo
--------------------------------------------------------------------------------
/LICENSE.md:
--------------------------------------------------------------------------------
1 |
2 |
3 | 说明
4 | -------------
5 |
6 | > - 项目名: **阵型计算器**
7 | > - 作者:雪风 贴吧ID:@真冬死宅酱 Email:h@jyying.cn
8 | > - 枪娘属性数据来自 **@两仪双月**
9 | > - 由 **藏经阁前空地** 的秃子们测试
10 | > - 新的计算逻辑来自 **@deathmoon1**
11 | > - Q版图部分数据来自 **@Yuki丸子** 由**空蝉葬夏**、**黑卡蒂**、本人抠图。
12 | > - 感谢以上。
13 | > - 如果发现了什么bug或者有什么建议,欢迎反馈。
14 |
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 |
2 | Logs
3 |
4 | ###### 使用该计算器需要PC安装有.net framework 4.0
5 | ###### 部分杀毒软件可能会报毒。请安心使用。
6 | ###### [百度云下载地址](http://pan.baidu.com/s/1qYDAwHm)
7 |
8 | -------------
9 |
10 | ###v.2.1.1 (末日时在做什么?有没有空?可以来少女前线吗?版) 2017.08.07
11 |
12 | > - 增加可以拉伸的边框,使对缩放友好一些。
13 | > - 又加了俩按钮最小化和最大化,暂时不知道放哪合适先扔那。
14 | > - 可能修正了移动窗口和slider的冲突。
15 | > - 修复妖精星级更换时重置buff加成。
16 | > - 增加空降技能效果。
17 | > - 修改防御妖精技能实现,在计算甲之后减伤。
18 | > - 增加新枪数据。
19 | > - 随更新修改部分Q版图。
20 |
21 | ###v2.1.0 (历史总是惊人的相似版) 2017.06.29
22 |
23 | > - 更新仓促,工作量大,UI太菜,本次更新可能有一万个bug,欢迎反馈。
24 | > - 下方三个按钮左边可以隐藏妖精栏、右边隐藏装备栏、中间关闭计算器。
25 | > - 右下角有一个箭头可以调整计算器大小。
26 | > - pkp技能额外发动的子弹可再次暴击。
27 | > - 修正按时间叠加类技能加成算法,现在为乘方。(内格夫史诗级加强)
28 | > - 修正G43技能初始CD。
29 | > - 修正L85A1光环指向。
30 | > - 修正护甲光环结算取整方式。
31 | > - 经验计算器增加夜战6图数据。
32 | > - 增加新枪数据。
33 | > - 增加倍卡选项。目前倍卡对404小队有效。
34 | > - 增加妖精相关功能。第一格为妖精、第二格分别为等级、星级、技能等级、技能发动。第三格为天赋。选择上天赋表示发动天赋。鼠标移到天赋和技能发动栏可以看到效果。
35 | > - 增加新装备数据。
36 | > - 夏活相关增加本次夏活主要铁血的数据。
37 |
38 | ###v2.0.10 (猎兔季节版) 2017.05.08
39 |
40 | > - 随更新修改RFB暴击值、FAL射速成长、部分枪的技能。
41 | > - 增加八一式马、ART556、诺爱尔、艾尔菲尔特数据。
42 | > - 修复利贝罗勒技能需要先点技能发动再放置对应格枪娘才生效的bug。
43 | > - 修复PKP技能加成的重置。
44 | > - 修复1号位接收5号位光环时会产生的bug。
45 | > - 修正M1897、莫辛纳甘光环位置。
46 | > - 经验计算器添加需要吃书的数量。
47 |
48 | ###v2.0.9 (摸电也要原谅她版) 2017.04.08
49 |
50 | > - 增加新枪的数据。
51 | > - 随更新修改高速弹、AR15专属、莫辛纳甘专属数值。
52 | > - 增加披风装备。
53 | > - 修正M9持续时间说明。
54 | > - 更新帧数机制。
55 | > - 完善5x5光环格对应逻辑。
56 | > - 其他计算器增加八图经验。
57 |
58 | ###v2.0.8 (小仓唯唱歌贼好听版) 2017.03.25
59 |
60 | > - 增加新枪的数据。
61 | > - 修改部分Q版图。
62 | > - 修正因浮动数值设置错误(应为0.855-1.145乘除,2.0.7为0.85-1.14乘除),导致在表现上例如德皇的攻击值少1的bug。
63 | > - 修正固伤技能在火号发动时数值不变,须重新点击技能发动的bug。
64 | > - 修正M4 SOPMODII伤害成长。
65 | > - 修正部分技能时间值。
66 | > - 修正格洛克减攻击实际效果。
67 |
68 | ###v2.0.7 (包裹正在等待揽收版) 2017.03.09
69 |
70 | > - 修正汤姆森、G36C力场盾持续时间与冷却时间。
71 | > - 修正弹链箱属性应为减回避,之前是减穿甲。
72 | > - 修正经验计算5图夜战衰减等级。
73 | > - 修正纳甘左轮、PPK技能持续时间。
74 | > - 修正AR70光环对应枪种。
75 | > - 修正连珠终结那一次射击不应受暴击影响。
76 | > - 修正连珠终结、狂躁血脉点击取消技能发动框使技能加成失效的bug。
77 | > - 修正铁血穿甲为0时无视我方护甲的bug。
78 | > - 增加SSG 69 Q版图。
79 | > - 增加光环减技能cd最大值30%的控制。
80 | > - 优化输出浮动随机值。
81 | > - 因敌方数据已过时,回炉重造中。暂时不可用。
82 |
83 | ###v2.0.6 (灰鹰一晚上两千版) 2017.02.23
84 |
85 | > - 增加IWS 2000、AEK-999、希普卡数据。
86 | > - 修正M21、Super SASS、SVT-38技能说明倍率值(显示错误)。
87 | > - 修正托卡列夫与P99的技能加成值。
88 | > - 修正新的专属都能使用以及强化加成写反的bug。
89 | > - 修正M590、M500技能无效的bug。
90 | > - 修正由于double精度问题导致某些情况下光环显示数值差1%的问题。
91 | > - 技能说明增加tooltips,鼠标移到描述文字可以显示全部。
92 | > - 输出加入0.85-1.15的浮动平均,这将导致极端情况下对护甲单位的攻击值有一点差值。
93 | > - 更新部分Q版图。
94 |
95 | ###v2.0.5 (野猪肉版) 2017.02.16
96 |
97 | > - 修正MT-9暴击率与Q版图
98 | > - 修正在空白格处放枪娘时间为0时可以点击技能的bug(被动技能:比如内格夫和连珠终结不用点直接计算)
99 | > - 修正由于double精度问题导致生效光环数值显示可能会差1%的bug。
100 | > - 随更新修正RMB-93光环值。
101 | > - 增加莫辛纳甘专属。
102 | > - 增加夜战5图的经验数据。
103 |
104 | ###v2.0.4 (斗法版) 2017.02.08
105 |
106 | > - 随更新修改RO635持续时间。
107 | > - 修正RF光环减少冷却对初始cd无效的bug。
108 | > - 修正RMB-93光环指向。
109 | > - 修正非满编手枪光环显示差1%的bug。
110 | > - 修正非鼠标点击时间轴拖动无效的bug。
111 | > - 修正机枪在临界下一轮的时间点指数为0的bug。
112 |
113 | ###v2.0.3 (长征版) 2017.02.02
114 |
115 | > - 修正四处光环位置对另一位置无效的bug。
116 | > - 修正波波沙、PPS43 Q版图。
117 | > - 修正两个烟雾弹技能仍旧减敌方命中的bug。
118 | > - 修正霰弹无一战消耗的bug。
119 | > - 修正M4A1、G36技能持续时间。
120 | > - 修正KS-23光环指向。
121 | > - 修改蕾姆、射击技能在不破甲时候的固伤值(不一定对)
122 | > - 修改连珠终结技能不在伤害值中显示(仍平均到每一次,计做倍率/4的加成)
123 | > - 修改蓄势待发技能表现为伤害正常加成,弹链面板加成,时间不予计算。
124 |
125 | ###v2.0.2 (少女前线2测试修订补丁版) 2017.01.29
126 |
127 | > - 修正L85A1的技能倍率。
128 | > - 修正G3无技能的bug。
129 | > - 修正全息的强化满值,应为14。
130 | > - 修正63式的血量、伤害值。
131 | > - 修正因未重置护甲光环值导致在更换霰弹时重复计算光环的错误。
132 | > - 修正连珠终结技能的倍率。
133 | > - 装备增加三种插板。
134 | > - 修正各种蕾姆技能说明中的倍率显示错误。
135 |
136 | ###v2.0.1 (少女前线2测试修订版) 2017.01.25
137 |
138 | > - 修正PK、ST AR-15、M4 SOPMODII光环指向。
139 | > - 修正红点四五星颜色为黑的bug。
140 | > - 修完2号位初始cd一直为0的bug。
141 | > - 修正肉度相关技能失效的bug。
142 | > - 修正内格夫技能bug。
143 | > - 修正摆放战术少女后光环显示残留的bug。
144 | > - 修正装备中间多一行空行的bug。
145 | > - 机枪光环说明添加"对霰弹枪:"。
146 |
147 | ###v2.0.0 (少女前线2测试版) 2017.01.01
148 |
149 | > - 重写光环逻辑。
150 | > - 重写技能逻辑。
151 | > - 重写装备逻辑以及装备与战术少女对应逻辑。
152 | > - 调整了战术少女(FN57之前)的序号。
153 | > - 修改穿甲逻辑。
154 | > - 目前机枪为当前秒伤、霰弹为平均伤害。
155 | > - 霰弹计算了目标。即伤害指数中乘了目标倍数。
156 | > - 技能与秒数挂钩。初始时间之前无法选择,选择后划至超过持续时间的时间会取消。
157 | > - 夜战技能只在夜战选择时有效。有昼战衰减的技能在夜战选择与否时表现不同。
158 | > - 增加7图经验数据.
159 | > - 更新UI。
160 |
161 | ###v1.3.7 (44e其实是一张练级地图版) 2016.12.16
162 |
163 | > - 增加AR70的数据。
164 | > - 优化选择装备属性逻辑。
165 | > - 修正1.3.6 T金骨最低减伤-7的问题。
166 | > - 修正Kar98k光环指向。
167 | > - 圣诞时装Q版图替换。
168 |
169 | ###v1.3.6 (200次不出麻皮五专属版) 2016.12.12
170 |
171 | > - 计算加成后的属性值从向上取整改为向下取整。
172 | > - 现在可以自主添加所选装备的属性值了。
173 | > - 修正莫辛-纳甘的光环指向。
174 | > - 修正春田的光环指向。
175 | > - 增加PP19、SR3MP、PP90数据。
176 | > - 替换 NTW-20 Q版图。
177 |
178 | ###v1.3.5 (非吾之所有版) 2016.11.26
179 |
180 | > - 修正L85A1的光环指向。
181 | > - 增加MP5专属装备。
182 | > - 修改非机枪伤害指数公式:30*伤害/帧数*(1-暴击率+暴击率*1.5)/(1+敌回避/命中)
183 | > - 其他计算器增加夜战四图的地图数据。
184 |
185 | ###v1.3.4 (苟版) 2016.11.21
186 |
187 | > - 将机枪每发子弹时间从0.4s修回为1/3s。
188 | > - 增加59式数据。
189 | > - 更新部分带时装Q版图。
190 |
191 | ###v1.3.3 (Trick or Treat版) 2016.10.02
192 |
193 | > - 增加M1A1、63式数据。
194 | > - 部分带有万圣节皮肤的战术少女更新Q版图。
195 | > - 九宫格右上角增加战术少女本身提供的光环图。
196 | > - 其他计算器增加六图的地图数据。
197 | > - 修正爆破榴弹/杀伤榴弹不受好感度影响的bug。
198 | > - 修正G3的光环指向。
199 | > - 修正布伦的伤害值。
200 | > - 修正修改枪娘位置可能导致原光环不变的bug。
201 | > - 加强:M3、PP-2000、SIG-510的伤害;PPSh-41、M1919A4、MG34的生命;
202 | > - 伯莱塔、布伦、AAT-52的命中;BM59、64式的闪避;M2HB的弹链;LWMMG、MP446、FG42的成长。
203 |
204 | ###v1.3.2 (国庆/约会大作战版) 2016.09.27
205 |
206 | > - 好感度计算器增加对约会大作战活动(好感UP)的支持。
207 | > - 增加国庆新枪数据。
208 | > - 提高了“M1918”专属装备“Titan火控芯片”的数值浮动下限。
209 | > - 将机枪每发子弹时间从0.33s修正为0.4s。
210 |
211 | ###v1.3.1 (好感度计算器版)2016.09.26
212 |
213 | > - 修正烟雾弹对命中的减值bug。
214 | > - 修正夜战地图的经验值。
215 | > - 修改好感度计算逻辑。
216 | > - 增加专属装备的常值。
217 |
218 | ###v1.3.0 (\结婚~/版)2016.09.19
219 |
220 | > - 增加好感度加成计算。点击每一个框里的心会有相应的变化。
221 | > - 练级计算器里增加好感度计算器。(测试,可能会有问题。)
222 | > - 因敌方伤害默认值导致了一些肉度争议,所以将默认值重新设为1。
223 | > - 同时在敌方数据增加了小怪的伤害值范围,可供参考。
224 | > - 修正FNP-9的光环加成。
225 | > - 重写了可用装备方法,直观的好处是下一条可以实现:
226 | > - 将金色装备分为顶配(满值)与常值(见得多了的)两种可供选择。
227 | > - 提供春田、M1918、ST AR-15的专属装备可供选择(顶配,出的多了再考虑常值)。
228 | > - 修正一些情况下练级计算器无响应的问题。
229 | > - 修正其他小bug。
230 |
231 | ###v1.2.9 (天台的风好喧嚣啊版)2016.09.16
232 |
233 | > - 增加G36C的数据。
234 |
235 | ###v1.2.8 (军训为什么要下雨版)2016.09.01
236 |
237 | > - 修改同种技能加成逻辑为乘,之前为加。
238 | > - 修改部分炮狙的技能说明。
239 | > - 修改肉度计算逻辑,增加铁血伤害输入框。公式见About。(测试)
240 | > - 对敌伤害减少的技能如今可用。
241 | > - 丰富一战消耗计算逻辑,现在对应等级扩编。(有趣之处见About)
242 |
243 | ###v1.2.7 (吃瓜看军训版)2016.08.30
244 |
245 | > - 增加开学季新枪数据。
246 | > - 修正练级计算器可能的bug。
247 | > - 修改瞄准技能在穿甲不足时的技能伤害。
248 | > - 带穿甲的战术少女在打0护甲铁血时获得+2伤害。
249 |
250 | ###v1.2.6 (练级计算器修订版) 2016.08.27
251 |
252 | > - 修正M4A1、G36的光环加成。
253 | > - 修正T4外骨骼减伤害为-6。
254 | > - 修正练级计算器0-4基础经验为500。
255 | > - 修正练级计算器对MVP+队长经验值计算的错误。
256 |
257 | ###v1.2.5 (练级计算器版) 2016.08.25
258 |
259 | > - 修正AK-47的光环指向。
260 | > - 增加功能:计算练级所需战斗次数。点击右下角的按钮使用该功能。
261 | > - 更新SUPER SASS Q版图。
262 |
263 | ###v1.2.4(SUPER♀ASS版) 2016.08.24
264 |
265 | > - 修正Ots-12的光环指向。
266 | > - 更新维尔德的光环指向。
267 | > - 增加SUPER SASS的数据。
268 | > - 增加 IOP X系列外骨骼的数据。
269 |
270 | ###v1.2.3(Re:夏活穿甲修订版) 2016.08.18
271 |
272 | > - 修正AS VAL的光环指向。
273 | > - 修正ARX-160的光环指向。(真)
274 | > - 继续修改护甲值相关计算逻辑。
275 |
276 | ###v1.2.2(夏活穿甲修订版) 2016.08.15
277 |
278 | > - 修改护甲值相关的计算逻辑。(在夏活相关查看。)
279 |
280 | ###v1.2.1(夏活修订版) 2016.08.13
281 |
282 | > - 修正PPSH-41属性值不正确的问题。
283 | > - 修正AR小队(除M4A1)装备无法正常计算的问题。
284 | > - 修正燃烧弹半径技能说明。
285 | > - 修正更新信息提示可能会出现的非预期提示。
286 | > - 根据目前造出装备浮动值情况,修改装备加成从满值到平均值。
287 |
288 | ###v1.2(夏活版) 2016.07.25
289 |
290 | > - 修正小键盘2号位有时不受3号位光环加成的bug。
291 | > - 修改枪种颜色。
292 | > - 更正部分机枪的技能持续时间。
293 | > - 增加新枪的数据。
294 | > - 增加装备系统。鼠标移到选中的装备上可查看其加成值。装备属性说均为该星级浮动最好的值。
295 | > - 增加护甲值及其逻辑。
296 | > - 对应夏活提供相应逻辑和说明(并没有)。
297 |
298 | ###v1.1(圣建大胜利版(flag)) 2016.07.17
299 |
300 | > - 现在鼠标移到枪娘图片上会显示该枪娘当前受到的光环加成。
301 | > - 修改UI,看起来高大上了一点(滑稽)。
302 | > - 修复连续开关技能导致重复叠加buff的bug。
303 | > - 更正部分机枪的技能持续时间。
304 | > - 更正伤害指数不计算增加的光环暴击的错误。
305 | > - 修改初始化时枪娘等级为100,技能等级为10。
306 | > - 更正G36、SV-98光环指向。
307 |
308 | ###v1.0.7(全年龄版(雾)) 2016.07.14
309 |
310 | > - 采用了新的计算逻辑。现在已经可以填写1-100任意枪娘等级了。得出的数据是该等级强化完全的值。
311 | > - 采用了新的计算逻辑。现在已经可以填写1-10任意技能等级了。
312 | > - 手榴弹和射击的伤害均为基础伤害×倍数。
313 | > - 更正FNC与FAMAS的光环指向、MP5的光环加成、UMP45与索米的光环影响格。
314 |
315 | ###v1.0.6(再也没见过雪球版) 2016.07.13
316 | > - 添加敌方数据,可以参考敌方数据填敌方闪避和命中了。
317 | > - 修改敌方回避命中初值。
318 | > - 更正属性计算结果为整形。
319 | > - 更正技能发动率的计算逻辑为乘法,之前为加法。
320 | > - 更正李恩菲尔德光环无效的问题。
321 | > - 现在已经可以在部署枪娘的时候搜索名字了。填入名字前缀自动补全。
322 | > - - 在使用过程中请保证枪娘名字的准确性,否则计算时不会响应。
323 | > - 再提一次:机枪在受到技能的时候在一轮之后输出大于实际。(不多)
324 | > - - 这与软件计算秒伤的算法逻辑冲突。目前没有解决方案,请注意。
325 |
326 | ###v1.0.5(机枪加强版) 2016.07.12
327 |
328 | > - 增加机枪输出时间slider及其相关逻辑。
329 | > - 更正部分上一版的bug。
330 | > - 现在部署相同的枪娘会移动该枪娘的位置。
331 | > - 现在机枪上技能会导致全局都会收到技能加值,
332 | > - 这将导致机枪在一轮之后输出大于实际。 ←目前还没想好怎么修改
333 | > - 稍稍的改了一下界面。
334 | > - 修改技能buff与光环buff叠加计算逻辑为乘法,之前为加法。
335 |
336 | ###v1.0.4(技能测试版) 2016.07.10
337 |
338 | > - 增加谢尔久科夫的数据。
339 | > - 录入技能数据。
340 | > - 技能逻辑上线。
341 | > - 增加一战消耗计算。
342 | > - 增加每个枪娘的Q版图。(谢尔久科夫暂无)
343 | > - 现在可以缩放窗口了。
344 | > - 修改界面。
345 |
346 | ###v1.0.3(稳定版) 2016.07.09
347 |
348 | > - 重写光环计算逻辑。现在可以自由的修改队伍了。
349 | > - 缩小界面大小。
350 | > - 修正AR小队和UMP45的光环。
351 | > - 增加副T相关。
352 | > - 现在ComboBox改为空有个bug,并不想在最近修。
353 |
354 | ###v1.0.2 2016.07.08
355 |
356 | > - 增加重置按钮。
357 | > - 部分枪娘改为中文名。
358 | > - 更正索米buff,更正部分枪娘名称。
359 | > - 更改光环计算逻辑,如果光环过多,还是有bug。
360 | > - 增加"血量"栏。
361 |
362 | ###v1.0.1 2016.07.08
363 |
364 | > - 得到demo,导入数据。
365 |
366 | ###v1.0.0 2016.07.06
367 |
368 | > - 开始项目。
369 |
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/snqxap.sln:
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1 |
2 | Microsoft Visual Studio Solution File, Format Version 12.00
3 | # Visual Studio 14
4 | VisualStudioVersion = 14.0.23107.0
5 | MinimumVisualStudioVersion = 10.0.40219.1
6 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "snqxap", "snqxap\snqxap.csproj", "{8D4D00AF-A1E0-4FBA-B8D5-B253C77A8A10}"
7 | EndProject
8 | Global
9 | GlobalSection(SolutionConfigurationPlatforms) = preSolution
10 | Debug|Any CPU = Debug|Any CPU
11 | Release|Any CPU = Release|Any CPU
12 | EndGlobalSection
13 | GlobalSection(ProjectConfigurationPlatforms) = postSolution
14 | {8D4D00AF-A1E0-4FBA-B8D5-B253C77A8A10}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
15 | {8D4D00AF-A1E0-4FBA-B8D5-B253C77A8A10}.Debug|Any CPU.Build.0 = Debug|Any CPU
16 | {8D4D00AF-A1E0-4FBA-B8D5-B253C77A8A10}.Release|Any CPU.ActiveCfg = Release|Any CPU
17 | {8D4D00AF-A1E0-4FBA-B8D5-B253C77A8A10}.Release|Any CPU.Build.0 = Release|Any CPU
18 | EndGlobalSection
19 | GlobalSection(SolutionProperties) = preSolution
20 | HideSolutionNode = FALSE
21 | EndGlobalSection
22 | EndGlobal
23 |
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/snqxap/Aboutxh.xaml:
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/snqxap/Aboutxh.xaml.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Windows;
6 | using System.Windows.Controls;
7 | using System.Windows.Data;
8 | using System.Windows.Documents;
9 | using System.Windows.Input;
10 | using System.Windows.Media;
11 | using System.Windows.Media.Imaging;
12 | using System.Windows.Shapes;
13 |
14 | namespace snqxap
15 | {
16 | ///
17 | /// Aboutxh.xaml 的交互逻辑
18 | ///
19 | public partial class Aboutxh : Window
20 | {
21 | public Aboutxh()
22 | {
23 | InitializeComponent();
24 | }
25 | }
26 | }
27 |
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/snqxap/App.config:
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3 |
4 |
5 |
6 |
7 |
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/snqxap/App.xaml:
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6 |
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/snqxap/App.xaml.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Configuration;
4 | using System.Data;
5 | using System.Linq;
6 | using System.Threading.Tasks;
7 | using System.Windows;
8 |
9 | namespace snqxap
10 | {
11 | ///
12 | /// App.xaml 的交互逻辑
13 | ///
14 | public partial class App : Application
15 | {
16 | }
17 | }
18 |
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/snqxap/Fairy.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 |
6 | namespace snqxap
7 | {
8 | class Fairy
9 | {
10 | public string name;
11 | public double pow;
12 | public double hit;
13 | public double dodge;
14 | public double armor;
15 | public double critharm;
16 | public double grow;
17 | public int type;
18 | public string source;
19 |
20 | public int level;
21 | public int skilllevel;
22 | public int star;
23 |
24 | public double cd;
25 |
26 | public double powbuff;
27 | public double hitbuff;
28 | public double dodgebuff;
29 | public double armorbuff;
30 | public double critharmbuff;
31 |
32 | public int powbuffshow;
33 | public int hitbuffshow;
34 | public int dodgebuffshow;
35 | public int armorbuffshow;
36 | public int critharmbuffshow;
37 | enum ratio1 { pow = 7, hit = 25, dodge = 20, armor = 5, critharm = 10 };
38 |
39 |
40 | public void calcfairybuff()
41 | {
42 | if (this.star == 0||this.level==0)
43 | return;
44 | double[] ratio2 = { 0.076, 0.252, 0.202, 0.05, 0.101 };
45 | double[] starratio = { 0.4, 0.5, 0.6, 0.8, 1 };
46 | this.powbuff =(Math.Ceiling(this.pow * (double)ratio1.pow / 100) + Math.Ceiling(this.pow * (double)ratio2[0] * (this.level - 1) * this.grow / 10000)) * starratio[this.star - 1];
47 | this.hitbuff = (Math.Ceiling(this.hit * (double)ratio1.hit / 100) + Math.Ceiling(this.hit * (double)ratio2[1] * (this.level - 1) * this.grow / 10000)) * starratio[this.star - 1];
48 | this.dodgebuff = (Math.Ceiling(this.dodge * (double)ratio1.dodge / 100) + Math.Ceiling(this.dodge * (double)ratio2[2] * (this.level - 1) * this.grow / 10000)) * starratio[this.star - 1];
49 | this.armorbuff = (Math.Ceiling(this.armor * (double)ratio1.armor / 100) + Math.Ceiling(this.armor * (double)ratio2[3] * (this.level - 1) * this.grow / 10000)) * starratio[this.star - 1];
50 | this.critharmbuff = (Math.Ceiling(this.critharm * (double)ratio1.critharm / 100) + Math.Ceiling(this.critharm * (double)ratio2[4] * (this.level - 1) * this.grow / 10000)) * starratio[this.star - 1];
51 |
52 | this.powbuffshow = Convert.ToInt16(this.powbuff);
53 | this.hitbuffshow = Convert.ToInt16(this.hitbuff);
54 | this.dodgebuffshow = Convert.ToInt16(this.dodgebuff);
55 | this.armorbuffshow = Convert.ToInt16(this.armorbuff);
56 | this.critharmbuffshow = Convert.ToInt16(this.critharmbuff);
57 |
58 | this.powbuff = this.powbuff / 100 + 1;
59 | this.hitbuff = this.hitbuff / 100 + 1;
60 | this.dodgebuff = this.dodgebuff / 100 + 1;
61 | this.armorbuff = this.armorbuff / 100 + 1;
62 | this.critharmbuff = this.critharmbuff / 100 + 1;
63 |
64 | Console.WriteLine("伤害:" + this.powbuff + "% 命中:" + this.hitbuff + "% 回避:" + this.dodgebuff + "% 护甲:" + this.armorbuff + "% 爆伤:" + this.critharmbuff + "%");
65 | }
66 | }
67 |
68 | class FairyTalent
69 | {
70 | public string name;
71 | ///
72 | /// 1:4 6 8 9 10 2:2 4 6 8 10 3:3 5 7 9 10
73 | ///
74 | public int rateswitch;
75 | }
76 | }
77 |
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/snqxap/Gun.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading.Tasks;
6 |
7 | namespace snqxap
8 | {
9 |
10 | class Equip
11 | {
12 | public string name { get; set; }
13 | /* public double critup { get; set; }
14 | public int breakarmor { get; set; }
15 | public int damage { get; set; }
16 | public int shotspeed { get; set; }
17 | public int hit { get; set; }
18 | public double nightsee { get; set; }
19 | public int dodge { get; set; }*/
20 | public int rank { get; set; }
21 | // public int belt { get; set; }
22 | public string forwhat {get;set;}
23 | ///
24 | /// 1光瞄/2全息/3acog/4夜视/5穿甲/6空尖/7猎鹿or独头/8高速/9芯片/10外骨/11插板/12勋章/13消音器/14弹药箱
25 | ///
26 | public int type { get; set; }
27 |
28 | public string tooltip { get; set; }
29 |
30 | public string property1 { get; set; }
31 | public string property2 { get; set; }
32 | public string property3 { get; set; }
33 | public string property4 { get; set; }
34 | public double down1 { get; set; }
35 | public double down2 { get; set; }
36 | public double down3 { get; set; }
37 | public double down4 { get; set; }
38 | public double up1 { get; set; }
39 | public double up2 { get; set; }
40 | public double up3 { get; set; }
41 | public double up4 { get; set; }
42 |
43 | public double bonus1 { get; set; } //强化系数
44 | public double bonus2 { get; set; } //强化系数
45 | public double bonus3 { get; set; } //强化系数
46 | public double bonus4 { get; set; } //强化系数
47 | }
48 |
49 | class Gun
50 | {
51 | public string image { get; set; }
52 | public int number { get; set; }
53 | public int effect0 { get; set; }
54 | public int effect1 { get; set; }
55 | public int effect2 { get; set; }
56 | public int effect3 { get; set; }
57 | public int effect4 { get; set; }
58 | public int effect5 { get; set; }
59 | public int effect6 { get; set; }
60 | public int effect7 { get; set; }
61 | public double damageup { get; set; }
62 | public double shotspeedup { get; set; }
63 | public double hitup { get; set; }
64 | public double dodgeup { get; set; }
65 | public double critup { get; set; }
66 | public double rateup { get; set; }
67 | public double armorup { get; set; }
68 | public int to { get; set; } // all 1 ar 2 smg 3 4 hg 6 mg 7 sg no 0
69 | public string name { get; set; } //名字
70 | public double crit { get; set; }//暴击率
71 | public string equiptype1 { get; set; }//一栏装备类型
72 | public string equiptype2 { get; set; }//二栏装备类型
73 | public string equiptype3 { get; set; }//三栏装备类型
74 | public int grid_center { get; set; }//光环中心
75 | ///
76 | /// 2 ar 3 smg 4 hg 5 rf 6 mg 7 sg
77 | ///
78 | public int what { get; set; }
79 | public int belt { get; set; }//弹链
80 | public double cd { get; set; }//冷却
81 | public string startcd { get; set; }//初始cd
82 | public double ratiohp { get; set; }//hp
83 | public double ratiopow { get; set; }//伤害
84 | public double ratiohit { get; set; } //命中
85 | public double eatratio { get; set; }
86 | public double ratiorate { get; set; } //射速
87 | public double ratiododge { get; set; }//闪避
88 | public double ratioarmor { get; set; }//护甲
89 |
90 | public bool doublecard { get; set; }//倍卡
91 |
92 | //public int skillpool { get; set; }
93 |
94 |
95 | //public int probability {get;set;}
96 | //public double skilleffect1 { get; set; }
97 | //public double skilleffect2 { get; set; }
98 | //public double skilleffect3 { get; set; }
99 | //public double skilleffect4 { get; set; }
100 | //public double growth { get; set; }
101 | //public int growth_type { get;set;}
102 | public int type { get; set; }
103 | //public Equip equip { get; set; }
104 |
105 | }
106 |
107 | public class GunGrid
108 | {
109 | public double damageup { get; set; }
110 | public double shotspeedup { get; set; }
111 | public double hitup { get; set; }
112 | public double dodgeup { get; set; }
113 | public double critup { get; set; }
114 | public double rateup { get; set; }
115 | public double armorup { get; set; }
116 | public void cleargg()
117 | {
118 | this.critup = 1.00;
119 | this.damageup = 1.00;
120 | this.dodgeup = 1.00;
121 | this.hitup = 1.00;
122 | this.shotspeedup = 1.00;
123 | this.rateup = 1.00;
124 | this.armorup = 1.00;
125 | }
126 | }
127 |
128 | }
129 |
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/snqxap/Properties/AssemblyInfo.cs:
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1 | using System.Reflection;
2 | using System.Resources;
3 | using System.Runtime.CompilerServices;
4 | using System.Runtime.InteropServices;
5 | using System.Windows;
6 |
7 | // 有关程序集的常规信息通过以下
8 | // 特性集控制。更改这些特性值可修改
9 | // 与程序集关联的信息。
10 | [assembly: AssemblyTitle("阵型计算器")]
11 | [assembly: AssemblyDescription("少女前线阵型好不好?")]
12 | [assembly: AssemblyConfiguration("")]
13 | [assembly: AssemblyCompany("雪风@真冬死宅酱")]
14 | [assembly: AssemblyProduct("snqxap")]
15 | [assembly: AssemblyCopyright("Copyright © h@jyying.cn 2016")]
16 | [assembly: AssemblyTrademark("")]
17 | [assembly: AssemblyCulture("")]
18 |
19 | // 将 ComVisible 设置为 false 使此程序集中的类型
20 | // 对 COM 组件不可见。 如果需要从 COM 访问此程序集中的类型,
21 | // 则将该类型上的 ComVisible 特性设置为 true。
22 | [assembly: ComVisible(false)]
23 |
24 | //若要开始生成可本地化的应用程序,请在
25 | // 中的 .csproj 文件中
26 | //设置 CultureYouAreCodingWith。 例如,如果您在源文件中
27 | //使用的是美国英语,请将 设置为 en-US。 然后取消
28 | //对以下 NeutralResourceLanguage 特性的注释。 更新
29 | //以下行中的“en-US”以匹配项目文件中的 UICulture 设置。
30 |
31 | //[assembly: NeutralResourcesLanguage("en-US", UltimateResourceFallbackLocation.Satellite)]
32 |
33 |
34 | [assembly: ThemeInfo(
35 | ResourceDictionaryLocation.None, //主题特定资源词典所处位置
36 | //(在页面或应用程序资源词典中
37 | // 未找到某个资源的情况下使用)
38 | ResourceDictionaryLocation.SourceAssembly //常规资源词典所处位置
39 | //(在页面、应用程序或任何主题特定资源词典中
40 | // 未找到某个资源的情况下使用)
41 | )]
42 |
43 |
44 | // 程序集的版本信息由下面四个值组成:
45 | //
46 | // 主版本
47 | // 次版本
48 | // 生成号
49 | // 修订号
50 | //
51 | // 可以指定所有这些值,也可以使用“生成号”和“修订号”的默认值,
52 | // 方法是按如下所示使用“*”:
53 | // [assembly: AssemblyVersion("1.0.*")]
54 | [assembly: AssemblyVersion("2.1.1.0")]
55 | [assembly: AssemblyFileVersion("2.1.1.0")]
56 |
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/snqxap/Properties/Resources.Designer.cs:
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1 | //------------------------------------------------------------------------------
2 | //
3 | // 此代码由工具生成。
4 | // 运行时版本:4.0.30319.18444
5 | //
6 | // 对此文件的更改可能会导致不正确的行为,并且如果
7 | // 重新生成代码,这些更改将会丢失。
8 | //
9 | //------------------------------------------------------------------------------
10 |
11 | namespace snqxap.Properties {
12 | using System;
13 |
14 |
15 | ///
16 | /// 一个强类型的资源类,用于查找本地化的字符串等。
17 | ///
18 | // 此类是由 StronglyTypedResourceBuilder
19 | // 类通过类似于 ResGen 或 Visual Studio 的工具自动生成的。
20 | // 若要添加或移除成员,请编辑 .ResX 文件,然后重新运行 ResGen
21 | // (以 /str 作为命令选项),或重新生成 VS 项目。
22 | [global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "4.0.0.0")]
23 | [global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
24 | [global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
25 | internal class Resources {
26 |
27 | private static global::System.Resources.ResourceManager resourceMan;
28 |
29 | private static global::System.Globalization.CultureInfo resourceCulture;
30 |
31 | [global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
32 | internal Resources() {
33 | }
34 |
35 | ///
36 | /// 返回此类使用的缓存的 ResourceManager 实例。
37 | ///
38 | [global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
39 | internal static global::System.Resources.ResourceManager ResourceManager {
40 | get {
41 | if (object.ReferenceEquals(resourceMan, null)) {
42 | global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("snqxap.Properties.Resources", typeof(Resources).Assembly);
43 | resourceMan = temp;
44 | }
45 | return resourceMan;
46 | }
47 | }
48 |
49 | ///
50 | /// 使用此强类型资源类,为所有资源查找
51 | /// 重写当前线程的 CurrentUICulture 属性。
52 | ///
53 | [global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
54 | internal static global::System.Globalization.CultureInfo Culture {
55 | get {
56 | return resourceCulture;
57 | }
58 | set {
59 | resourceCulture = value;
60 | }
61 | }
62 | }
63 | }
64 |
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/snqxap/Properties/Resources.resx:
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1 |
2 |
3 |
62 |
63 |
64 |
65 |
66 |
67 |
68 |
69 |
70 |
71 |
72 |
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80 |
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95 |
96 |
97 |
98 |
99 |
100 |
101 |
102 |
103 |
104 |
105 |
106 | text/microsoft-resx
107 |
108 |
109 | 2.0
110 |
111 |
112 | System.Resources.ResXResourceReader, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
113 |
114 |
115 | System.Resources.ResXResourceWriter, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
116 |
117 |
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/snqxap/Properties/Settings.Designer.cs:
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1 | //------------------------------------------------------------------------------
2 | //
3 | // 此代码由工具生成。
4 | // 运行时版本:4.0.30319.18444
5 | //
6 | // 对此文件的更改可能会导致不正确的行为,并且如果
7 | // 重新生成代码,这些更改将会丢失。
8 | //
9 | //------------------------------------------------------------------------------
10 |
11 | namespace snqxap.Properties {
12 |
13 |
14 | [global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
15 | [global::System.CodeDom.Compiler.GeneratedCodeAttribute("Microsoft.VisualStudio.Editors.SettingsDesigner.SettingsSingleFileGenerator", "12.0.0.0")]
16 | internal sealed partial class Settings : global::System.Configuration.ApplicationSettingsBase {
17 |
18 | private static Settings defaultInstance = ((Settings)(global::System.Configuration.ApplicationSettingsBase.Synchronized(new Settings())));
19 |
20 | public static Settings Default {
21 | get {
22 | return defaultInstance;
23 | }
24 | }
25 | }
26 | }
27 |
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/snqxap/Properties/Settings.settings:
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1 |
2 |
3 |
4 |
5 |
6 |
7 |
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/snqxap/Summary.xaml:
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1 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 | h@jyying.cn
20 |
21 |
22 |
23 |
24 |
--------------------------------------------------------------------------------
/snqxap/Summary.xaml.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading.Tasks;
6 | using System.Windows;
7 | using System.Windows.Controls;
8 | using System.Windows.Data;
9 | using System.Windows.Documents;
10 | using System.Windows.Input;
11 | using System.Windows.Media;
12 | using System.Windows.Media.Imaging;
13 | using System.Windows.Shapes;
14 |
15 | namespace snqxap
16 | {
17 | ///
18 | /// Summary.xaml 的交互逻辑
19 | ///
20 | public partial class Summary : Window
21 | {
22 | public Summary()
23 | {
24 | InitializeComponent();
25 | }
26 |
27 | private void Button_Click(object sender, RoutedEventArgs e)
28 | {
29 | Close();
30 | }
31 | }
32 | }
33 |
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/snqxap/UpdateData.xaml:
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1 |
5 |
6 |
380 |
381 |
382 |
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/snqxap/UpdateData.xaml.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading.Tasks;
6 | using System.Windows;
7 | using System.Windows.Controls;
8 | using System.Windows.Data;
9 | using System.Windows.Documents;
10 | using System.Windows.Input;
11 | using System.Windows.Media;
12 | using System.Windows.Media.Imaging;
13 | using System.Windows.Shapes;
14 |
15 | namespace snqxap
16 | {
17 | ///
18 | /// UpdateData.xaml 的交互逻辑
19 | ///
20 | public partial class UpdateData : Window
21 | {
22 | public UpdateData()
23 | {
24 | InitializeComponent();
25 |
26 | }
27 | }
28 | }
29 |
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/snqxap/buffOn.xaml.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Windows;
6 | using System.Windows.Controls;
7 | using System.Windows.Data;
8 | using System.Windows.Documents;
9 | using System.Windows.Input;
10 | using System.Windows.Media;
11 | using System.Windows.Media.Imaging;
12 | using System.Windows.Shapes;
13 |
14 | namespace snqxap
15 | {
16 | ///
17 | /// buffOn.xaml 的交互逻辑
18 | ///
19 | public partial class buffOn : Window
20 | {
21 |
22 | public GunGrid[] gg { get; set; }
23 |
24 | public int[] select { get;set; }
25 |
26 |
27 | public buffOn()
28 | {
29 | InitializeComponent();
30 | baka();
31 | }
32 |
33 | public void baka()
34 | {
35 | MessageBox.Show("baka!!!");
36 |
37 | }
38 |
39 |
40 | }
41 | }
42 |
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/snqxap/calclevelup.xaml:
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/snqxap/calclevelup.xaml.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Text.RegularExpressions;
6 | using System.Windows;
7 | using System.Windows.Controls;
8 | using System.Windows.Data;
9 | using System.Windows.Documents;
10 | using System.Windows.Input;
11 | using System.Windows.Media;
12 | using System.Windows.Media.Imaging;
13 | using System.Windows.Shapes;
14 |
15 | namespace snqxap
16 | {
17 |
18 | public class map
19 | {
20 | public string name;
21 | public int exp;
22 | public int downlevel;
23 | }
24 |
25 |
26 | ///
27 | /// calclevelup.xaml 的交互逻辑
28 | ///
29 | public partial class calclevelup : Window
30 | {
31 | public const int MAX_LEVEL = 100;
32 | public const int MAP_NUMBER = 118;
33 | int[] leveldata = new int[MAX_LEVEL-1];
34 | map[] allmap = new map[MAP_NUMBER];
35 |
36 |
37 | public calclevelup()
38 | {
39 | InitializeComponent();
40 | baka();
41 | }
42 |
43 | private void baka()
44 | {
45 | leveldata[0] = 100;
46 | leveldata[1] = 200;
47 | leveldata[2] = 300;
48 | leveldata[3] = 400;
49 | leveldata[4] = 500;
50 | leveldata[5] = 600;
51 | leveldata[6] = 700;
52 | leveldata[7] = 800;
53 | leveldata[8] = 900;
54 | leveldata[9] = 1000;
55 | leveldata[10] = 1100;
56 | leveldata[11] = 1200;
57 | leveldata[12] = 1300;
58 | leveldata[13] = 1400;
59 | leveldata[14] = 1500;
60 | leveldata[15] = 1600;
61 | leveldata[16] = 1700;
62 | leveldata[17] = 1800;
63 | leveldata[18] = 1900;
64 | leveldata[19] = 2000;
65 | leveldata[20] = 2100;
66 | leveldata[21] = 2200;
67 | leveldata[22] = 2300;
68 | leveldata[23] = 2400;
69 | leveldata[24] = 2500;
70 | leveldata[25] = 2600;
71 | leveldata[26] = 2800;
72 | leveldata[27] = 3100;
73 | leveldata[28] = 3400;
74 | leveldata[29] = 4200;
75 | leveldata[30] = 4600;
76 | leveldata[31] = 5000;
77 | leveldata[32] = 5400;
78 | leveldata[33] = 5800;
79 | leveldata[34] = 6300;
80 | leveldata[35] = 6700;
81 | leveldata[36] = 7200;
82 | leveldata[37] = 7700;
83 | leveldata[38] = 8200;
84 | leveldata[39] = 8800;
85 | leveldata[40] = 9300;
86 | leveldata[41] = 9900;
87 | leveldata[42] = 10500;
88 | leveldata[43] = 11100;
89 | leveldata[44] = 11800;
90 | leveldata[45] = 12500;
91 | leveldata[46] = 13100;
92 | leveldata[47] = 13900;
93 | leveldata[48] = 14600;
94 | leveldata[49] = 15400;
95 | leveldata[50] = 16100;
96 | leveldata[51] = 16900;
97 | leveldata[52] = 17800;
98 | leveldata[53] = 18600;
99 | leveldata[54] = 19500;
100 | leveldata[55] = 20400;
101 | leveldata[56] = 21300;
102 | leveldata[57] = 22300;
103 | leveldata[58] = 23300;
104 | leveldata[59] = 24300;
105 | leveldata[60] = 25300;
106 | leveldata[61] = 26300;
107 | leveldata[62] = 27400;
108 | leveldata[63] = 28500;
109 | leveldata[64] = 29600;
110 | leveldata[65] = 30800;
111 | leveldata[66] = 32000;
112 | leveldata[67] = 33200;
113 | leveldata[68] = 34400;
114 | leveldata[69] = 45100;
115 | leveldata[70] = 46800;
116 | leveldata[71] = 48600;
117 | leveldata[72] = 50400;
118 | leveldata[73] = 52200;
119 | leveldata[74] = 54000;
120 | leveldata[75] = 55900;
121 | leveldata[76] = 57900;
122 | leveldata[77] = 59800;
123 | leveldata[78] = 61800;
124 | leveldata[79] = 63900;
125 | leveldata[80] = 66000;
126 | leveldata[81] = 68100;
127 | leveldata[82] = 70300;
128 | leveldata[83] = 72600;
129 | leveldata[84] = 74800;
130 | leveldata[85] = 77100;
131 | leveldata[86] = 79500;
132 | leveldata[87] = 81900;
133 | leveldata[88] = 84300;
134 | leveldata[89] = 112600;
135 | leveldata[90] = 116100;
136 | leveldata[91] = 119500;
137 | leveldata[92] = 123100;
138 | leveldata[93] = 126700;
139 | leveldata[94] = 130400;
140 | leveldata[95] = 134100;
141 | leveldata[96] = 137900;
142 | leveldata[97] = 141800;
143 | leveldata[98] = 145700;
144 | for(int i = 0;i
272 | /// 判断string是否为数字
273 | ///
274 | /// string
275 | ///
276 | public bool IsNumber(String strNumber)
277 | {
278 | Regex objNotNumberPattern = new Regex("[^0-9.-]");
279 | Regex objTwoDotPattern = new Regex("[0-9]*[.][0-9]*[.][0-9]*");
280 | Regex objTwoMinusPattern = new Regex("[0-9]*[-][0-9]*[-][0-9]*");
281 | String strValidRealPattern = "^([.]|[0-9])[0-9]*[.]*[0-9]+$";
282 | String strValidIntegerPattern = "^([0-9])[0-9]*$";
283 | Regex objNumberPattern = new Regex("(" + strValidRealPattern + ")|(" + strValidIntegerPattern + ")");
284 | return !objNotNumberPattern.IsMatch(strNumber) &&
285 | !objTwoDotPattern.IsMatch(strNumber) &&
286 | !objTwoMinusPattern.IsMatch(strNumber) &&
287 | objNumberPattern.IsMatch(strNumber);
288 | }
289 |
290 | private void nowleveltb_TextChanged(object sender, TextChangedEventArgs e)
291 | {
292 | if (nowleveltb.Text == "")
293 | return;
294 | if (IsNumber(nowleveltb.Text))
295 | {
296 | int nowlevel = int.Parse(nowleveltb.Text);
297 | if (nowlevel >= 100)
298 | nowleveltb.Text = "99";
299 | else if (nowlevel < 1)
300 | nowleveltb.Text = "1";
301 | nowdatatb.Text = "0";
302 | }
303 | else
304 | nowleveltb.Text = "0";
305 | }
306 |
307 | private void nowdatatb_TextChanged(object sender, TextChangedEventArgs e)
308 | {
309 | if (nowdatatb.Text == "")
310 | return;
311 | if (IsNumber(nowdatatb.Text))
312 | {
313 | int nowdata = int.Parse(nowdatatb.Text);
314 | if (IsNumber(nowleveltb.Text))
315 | {
316 | int nowlevel = int.Parse(nowleveltb.Text);
317 | if (nowlevel < 0)
318 | nowdatatb.Text = "0";
319 | else if (nowdata >= leveldata[nowlevel - 1])
320 | nowdatatb.Text = (leveldata[nowlevel - 1] - 1).ToString();
321 | }
322 | else
323 | nowdatatb.Text = "0";
324 | }
325 | else
326 | nowdatatb.Text = "0";
327 | }
328 |
329 | private void toleveltb_TextChanged(object sender, TextChangedEventArgs e)
330 | {
331 | if (toleveltb.Text == "")
332 | return;
333 | if (IsNumber(toleveltb.Text))
334 | {
335 | int tolevel = int.Parse(toleveltb.Text);
336 | if (tolevel <= 0)
337 | toleveltb.Text = "1";
338 | else if(tolevel > 100)
339 | toleveltb.Text = "100";
340 | }
341 | else
342 | toleveltb.Text = "1";
343 | }
344 |
345 | private double switchteam(int nowlevel)
346 | {
347 | if (nowlevel < 10)
348 | return 1;
349 | else if (nowlevel < 30)
350 | return 1.5;
351 | else if (nowlevel < 70)
352 | return 2;
353 | else if (nowlevel < 90)
354 | return 2.5;
355 | else
356 | return 3;
357 | }
358 |
359 | private double switchdownlevel(int nowlevel,int downlevel)
360 | {
361 | if (nowlevel < downlevel)
362 | return 1;
363 | else if (nowlevel < downlevel + 10)
364 | return 0.8;
365 | else if (nowlevel < downlevel + 20)
366 | return 0.6;
367 | else if (nowlevel < downlevel + 30)
368 | return 0.4;
369 | else if (nowlevel < downlevel + 40)
370 | return 0.2;
371 | else if (nowlevel < downlevel + 50)
372 | return 0;
373 | else
374 | return -1;
375 | }
376 |
377 | private void button_Click(object sender, RoutedEventArgs e)
378 | {
379 | int mapselect = mapcb.SelectedIndex;
380 | if (nowleveltb.Text == ""|| toleveltb.Text==""||nowdatatb.Text==""||mapselect==-1)
381 | return;
382 | int nowlevel = int.Parse(nowleveltb.Text);
383 | int tolevel = int.Parse(toleveltb.Text);
384 | int nowexp = int.Parse(nowdatatb.Text);
385 |
386 | int expbook = nowexp;
387 | for (int i = nowlevel; i < tolevel; i++)
388 | {
389 | expbook += leveldata[i - 1];
390 | }
391 | double book = double.Parse(expbook.ToString()) / 3000;
392 |
393 | int allcountpt = 0;
394 | int allcountdz = 0;
395 | int allcountmvp = 0;
396 | int allcountdzmvp = 0;
397 | double team = 1;
398 | double shengganri = 1;
399 | int exp = 0;
400 | double downlevel = 1;
401 | if (checkBox.IsChecked == true)
402 | shengganri = 1.5;
403 |
404 | for(int i = nowlevel; i < tolevel; i++)
405 | {
406 | team = switchteam(i);
407 | downlevel = switchdownlevel(i, allmap[mapselect].downlevel);
408 | exp = leveldata[i - 1] - nowexp;
409 | if (exp < 0)
410 | {
411 | exp += leveldata[i - 1];
412 | nowexp -= leveldata[i - 1];
413 | continue;
414 | }
415 | if (downlevel > 0)
416 | {
417 | int nowcount = (int)Math.Ceiling((double)exp / downlevel / allmap[mapselect].exp / shengganri / team);
418 | nowexp = (int)(nowcount * allmap[mapselect].exp * shengganri * downlevel * team) - exp;
419 | allcountpt += nowcount;
420 | }
421 | else if(downlevel == 0)
422 | {
423 | int nowcount = (int)Math.Ceiling((double)exp / 5 / shengganri / team);
424 | nowexp = (int)(nowcount * shengganri * 5 * team) - exp;
425 | allcountpt += nowcount;
426 | }
427 | else if (downlevel < 0)
428 | {
429 | int nowcount = (int)Math.Ceiling((double)exp / 3 / shengganri / team);
430 | nowexp = (int)(nowcount * shengganri * 3 * team) - exp;
431 | allcountpt += nowcount;
432 | }
433 | }
434 |
435 | nowexp = int.Parse(nowdatatb.Text);
436 |
437 | for (int i = nowlevel; i < tolevel; i++)
438 | {
439 | team = switchteam(i);
440 | downlevel = switchdownlevel(i, allmap[mapselect].downlevel);
441 | exp = leveldata[i - 1] - nowexp;
442 | if (exp < 0)
443 | {
444 | exp += leveldata[i - 1];
445 | nowexp -= leveldata[i - 1];
446 | continue;
447 | }
448 | if (downlevel > 0)
449 | {
450 | int nowcount = (int)Math.Ceiling((double)exp / downlevel / allmap[mapselect].exp / shengganri / team / 1.2);
451 | nowexp = (int)(nowcount * allmap[mapselect].exp * shengganri * downlevel * 1.2 * team) - exp;
452 | allcountdz += nowcount;
453 | }
454 | else if (downlevel == 0)
455 | {
456 | int nowcount = (int)Math.Ceiling((double)exp / 5 / shengganri / team / 1.2);
457 | nowexp = (int)(nowcount * shengganri * 5 * 1.2 * team) - exp;
458 | allcountdz += nowcount;
459 | }
460 | else if (downlevel < 0)
461 | {
462 | int nowcount = (int)Math.Ceiling((double)exp / 3 / shengganri / team / 1.2);
463 | nowexp = (int)(nowcount * shengganri * 3 * 1.2 * team) - exp;
464 | allcountdz += nowcount;
465 | }
466 | }
467 |
468 | nowexp = int.Parse(nowdatatb.Text);
469 | for (int i = nowlevel; i < tolevel; i++)
470 | {
471 | team = switchteam(i);
472 | downlevel = switchdownlevel(i, allmap[mapselect].downlevel);
473 | exp = leveldata[i - 1] - nowexp;
474 | if (exp < 0)
475 | {
476 | exp += leveldata[i - 1];
477 | nowexp -= leveldata[i - 1];
478 | continue;
479 | }
480 | if (downlevel > 0)
481 | {
482 | int nowcount = (int)Math.Ceiling((double)exp / downlevel / allmap[mapselect].exp / shengganri / team / 1.3);
483 | nowexp = (int)(nowcount * allmap[mapselect].exp * shengganri * downlevel * 1.3 * team) - exp;
484 | allcountmvp += nowcount;
485 | }
486 | else if (downlevel == 0)
487 | {
488 | int nowcount = (int)Math.Ceiling((double)exp / 5 / shengganri / team / 1.3);
489 | nowexp = (int)(nowcount * shengganri * 5 * 1.3 * team) - exp;
490 | allcountmvp += nowcount;
491 | }
492 | else if (downlevel < 0)
493 | {
494 | int nowcount = (int)Math.Ceiling((double)exp / 3 / shengganri / team / 1.3);
495 | nowexp = (int)(nowcount * shengganri * 3 * 1.3 * team) - exp;
496 | allcountmvp += nowcount;
497 | }
498 | }
499 |
500 | nowexp = int.Parse(nowdatatb.Text);
501 |
502 | for (int i = nowlevel; i < tolevel; i++)
503 | {
504 | team = switchteam(i);
505 | downlevel = switchdownlevel(i, allmap[mapselect].downlevel);
506 | exp = leveldata[i - 1] - nowexp;
507 | if (exp < 0)
508 | {
509 | exp += leveldata[i - 1];
510 | nowexp -= leveldata[i - 1];
511 | continue;
512 | }
513 | if (downlevel > 0)
514 | {
515 | int nowcount = (int)Math.Ceiling((double)exp / downlevel / allmap[mapselect].exp / shengganri / team / 1.2 / 1.3);
516 | nowexp = (int)(nowcount * allmap[mapselect].exp * shengganri * downlevel * 1.2 * 1.3 * team) - exp;
517 | allcountdzmvp += nowcount;
518 | }
519 | else if (downlevel == 0)
520 | {
521 | int nowcount = (int)Math.Ceiling((double)exp / 5 / shengganri / team / 1.2 / 1.3);
522 | nowexp = (int)(nowcount * shengganri * 5 * 1.2 * 1.3 * team) - exp;
523 | allcountdzmvp += nowcount;
524 | }
525 | else if (downlevel < 0)
526 | {
527 | int nowcount = (int)Math.Ceiling((double)exp / 3 / shengganri / team / 1.2 / 1.3);
528 | nowexp = (int)(nowcount * shengganri * 3 * 1.2 * 1.3 * team) - exp;
529 | allcountdzmvp += nowcount;
530 | }
531 | }
532 |
533 | calclbpt.Content = allcountpt.ToString() + "次";
534 | calclbdz.Content = allcountdz.ToString() + "次";
535 | calclbmvp.Content = allcountmvp.ToString() + "次";
536 | calclbdzmvp.Content = allcountdzmvp.ToString() + "次";
537 | calclbbook.Content = book.ToString() + "本";
538 | }
539 |
540 | private void nowlovetb_TextChanged(object sender, TextChangedEventArgs e)
541 | {
542 | if (nowlovetb.Text == "")
543 | return;
544 | if (IsNumber(nowlovetb.Text))
545 | {
546 | int nowlove = int.Parse(nowlovetb.Text);
547 | if (nowlove >= 150)
548 | nowlovetb.Text = "149";
549 | else if (nowlove < 0)
550 | nowlovetb.Text = "0";
551 | }
552 | else
553 | nowlovetb.Text = "0";
554 | }
555 |
556 | private void tolovetb_TextChanged(object sender, TextChangedEventArgs e)
557 | {
558 | if (tolovetb.Text == "")
559 | return;
560 | if (IsNumber(tolovetb.Text))
561 | {
562 | int tolove = int.Parse(tolovetb.Text);
563 | if (tolove <= 0)
564 | tolovetb.Text = "1";
565 | else if (tolove > 150)
566 | tolovetb.Text = "150";
567 | }
568 | else
569 | tolovetb.Text = "1";
570 | }
571 |
572 | private void buttonl_Click(object sender, RoutedEventArgs e)
573 | {
574 | int mapselect = mapcbl.SelectedIndex;
575 | if (nowlovetb.Text == "" || tolovetb.Text == "" || mapselect == -1)
576 | return;
577 | int nowlove = int.Parse(nowlovetb.Text);
578 | int tolove = int.Parse(tolovetb.Text);
579 |
580 | int allcountpt = 0;
581 | int allcountdz = 0;
582 | int allcountdzmvp = 0;
583 | double boss = 1;
584 | int dal = 1;
585 | int full = 1;
586 | if(checkBox2.IsChecked == true)
587 | boss = 2;
588 | if (checkBox3.IsChecked == true)
589 | full = 3;
590 | if (checkBox4.IsChecked == true)
591 | dal = 3;
592 |
593 | if (nowlove<50&&tolove<=50)
594 | {
595 | int allloveexp = (tolove - nowlove) * 10000;
596 | allcountpt += (int)Math.Ceiling(allloveexp / boss / dal / allmap[mapselect].exp / full / 1);
597 | allcountdz += (int)Math.Ceiling(allloveexp / boss / dal / allmap[mapselect].exp / full / 1);
598 | allcountdzmvp += (int)Math.Ceiling(allloveexp / boss / dal / allmap[mapselect].exp / full / 1.7);
599 | }
600 | else if(nowlove < 50 && tolove > 50)
601 | {
602 | int oneloveexp = (50 - nowlove) * 10000;
603 | allcountpt += (int)Math.Ceiling(oneloveexp / boss / dal / allmap[mapselect].exp / full / 1);
604 | allcountdz += (int)Math.Ceiling(oneloveexp / boss / dal / allmap[mapselect].exp / full / 1);
605 | allcountdzmvp += (int)Math.Ceiling(oneloveexp / boss / dal / allmap[mapselect].exp / full / 1.7);
606 | int nextexppt = int.Parse((allcountpt * boss * dal * allmap[mapselect].exp * full * 1 - oneloveexp).ToString());
607 | int twoloveexppt = (tolove - 50) * 10000 - nextexppt;
608 | int nextexpdz = int.Parse((allcountpt * boss * dal * allmap[mapselect].exp * full * 1 - oneloveexp).ToString());
609 | int twoloveexpdz = (tolove - 50) * 10000 - nextexpdz;
610 | int nextexpdzmvp = int.Parse((allcountpt * boss * dal * allmap[mapselect].exp * full * 1.7 - oneloveexp).ToString());
611 | int twoloveexpdzmvp = (tolove - 50) * 10000 - nextexpdzmvp;
612 | allcountpt += (int)Math.Ceiling(twoloveexppt / boss / dal / allmap[mapselect].exp / full / 0.3);
613 | allcountdz += (int)Math.Ceiling(twoloveexpdz / boss / dal / allmap[mapselect].exp / full / 1);
614 | allcountdzmvp += (int)Math.Ceiling(twoloveexpdzmvp / boss / dal / allmap[mapselect].exp / full / 1.7);
615 | }
616 | else
617 | {
618 | int allloveexp = (tolove - nowlove) * 10000;
619 | allcountpt += (int)Math.Ceiling(allloveexp / boss / dal / allmap[mapselect].exp / full / 0.3);
620 | allcountdz += (int)Math.Ceiling(allloveexp / boss / dal / allmap[mapselect].exp / full / 1);
621 | allcountdzmvp += (int)Math.Ceiling(allloveexp / boss / dal / allmap[mapselect].exp / full / 1.7);
622 | }
623 | calclbptl.Content = allcountpt.ToString() + "次";
624 | calclbdzl.Content = allcountdz.ToString() + "次";
625 | calclbdzmvpl.Content = allcountdzmvp.ToString() + "次";
626 | }
627 | }
628 | }
629 |
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/snqxap/enemydata.xaml:
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/snqxap/enemydata.xaml.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Windows;
6 | using System.Windows.Controls;
7 | using System.Windows.Data;
8 | using System.Windows.Documents;
9 | using System.Windows.Input;
10 | using System.Windows.Media;
11 | using System.Windows.Media.Imaging;
12 | using System.Windows.Shapes;
13 |
14 | namespace snqxap
15 | {
16 | ///
17 | /// enemydata.xaml 的交互逻辑
18 | ///
19 | public partial class enemydata : Window
20 | {
21 | public enemydata()
22 | {
23 | InitializeComponent();
24 | }
25 | }
26 | }
27 |
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/snqxap/favicon.ico:
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https://raw.githubusercontent.com/bxjcx/snqxap/6aa59d4f1103ab2206cb7da1d58431ee22247fd1/snqxap/favicon.ico
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/snqxap/favicon.jpg:
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https://raw.githubusercontent.com/bxjcx/snqxap/6aa59d4f1103ab2206cb7da1d58431ee22247fd1/snqxap/favicon.jpg
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/snqxap/snqxap.csproj:
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1 |
2 |
3 |
4 |
5 | Debug
6 | AnyCPU
7 | {8D4D00AF-A1E0-4FBA-B8D5-B253C77A8A10}
8 | WinExe
9 | Properties
10 | snqxap
11 | snqxap
12 | v4.0
13 | 512
14 | {60dc8134-eba5-43b8-bcc9-bb4bc16c2548};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}
15 | 4
16 |
17 |
18 |
19 | AnyCPU
20 | true
21 | full
22 | false
23 | bin\Debug\
24 | DEBUG;TRACE
25 | prompt
26 | 4
27 |
28 |
29 | AnyCPU
30 | pdbonly
31 | true
32 | bin\Release\
33 | TRACE
34 | prompt
35 | 4
36 |
37 |
38 | bitbug_favicon.ico
39 |
40 |
41 |
42 |
43 |
44 |
45 |
46 |
47 |
48 |
49 |
50 | 4.0
51 |
52 |
53 |
54 |
55 |
56 |
57 |
58 | MSBuild:Compile
59 | Designer
60 |
61 |
62 | Aboutxh.xaml
63 |
64 |
65 | buffOn.xaml
66 |
67 |
68 | calclevelup.xaml
69 |
70 |
71 | enemydata.xaml
72 |
73 |
74 |
75 | Summary.xaml
76 |
77 |
78 | UpdateData.xaml
79 |
80 |
81 | Designer
82 | MSBuild:Compile
83 |
84 |
85 | Designer
86 | MSBuild:Compile
87 |
88 |
89 | Designer
90 | MSBuild:Compile
91 |
92 |
93 | Designer
94 | MSBuild:Compile
95 |
96 |
97 | MSBuild:Compile
98 | Designer
99 |
100 |
101 | App.xaml
102 | Code
103 |
104 |
105 |
106 | MainWindow.xaml
107 | Code
108 |
109 |
110 | Designer
111 | MSBuild:Compile
112 |
113 |
114 | Designer
115 | MSBuild:Compile
116 |
117 |
118 |
119 |
120 | Code
121 |
122 |
123 | True
124 | True
125 | Resources.resx
126 |
127 |
128 | True
129 | Settings.settings
130 | True
131 |
132 |
133 | ResXFileCodeGenerator
134 | Resources.Designer.cs
135 |
136 |
137 | SettingsSingleFileGenerator
138 | Settings.Designer.cs
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/snqxap/zhaijiang.jpg:
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https://raw.githubusercontent.com/bxjcx/snqxap/6aa59d4f1103ab2206cb7da1d58431ee22247fd1/snqxap/zhaijiang.jpg
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