using BetterGenshinImpact.GameTask.AutoFight; using CommunityToolkit.Mvvm.ComponentModel; using System; namespace BetterGenshinImpact.Core.Config; [Serializable] public partial class MacroConfig : ObservableObject { /// /// 高延迟下强化的额外等待时间 /// https://github.com/babalae/better-genshin-impact/issues/9 /// [ObservableProperty] private int _enhanceWaitDelay; /// /// F连发时间间隔 /// [ObservableProperty] private int _fFireInterval = 100; /// /// 长按F变F连发 /// [ObservableProperty] private bool _fPressHoldToContinuationEnabled; /// /// 转圈圈时间间隔 /// [ObservableProperty] private int _runaroundInterval = 10; /// /// 转圈圈鼠标右移长度 /// [ObservableProperty] private int _runaroundMouseXInterval = 500; /// /// 空格连发时间间隔 /// [ObservableProperty] private int _spaceFireInterval = 100; /// /// 长按空格变空格连发 /// [ObservableProperty] private bool _spacePressHoldToContinuationEnabled; /// /// 一键战斗宏启用状态 /// [ObservableProperty] private bool _combatMacroEnabled; /// /// 一键战斗宏快捷键模式 /// [ObservableProperty] private string _combatMacroHotkeyMode = OneKeyFightTask.HoldOnMode; /// /// 一键战斗宏优先级 /// [ObservableProperty] private int _combatMacroPriority = 1; }