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;
}