using BetterGenshinImpact.GameTask.Model; namespace BetterGenshinImpact.GameTask.AutoFight; public class AutoFightParam : BaseTaskParam { public class FightFinishDetectConfig { public string BattleEndProgressBarColor { get; set; }= ""; public string BattleEndProgressBarColorTolerance { get; set; }= ""; public bool FastCheckEnabled = false; public string FastCheckParams = ""; public string CheckEndDelay = ""; } public AutoFightParam(string path, AutoFightConfig autoFightConfig) { CombatStrategyPath = path; Timeout = autoFightConfig.Timeout; FightFinishDetectEnabled = autoFightConfig.FightFinishDetectEnabled; PickDropsAfterFightEnabled = autoFightConfig.PickDropsAfterFightEnabled; KazuhaPickupEnabled = autoFightConfig.KazuhaPickupEnabled; FinishDetectConfig.FastCheckEnabled = autoFightConfig.FinishDetectConfig.FastCheckEnabled; FinishDetectConfig.FastCheckParams = autoFightConfig.FinishDetectConfig.FastCheckParams; FinishDetectConfig.CheckEndDelay = autoFightConfig.FinishDetectConfig.CheckEndDelay; //下面参数固定,只取自动战斗里面的 FinishDetectConfig.BattleEndProgressBarColor = TaskContext.Instance().Config.AutoFightConfig.FinishDetectConfig.BattleEndProgressBarColor; FinishDetectConfig.BattleEndProgressBarColorTolerance = TaskContext.Instance().Config.AutoFightConfig.FinishDetectConfig.BattleEndProgressBarColorTolerance; } public FightFinishDetectConfig FinishDetectConfig { get; set; } = new(); public string CombatStrategyPath { get; set; } public bool FightFinishDetectEnabled { get; set; } = false; public bool PickDropsAfterFightEnabled { get; set; } = false; public int Timeout { get; set; } = 120; public bool KazuhaPickupEnabled = true; }