mirror of
https://github.com/babalae/better-genshin-impact.git
synced 2026-03-21 08:39:48 +08:00
* Disabled retry limit * feat: Make reviveRetryCount as a editable variable in the config
87 lines
2.3 KiB
C#
87 lines
2.3 KiB
C#
using CommunityToolkit.Mvvm.ComponentModel;
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using System;
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using System.Collections.Generic;
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namespace BetterGenshinImpact.GameTask.AutoDomain;
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[Serializable]
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public partial class AutoDomainConfig : ObservableObject
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{
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/// <summary>
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/// 战斗结束后延迟几秒再开始寻找石化古树,秒
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/// </summary>
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[ObservableProperty]
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private double _fightEndDelay = 5;
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/// <summary>
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/// 寻找古树时,短距离移动,用于识别速度过慢的计算机使用
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/// </summary>
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[ObservableProperty]
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private bool _shortMovement = false;
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/// <summary>
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/// 寻找古树时,短距离移动,用于识别速度过慢的计算机使用
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/// </summary>
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[ObservableProperty]
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private bool _walkToF = true;
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/// <summary>
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/// 寻找古树时,短距离移动的次数
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/// </summary>
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[ObservableProperty]
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private int _leftRightMoveTimes = 3;
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/// <summary>
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/// 自动吃药
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/// </summary>
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[ObservableProperty]
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private bool _autoEat = false;
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// 刷副本使用的队伍名称
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[ObservableProperty]
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private string _partyName = string.Empty;
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// 需要刷取的副本名称
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[ObservableProperty]
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private string _domainName = string.Empty;
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// 结束后是否自动分解圣遗物
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[ObservableProperty]
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private bool _autoArtifactSalvage = false;
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// 周日奖励序号
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[ObservableProperty]
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private string _sundaySelectedValue = string.Empty;
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// 指定树脂的使用次数
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[ObservableProperty]
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private bool _specifyResinUse = false;
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// 自定义使用树脂优先级
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[ObservableProperty]
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private List<string> _resinPriorityList =
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[
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"浓缩树脂",
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"原粹树脂"
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];
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// 使用原粹树脂刷取副本次数
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[ObservableProperty]
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private int _originalResinUseCount = 0;
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//使用浓缩树脂刷取副本次数
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[ObservableProperty]
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private int _condensedResinUseCount = 0;
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// 使用须臾树脂刷取副本次数
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[ObservableProperty]
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private int _transientResinUseCount = 0;
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// 使用脆弱树脂刷取副本次数
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[ObservableProperty]
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private int _fragileResinUseCount = 0;
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// 战斗死亡后重试次数
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[ObservableProperty]
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private int _reviveRetryCount = 3;
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} |