Files
better-genshin-impact/BetterGenshinImpact/Core/Config/AllConfig.cs
2024-08-14 18:01:02 +08:00

176 lines
5.3 KiB
C#

using BetterGenshinImpact.GameTask;
using BetterGenshinImpact.GameTask.AutoCook;
using BetterGenshinImpact.GameTask.AutoDomain;
using BetterGenshinImpact.GameTask.AutoFight;
using BetterGenshinImpact.GameTask.AutoFishing;
using BetterGenshinImpact.GameTask.AutoGeniusInvokation;
using BetterGenshinImpact.GameTask.AutoPick;
using BetterGenshinImpact.GameTask.AutoSkip;
using BetterGenshinImpact.GameTask.AutoWood;
using BetterGenshinImpact.GameTask.QuickTeleport;
using BetterGenshinImpact.Service.Notification;
using CommunityToolkit.Mvvm.ComponentModel;
using Fischless.GameCapture;
using System;
using System.ComponentModel;
using System.Text.Json.Serialization;
namespace BetterGenshinImpact.Core.Config;
/// <summary>
/// 更好的原神配置
/// </summary>
[Serializable]
public partial class AllConfig : ObservableObject
{
/// <summary>
/// 窗口捕获的方式
/// </summary>
[ObservableProperty]
private string _captureMode = CaptureModes.BitBlt.ToString();
/// <summary>
/// 详细的错误日志
/// </summary>
[ObservableProperty]
private bool _detailedErrorLogs;
/// <summary>
/// 不展示新版本提示的最新版本
/// </summary>
[ObservableProperty]
private string _notShowNewVersionNoticeEndVersion = "";
/// <summary>
/// 触发器触发频率(ms)
/// </summary>
[ObservableProperty]
private int _triggerInterval = 50;
/// <summary>
/// WGC使用位图缓存
/// 高帧率情况下,可能会导致卡顿
/// 云原神可能会出现黑屏
/// </summary>
[ObservableProperty]
private bool _wgcUseBitmapCache = true;
/// <summary>
/// 推理使用的设备
/// </summary>
[ObservableProperty]
private string _inferenceDevice = "CPU";
/// <summary>
/// 遮罩窗口配置
/// </summary>
public MaskWindowConfig MaskWindowConfig { get; set; } = new();
/// <summary>
/// 通用配置
/// </summary>
public CommonConfig CommonConfig { get; set; } = new();
/// <summary>
/// 原神启动配置
/// </summary>
public GenshinStartConfig GenshinStartConfig { get; set; } = new();
/// <summary>
/// 自动拾取配置
/// </summary>
public AutoPickConfig AutoPickConfig { get; set; } = new();
/// <summary>
/// 自动剧情配置
/// </summary>
public AutoSkipConfig AutoSkipConfig { get; set; } = new();
/// <summary>
/// 自动钓鱼配置
/// </summary>
public AutoFishingConfig AutoFishingConfig { get; set; } = new();
/// <summary>
/// 快速传送配置
/// </summary>
public QuickTeleportConfig QuickTeleportConfig { get; set; } = new();
/// <summary>
/// 自动烹饪配置
/// </summary>
public AutoCookConfig AutoCookConfig { get; set; } = new();
/// <summary>
/// 自动打牌配置
/// </summary>
public AutoGeniusInvokationConfig AutoGeniusInvokationConfig { get; set; } = new();
/// <summary>
/// 自动伐木配置
/// </summary>
public AutoWoodConfig AutoWoodConfig { get; set; } = new();
/// <summary>
/// 自动战斗配置
/// </summary>
public AutoFightConfig AutoFightConfig { get; set; } = new();
/// <summary>
/// 自动秘境配置
/// </summary>
public AutoDomainConfig AutoDomainConfig { get; set; } = new();
/// <summary>
/// 脚本类配置
/// </summary>
public MacroConfig MacroConfig { get; set; } = new();
public RecordConfig RecordConfig { get; set; } = new();
/// <summary>
/// 快捷键配置
/// </summary>
public HotKeyConfig HotKeyConfig { get; set; } = new();
/// <summary>
/// 通知配置
/// </summary>
public NotificationConfig NotificationConfig { get; set; } = new();
[JsonIgnore]
public Action? OnAnyChangedAction { get; set; }
public void InitEvent()
{
PropertyChanged += OnAnyPropertyChanged;
MaskWindowConfig.PropertyChanged += OnAnyPropertyChanged;
CommonConfig.PropertyChanged += OnAnyPropertyChanged;
GenshinStartConfig.PropertyChanged += OnAnyPropertyChanged;
NotificationConfig.PropertyChanged += OnAnyPropertyChanged;
NotificationConfig.PropertyChanged += OnNotificationPropertyChanged;
AutoPickConfig.PropertyChanged += OnAnyPropertyChanged;
AutoSkipConfig.PropertyChanged += OnAnyPropertyChanged;
AutoFishingConfig.PropertyChanged += OnAnyPropertyChanged;
QuickTeleportConfig.PropertyChanged += OnAnyPropertyChanged;
AutoCookConfig.PropertyChanged += OnAnyPropertyChanged;
MacroConfig.PropertyChanged += OnAnyPropertyChanged;
HotKeyConfig.PropertyChanged += OnAnyPropertyChanged;
AutoWoodConfig.PropertyChanged += OnAnyPropertyChanged;
AutoFightConfig.PropertyChanged += OnAnyPropertyChanged;
AutoDomainConfig.PropertyChanged += OnAnyPropertyChanged;
}
public void OnAnyPropertyChanged(object? sender, EventArgs args)
{
GameTaskManager.RefreshTriggerConfigs();
OnAnyChangedAction?.Invoke();
}
public void OnNotificationPropertyChanged(object? sender, PropertyChangedEventArgs args)
{
NotificationService.Instance().RefreshNotifiers();
}
}