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