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https://github.com/unanmed/HumanBreak.git
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3 Commits
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f27a47ab47
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
f27a47ab47 | ||
| 37cd85cd1e | |||
| efe6931799 |
@ -1,35 +0,0 @@
|
||||
import { ITextureComposedData } from '@motajs/render-assets';
|
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import { IMaterialAsset } from './types';
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import { IDirtyMark } from '@motajs/common';
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export class MaterialAsset implements IMaterialAsset {
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/** 标记列表 */
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private readonly marks: WeakMap<IDirtyMark, number> = new WeakMap();
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/** 脏标记,所有值小于此标记的都视为需要更新 */
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private dirtyFlag: number = 0;
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constructor(readonly data: ITextureComposedData) {}
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dirty(): void {
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this.dirtyFlag++;
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}
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mark(): IDirtyMark {
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const symbol = {};
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this.marks.set(symbol, this.dirtyFlag);
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return symbol;
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}
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unmark(mark: IDirtyMark): void {
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this.marks.delete(mark);
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}
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||||
|
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dirtySince(mark: IDirtyMark): boolean {
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const value = this.marks.get(mark) ?? -1;
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return value < this.dirtyFlag;
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}
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hasMark(symbol: IDirtyMark): boolean {
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return this.marks.has(symbol);
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}
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}
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@ -113,10 +113,16 @@ class TrackedAssetData
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}
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||||
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markDirty(index: number) {
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if (index >= this.length) {
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this.updateLength(index + 1);
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}
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this.dirty(index);
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||||
}
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||||
|
||||
async updateSource(index: number, source: SizedCanvasImageSource) {
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if (index >= this.length) {
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this.updateLength(this.length + 1);
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}
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const origin = this.originSourceMap.get(index);
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const prev = this.sourceList.get(index);
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if (origin) {
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@ -1,3 +1,4 @@
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import { ITexture } from '@motajs/render-assets';
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import { materials } from './ins';
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import { IBlockIdentifier, IIndexedIdentifier } from './types';
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@ -118,8 +119,16 @@ export function fallbackLoad() {
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addAutotile(autotileSet, floor.fg2map);
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});
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const heroTextures: ITexture[] = [];
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data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d.main.heroImages.forEach(v => {
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const tex = materials.getImageByAlias(v);
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if (tex) heroTextures.push(tex);
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});
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materials.buildAssets();
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materials.cacheAutotileList(autotileSet);
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materials.cacheTilesetList(tilesetSet);
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materials.buildListToAsset(heroTextures);
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}
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@ -155,21 +155,10 @@ export class MaterialManager implements IMaterialManager {
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addAutotile(
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source: SizedCanvasImageSource,
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identifier: IBlockIdentifier
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): IMaterialData | null {
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||||
const frames = source.width === 96 ? 1 : 4;
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const flattened = AutotileProcessor.flatten({ source, frames });
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if (!flattened) return null;
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const texture = new Texture(flattened);
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this.tileStore.addTexture(identifier.num, texture);
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): void {
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this.autotileSource.set(identifier.num, source);
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this.tileStore.alias(identifier.num, identifier.id);
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this.clsMap.set(identifier.num, BlockCls.Autotile);
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const data: IMaterialData = {
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store: this.tileStore,
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texture,
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identifier: identifier.num,
|
||||
alias: identifier.id
|
||||
};
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return data;
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||||
}
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||||
|
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addTileset(
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@ -231,9 +220,15 @@ export class MaterialManager implements IMaterialManager {
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||||
|
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getTile(identifier: number): IMaterialFramedData | null {
|
||||
if (identifier < 10000) {
|
||||
const cls = this.clsMap.get(identifier) ?? BlockCls.Unknown;
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||||
if (
|
||||
cls === BlockCls.Autotile &&
|
||||
this.autotileSource.has(identifier)
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||||
) {
|
||||
this.cacheAutotile(identifier);
|
||||
}
|
||||
const texture = this.tileStore.getTexture(identifier);
|
||||
if (!texture) return null;
|
||||
const cls = this.clsMap.get(identifier) ?? BlockCls.Unknown;
|
||||
return {
|
||||
texture,
|
||||
cls,
|
||||
@ -402,6 +397,7 @@ export class MaterialManager implements IMaterialManager {
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||||
this.tileStore.addTexture(identifier, tex);
|
||||
const data = this.assetBuilder.addTexture(tex);
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tex.toAsset(data);
|
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this.autotileSource.delete(identifier);
|
||||
this.checkAssetDirty(data);
|
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return tex;
|
||||
}
|
||||
@ -418,6 +414,7 @@ export class MaterialManager implements IMaterialManager {
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const tex = new Texture(flattened);
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this.tileStore.addTexture(v, tex);
|
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toAdd.push(tex);
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||||
this.autotileSource.delete(v);
|
||||
});
|
||||
|
||||
const data = this.assetBuilder.addTextureList(toAdd);
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||||
@ -433,13 +430,32 @@ export class MaterialManager implements IMaterialManager {
|
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return [];
|
||||
}
|
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this.built = true;
|
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const data = this.assetBuilder.addTextureList(this.tileStore.values());
|
||||
return this.buildListToAsset(this.tileStore.values());
|
||||
}
|
||||
|
||||
buildToAsset(texture: ITexture): IMaterialAssetData {
|
||||
const data = this.assetBuilder.addTexture(texture);
|
||||
const assetData: IMaterialAssetData = {
|
||||
data: data,
|
||||
identifier: data.index,
|
||||
alias: `asset-${data.index}`,
|
||||
store: this.assetStore
|
||||
};
|
||||
this.checkAssetDirty(data);
|
||||
return assetData;
|
||||
}
|
||||
|
||||
buildListToAsset(
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texture: Iterable<ITexture>
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||||
): Iterable<IMaterialAssetData> {
|
||||
const data = this.assetBuilder.addTextureList(texture);
|
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const arr = [...data];
|
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const res: IMaterialAssetData[] = [];
|
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arr.forEach(v => {
|
||||
const alias = `asset-${v.index}`;
|
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this.assetStore.alias(v.index, alias);
|
||||
if (!this.assetDataStore.has(v.index)) {
|
||||
this.assetDataStore.set(v.index, v);
|
||||
}
|
||||
const data: IMaterialAssetData = {
|
||||
data: v,
|
||||
identifier: v.index,
|
||||
@ -451,6 +467,9 @@ export class MaterialManager implements IMaterialManager {
|
||||
}
|
||||
res.push(data);
|
||||
});
|
||||
arr.forEach(v => {
|
||||
this.checkAssetDirty(v);
|
||||
});
|
||||
return res;
|
||||
}
|
||||
|
||||
@ -542,7 +561,7 @@ export class MaterialManager implements IMaterialManager {
|
||||
}
|
||||
|
||||
getIfBigImage(identifier: number): IMaterialFramedData | null {
|
||||
const bigImage = this.bigImageData.get(identifier) ?? null;
|
||||
const bigImage = this.bigImageData.get(identifier);
|
||||
if (bigImage) return bigImage;
|
||||
else return this.getTile(identifier);
|
||||
}
|
||||
|
||||
@ -397,6 +397,18 @@ export interface IMaterialManager
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*/
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||||
buildAssets(): Iterable<IMaterialAssetData>;
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||||
|
||||
/**
|
||||
* 将指定贴图打包进图集
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||||
* @param texture 贴图对象
|
||||
*/
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||||
buildToAsset(texture: ITexture): IMaterialAssetData;
|
||||
|
||||
/**
|
||||
* 将一系列贴图打包进贴图对象
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||||
* @param texture 贴图列表
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*/
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buildListToAsset(texture: Iterable<ITexture>): Iterable<IMaterialAssetData>;
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||||
|
||||
/**
|
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* 根据图块标识符在图集中获取对应的可渲染对象
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||||
* @param identifier 图块标识符,即图块数字
|
||||
|
||||
@ -785,6 +785,7 @@ export class MapRenderer
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||||
if (dirty.size === 0) return;
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||||
this.assetData.unmark(data.tileTextureMark);
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||||
data.tileTextureMark = this.assetData.mark();
|
||||
logger.warn(87);
|
||||
gl.bindTexture(gl.TEXTURE_2D_ARRAY, tile);
|
||||
const sizeChanged = this.checkTextureArraySize(
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||||
gl,
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||||
|
||||
@ -261,7 +261,6 @@ const MainScene = defineComponent(() => {
|
||||
return () => (
|
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<container id="main-scene" width={MAIN_WIDTH} height={MAIN_HEIGHT}>
|
||||
<sprite
|
||||
hidden
|
||||
render={testRender}
|
||||
loc={[180, 0, 480, 480]}
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||||
zIndex={1000}
|
||||
|
||||
@ -1,6 +1,11 @@
|
||||
import { IHookable, IHookBase, IHookController } from '@motajs/common';
|
||||
import { IMapLayer } from '../map';
|
||||
|
||||
export interface ICoreState {
|
||||
/** 地图状态 */
|
||||
readonly layer: ILayerState;
|
||||
}
|
||||
|
||||
export interface ILayerStateHooks extends IHookBase {
|
||||
/**
|
||||
* 当设置背景图块时执行,如果设置的背景图块与原先一样,则不会执行
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||||
@ -136,7 +141,82 @@ export interface ILayerState extends IHookable<ILayerStateHooks> {
|
||||
getBackground(): number;
|
||||
}
|
||||
|
||||
export interface ICoreState {
|
||||
/** 地图状态 */
|
||||
readonly layer: ILayerState;
|
||||
export const enum HeroDirection {
|
||||
Left,
|
||||
Up,
|
||||
Right,
|
||||
Down
|
||||
}
|
||||
|
||||
export interface IHeroStateHooks extends IHookBase {
|
||||
/**
|
||||
* 当设置勇士的坐标时触发
|
||||
* @param controller 钩子控制器
|
||||
* @param x 勇士横坐标
|
||||
* @param y 勇士纵坐标
|
||||
*/
|
||||
onSetPosition(
|
||||
controller: IHookController<this>,
|
||||
x: number,
|
||||
y: number
|
||||
): void;
|
||||
|
||||
/**
|
||||
* 当移动勇士时触发
|
||||
* @param controller 钩子控制器
|
||||
* @param direction 移动方向
|
||||
* @param time 移动动画时长
|
||||
*/
|
||||
onMoveHero(
|
||||
controller: IHookController<this>,
|
||||
direction: HeroDirection,
|
||||
time: number
|
||||
): Promise<void>;
|
||||
|
||||
/**
|
||||
* 当勇士跳跃时触发
|
||||
* @param controller 钩子控制器
|
||||
* @param x 目标点横坐标
|
||||
* @param y 目标点纵坐标
|
||||
* @param time 跳跃动画时长
|
||||
*/
|
||||
onJumpHero(
|
||||
controller: IHookController<this>,
|
||||
x: number,
|
||||
y: number,
|
||||
time: number
|
||||
): Promise<void>;
|
||||
}
|
||||
|
||||
export interface IHeroState extends IHookable<IHeroStateHooks> {
|
||||
/** 勇士横坐标 */
|
||||
readonly x: number;
|
||||
/** 勇士纵坐标 */
|
||||
readonly y: number;
|
||||
/** 勇士朝向 */
|
||||
readonly direction: HeroDirection;
|
||||
|
||||
/**
|
||||
* 设置勇士位置
|
||||
* @param x 横坐标
|
||||
* @param y 纵坐标
|
||||
*/
|
||||
setPosition(x: number, y: number): void;
|
||||
|
||||
/**
|
||||
* 移动勇士
|
||||
* @param dir 移动方向
|
||||
* @param time 移动动画时长,默认 100ms
|
||||
* @returns 移动的 `Promise`,当相关的移动动画结束后兑现
|
||||
*/
|
||||
move(dir: HeroDirection, time?: number): Promise<void>;
|
||||
|
||||
/**
|
||||
* 跳跃勇士至目标点
|
||||
* @param x 目标点横坐标
|
||||
* @param y 目标点纵坐标
|
||||
* @param time 跳跃动画时长,默认 500ms
|
||||
* @returns 跳跃的 `Promise`,当相关的移动动画结束后兑现
|
||||
*/
|
||||
jumpHero(x: number, y: number, time?: number): Promise<void>;
|
||||
}
|
||||
|
||||
@ -1,6 +1,3 @@
|
||||
import { logger } from '@motajs/common';
|
||||
import { EventEmitter } from 'eventemitter3';
|
||||
import { cloneDeep } from 'lodash-es';
|
||||
import { HeroSkill, NightSpecial } from '../mechanism';
|
||||
|
||||
/**
|
||||
@ -21,7 +18,7 @@ export function getHeroStatusOn(
|
||||
name: keyof HeroStatus | 'all' | (keyof HeroStatus)[],
|
||||
floorId?: FloorIds
|
||||
) {
|
||||
// @ts-ignore
|
||||
// @ts-expect-error 推导错误
|
||||
return getHeroStatusOf(core.status.hero, name, floorId);
|
||||
}
|
||||
|
||||
@ -129,216 +126,3 @@ export interface IHeroStatusDefault {
|
||||
def: number;
|
||||
hp: number;
|
||||
}
|
||||
|
||||
interface HeroStateEvent {
|
||||
set: [key: string | number | symbol, value: any];
|
||||
}
|
||||
|
||||
type HeroStatusCalculate = (
|
||||
hero: HeroState<any>,
|
||||
key: string | number | symbol,
|
||||
value: any
|
||||
) => any;
|
||||
|
||||
export class HeroState<
|
||||
T extends object = IHeroStatusDefault
|
||||
> extends EventEmitter<HeroStateEvent> {
|
||||
readonly status: T;
|
||||
readonly computedStatus: T;
|
||||
|
||||
readonly buffable: Set<keyof T> = new Set();
|
||||
readonly buffMap: Map<keyof T, number> = new Map();
|
||||
|
||||
private static cal: HeroStatusCalculate = (_0, _1, value) => value;
|
||||
|
||||
constructor(init: T) {
|
||||
super();
|
||||
this.status = init;
|
||||
this.computedStatus = cloneDeep(init);
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置某个属性的值
|
||||
* @param key 要设置的属性
|
||||
* @param value 属性值
|
||||
* @returns 是否设置成功
|
||||
*/
|
||||
setStatus<K extends keyof T>(key: K, value: T[K]): boolean {
|
||||
this.status[key] = value;
|
||||
this.emit('set', key, value);
|
||||
return this.refreshStatus(key);
|
||||
}
|
||||
|
||||
/**
|
||||
* 增加或减少一个属性的值,只对数字型的属性有效
|
||||
* @param key 要修改的属性
|
||||
* @param value 属性的增量
|
||||
* @returns 是否设置成功
|
||||
*/
|
||||
addStatus<K extends SelectKey<T, number>>(key: K, value: number): boolean {
|
||||
if (typeof this.status[key] !== 'number') {
|
||||
logger.warn(14, String(key));
|
||||
return false;
|
||||
}
|
||||
return this.setStatus<K>(key, (this.status[key] + value) as T[K]);
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取某个属性的原始值
|
||||
* @param key 要获取的属性
|
||||
* @returns 属性的值
|
||||
*/
|
||||
getStatus<K extends keyof T>(key: K): T[K] {
|
||||
return this.status[key];
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取一个属性计算后的值,也就是2.x所说的勇士真实属性
|
||||
* @param key 要获取的属性值
|
||||
*/
|
||||
getComputedStatus<K extends keyof T>(key: K): T[K] {
|
||||
return this.computedStatus[key];
|
||||
}
|
||||
|
||||
/**
|
||||
* 标记某个属性为可以被buff加成
|
||||
*/
|
||||
markBuffable(key: SelectKey<T, number>): void {
|
||||
if (typeof this.status[key] !== 'number') {
|
||||
logger.warn(12, String(key));
|
||||
return;
|
||||
}
|
||||
this.buffable.add(key);
|
||||
this.buffMap.set(key, 1);
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置某个属性的buff值
|
||||
* @param key 要设置buff的属性
|
||||
* @param value buff值
|
||||
* @returns 是否设置成功
|
||||
*/
|
||||
setBuff(key: SelectKey<T, number>, value: number): boolean {
|
||||
if (!this.buffable.has(key) || typeof this.status[key] !== 'number') {
|
||||
logger.warn(13, String(key));
|
||||
return false;
|
||||
}
|
||||
this.buffMap.set(key, value);
|
||||
return this.refreshStatus(key);
|
||||
}
|
||||
|
||||
/**
|
||||
* 增加或减少一个buff值
|
||||
* @param key 要修改的buff属性
|
||||
* @param value buff增量
|
||||
* @returns 是否修改成功
|
||||
*/
|
||||
addBuff(key: SelectKey<T, number>, value: number): boolean {
|
||||
if (!this.buffable.has(key) || typeof this.status[key] !== 'number') {
|
||||
logger.warn(13, String(key));
|
||||
return false;
|
||||
}
|
||||
return this.setBuff(key, this.buffMap.get(key)! + value);
|
||||
}
|
||||
|
||||
/**
|
||||
* 刷新某个或所有属性,重新进行计算
|
||||
* @param key 要刷新的属性名,不填表示刷新所有属性
|
||||
* @returns 是否计算成功
|
||||
*/
|
||||
refreshStatus(key?: keyof T): boolean {
|
||||
if (key === void 0) {
|
||||
for (const [key, value] of Object.entries(this.status)) {
|
||||
// @ts-ignore
|
||||
this.computedStatus[key] = HeroState.cal(this, key, value);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
this.computedStatus[key] = HeroState.cal(this, key, this.status[key]);
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* 计算所有可以buff加成的属性
|
||||
* @returns 是否计算成功
|
||||
*/
|
||||
refreshBuffable(): boolean {
|
||||
for (const key of this.buffable) {
|
||||
this.computedStatus[key] = HeroState.cal(
|
||||
this,
|
||||
key,
|
||||
this.status[key]
|
||||
);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* 复写属性计算函数,默认函数不进行计算,直接将原属性返回
|
||||
* @param fn 计算函数,传入两个参数,key表示属性名,value表示属性值,返回值表示计算结果
|
||||
*/
|
||||
static overrideCalculate(fn: HeroStatusCalculate) {
|
||||
this.cal = fn;
|
||||
}
|
||||
}
|
||||
|
||||
interface IHeroItem {
|
||||
items: Map<AllIdsOf<'items'>, number>;
|
||||
|
||||
/**
|
||||
* 设置勇士拥有的物品数量
|
||||
* @param item 物品id
|
||||
* @param value 物品数量
|
||||
* @returns 是否设置成功
|
||||
*/
|
||||
setItem(item: AllIdsOf<'items'>, value: number): boolean;
|
||||
|
||||
/**
|
||||
* 增加或减少勇士拥有的物品数量
|
||||
* @param item 物品id
|
||||
* @param value 物品数量增量
|
||||
* @returns 是否设置成功
|
||||
*/
|
||||
addItem(item: AllIdsOf<'items'>, value: number): boolean;
|
||||
|
||||
/**
|
||||
* 使用一个物品
|
||||
* @param item 物品id
|
||||
* @returns 是否使用成功
|
||||
*/
|
||||
useItem(item: AllIdsOf<'items'>, x?: number, y?: number): boolean;
|
||||
|
||||
/**
|
||||
* 获得一个物品
|
||||
* @param item 物品id
|
||||
* @param num 获得的数量
|
||||
*/
|
||||
getItem(item: AllIdsOf<'items'>, num: number): void;
|
||||
/**
|
||||
* 获得一个物品
|
||||
* @param item 物品id
|
||||
* @param x 物品所在x坐标
|
||||
* @param y 物品所在y坐标
|
||||
* @param floorId 物品所在楼层
|
||||
* @param num 获得的数量
|
||||
*/
|
||||
getItem(
|
||||
item: AllIdsOf<'items'>,
|
||||
x: number,
|
||||
y: number,
|
||||
floorId?: FloorIds,
|
||||
num?: number
|
||||
): void;
|
||||
|
||||
/**
|
||||
* 获取某个物品的数量
|
||||
* @param item 物品id
|
||||
*/
|
||||
itemCount(item: AllIdsOf<'items'>): number;
|
||||
|
||||
/**
|
||||
* 判断勇士是否拥有这个物品
|
||||
* @param item 物品id
|
||||
*/
|
||||
hasItem(item: AllIdsOf<'items'>): boolean;
|
||||
}
|
||||
|
||||
@ -134,6 +134,7 @@
|
||||
"84": "Cannot set alias '$1' for layer, since '$1' is already an alias for another layer.",
|
||||
"85": "Hook to load does not belong to current hookable object.",
|
||||
"86": "Cannot restore vertex data since delivered state does not belong to current vertex generator instance.",
|
||||
"87": "Map texture asset cache not hit. This has no effect on rendering, but may extremely affect performance, please see the following link to find solution.",
|
||||
"1001": "Item-detail extension needs 'floor-binder' and 'floor-damage' extension as dependency.",
|
||||
"1101": "Cannot add new effect to point effect instance, for there's no more reserve space for it. Please increase the max count of the instance."
|
||||
}
|
||||
|
||||
@ -18,13 +18,6 @@ var data_comment_c456ea59_6018_45ef_8bcc_211a24c627dc = {
|
||||
"_docs": "楼层列表",
|
||||
"_data": "在这里按顺序放所有的楼层;其顺序直接影响到楼层传送器、浏览地图和上/下楼器的顺序"
|
||||
},
|
||||
"plugin": {
|
||||
"_leaf": true,
|
||||
"_type": "textarea",
|
||||
"_range": "thiseval instanceof Array",
|
||||
"_docs": "插件列表",
|
||||
"_data": "在这里按顺序放所有的插件,顺序会影响到插件的加载,越靠前越早加载"
|
||||
},
|
||||
"floorPartitions": {
|
||||
"_leaf": true,
|
||||
"_type": "event",
|
||||
@ -128,6 +121,19 @@ var data_comment_c456ea59_6018_45ef_8bcc_211a24c627dc = {
|
||||
"_docs": "使用字体",
|
||||
"_data": "在此存放所有可能使用的字体 \n 字体名不能使用中文,不能带空格或特殊字符"
|
||||
},
|
||||
"heroImages": {
|
||||
"_leaf": true,
|
||||
"_type": "material",
|
||||
"_range": "editor.mode.checkImages(thiseval, './project/images/')",
|
||||
"_directory": "./project/images/",
|
||||
"_transform": (function (one) {
|
||||
if (one.endsWith('.png') || one.endsWith('.jpg') || one.endsWith('.jpeg') || one.endsWith('.gif') || one.endsWith('.webp'))
|
||||
return one;
|
||||
return null;
|
||||
}).toString(),
|
||||
"_docs": "勇士贴图",
|
||||
"_data": "在这里填写游戏中所有可能使用到的勇士贴图,贴图需要先在全塔属性-使用图片中注册。如果一个贴图不会被用作勇士贴图,请不要填写进去!",
|
||||
},
|
||||
"nameMap": {
|
||||
"_leaf": true,
|
||||
"_type": "event",
|
||||
|
||||
@ -382,7 +382,12 @@ var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
|
||||
],
|
||||
"font": "normal"
|
||||
},
|
||||
"splitImages": []
|
||||
"splitImages": [],
|
||||
"heroImages": [
|
||||
"hero.png",
|
||||
"hero1.png",
|
||||
"hero2.png"
|
||||
]
|
||||
},
|
||||
"firstData": {
|
||||
"title": "人类:开天辟地",
|
||||
|
||||
5
src/types/declaration/data.d.ts
vendored
5
src/types/declaration/data.d.ts
vendored
@ -69,6 +69,11 @@ interface MainData {
|
||||
*/
|
||||
readonly splitImages: SplitImageData;
|
||||
|
||||
/**
|
||||
* 勇士贴图列表
|
||||
*/
|
||||
readonly heroImages: readonly ImageIds[];
|
||||
|
||||
readonly plugin: string[];
|
||||
}
|
||||
|
||||
|
||||
Loading…
Reference in New Issue
Block a user