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https://github.com/MikuLeaks/MikuSB.git
synced 2026-06-04 05:23:59 +00:00
add all weapon & skin on init and fix CallGS
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@@ -30,7 +30,8 @@ public class CharacterManager(PlayerInstance player) : BasePlayerManager(player)
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var weaponInfo = await Player.InventoryManager!.AddWeaponItem((ItemTypeEnum)CharacterExcel.DefaultWeaponGPDL[0], CharacterExcel.DefaultWeaponGPDL[1], CharacterExcel.DefaultWeaponGPDL[2], (uint)CharacterExcel.DefaultWeaponGPDL[3]);
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if (weaponInfo != null) character.WeaponUniqueId = weaponInfo.UniqueId;
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var skinInfo = await Player.InventoryManager!.AddSkinItem(ItemTypeEnum.TYPE_CARD_SKIN,detail,particular,level);
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//var skinInfo = await Player.InventoryManager!.AddSkinItem(ItemTypeEnum.TYPE_CARD_SKIN, detail, particular, level);
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var skinInfo = Player.InventoryManager!.GetSkinItemGDPL(ItemTypeEnum.TYPE_CARD_SKIN, detail, particular, level);
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if (skinInfo != null)
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{
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character.SkinId = skinInfo.UniqueId;
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@@ -46,6 +47,11 @@ public class CharacterManager(PlayerInstance player) : BasePlayerManager(player)
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return CharacterData.Characters.Find(Character => Character.TemplateId == TemplateId);
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}
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public CharacterInfo? GetCharacterByGUID(uint guid)
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{
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return CharacterData.Characters.Find(Character => Character.Guid == guid);
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}
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public CharacterInfo? GetCharacterGDPL(ItemTypeEnum genre, int detail, int particular)
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{
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var templateId = GameResourceTemplateId.FromGdpl((uint)genre,(uint)detail,(uint)particular,1);
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@@ -39,9 +39,9 @@ public class InventoryManager(PlayerInstance player) : BasePlayerManager(player)
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return InventoryData.Weapons.Values.FirstOrDefault(x => x.TemplateId == templateId);
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}
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public GameWeaponInfo? GetWeaponItemGDPL(ItemTypeEnum genre, int detail, int particular)
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public GameWeaponInfo? GetWeaponItemGDPL(ItemTypeEnum genre, uint detail, uint particular, uint level)
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{
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var templateId = GameResourceTemplateId.FromGdpl((uint)genre, (uint)detail, (uint)particular, 1);
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var templateId = GameResourceTemplateId.FromGdpl((uint)genre,detail,particular, level);
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return InventoryData.Weapons.Values.FirstOrDefault(x => x.TemplateId == templateId);
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}
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@@ -74,9 +74,9 @@ public class InventoryManager(PlayerInstance player) : BasePlayerManager(player)
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return InventoryData.Skins.Values.FirstOrDefault(x => x.TemplateId == templateId);
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}
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public GameSkinInfo? GetSkinItemGDPL(ItemTypeEnum genre, int detail, int particular)
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public GameSkinInfo? GetSkinItemGDPL(ItemTypeEnum genre, uint detail, uint particular, uint level)
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{
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var templateId = GameResourceTemplateId.FromGdpl((uint)genre, (uint)detail, (uint)particular, 1);
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var templateId = GameResourceTemplateId.FromGdpl((uint)genre,detail,particular,level);
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return InventoryData.Skins.Values.FirstOrDefault(x => x.TemplateId == templateId);
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}
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}
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@@ -44,7 +44,18 @@ public class PlayerInstance(PlayerGameData data)
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var t = Task.Run(async () =>
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{
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await InitialPlayerManager();
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foreach (var card in GameData.CardData.Values) await CharacterManager.AddCharacter((ItemTypeEnum)card.Genre, card.Detail, card.Particular, card.Level);
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foreach (var skinCard in GameData.CardSkinData.Values)
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{
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await InventoryManager.AddSkinItem((ItemTypeEnum)skinCard.Genre, skinCard.Detail, skinCard.Particular, skinCard.Level);
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}
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foreach (var weapon in GameData.WeaponData.Values)
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{
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await InventoryManager.AddWeaponItem((ItemTypeEnum)weapon.Genre, weapon.Detail, weapon.Particular, weapon.Level);
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}
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foreach (var card in GameData.CardData.Values)
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{
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await CharacterManager.AddCharacter((ItemTypeEnum)card.Genre, card.Detail, card.Particular, card.Level);
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}
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var bootstrapAttrs = BuildLobbyBootstrapAttrs();
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var existingAttrs = Data.Attrs
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@@ -156,8 +167,8 @@ public class PlayerInstance(PlayerGameData data)
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},
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};
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//foreach(var weapon in InventoryManager.InventoryData.Weapons.Values) proto.Items.Add(weapon.ToProto());
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//foreach (var skin in InventoryManager.InventoryData.Skins.Values) proto.Items.Add(skin.ToProto());
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foreach (var weapon in InventoryManager.InventoryData.Weapons.Values) proto.Items.Add(weapon.ToProto());
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foreach (var skin in InventoryManager.InventoryData.Skins.Values) proto.Items.Add(skin.ToProto());
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foreach (var chara in CharacterManager.CharacterData.Characters) proto.Items.Add(chara.ToProto());
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foreach (var x in Data.Attrs)
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@@ -229,7 +240,7 @@ public class PlayerInstance(PlayerGameData data)
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// Launch.GPASSID = 22 stores pass counts. ChapterLevel.GID = 21 stores star flags.
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// Completing the prologue/early chapter range prevents function conditions from
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// treating the account as a fresh tutorial player.
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for (uint levelId = 10_000; levelId <= 11_007; levelId++)
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for (uint levelId = 10_000; levelId <= 10_160; levelId++)
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{
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yield return (21, levelId, 7);
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yield return (22, levelId, 1);
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