diff --git a/BetterGenshinImpact/BetterGenshinImpact.csproj b/BetterGenshinImpact/BetterGenshinImpact.csproj index 7ef50887..8d8de45e 100644 --- a/BetterGenshinImpact/BetterGenshinImpact.csproj +++ b/BetterGenshinImpact/BetterGenshinImpact.csproj @@ -10,7 +10,7 @@ true Assets\Images\logo.ico BetterGI - 0.35.5 + 0.36.0 x64 embedded diff --git a/BetterGenshinImpact/Core/Config/PathingConditionConfig.cs b/BetterGenshinImpact/Core/Config/PathingConditionConfig.cs index 99cea2cd..2f71c845 100644 --- a/BetterGenshinImpact/Core/Config/PathingConditionConfig.cs +++ b/BetterGenshinImpact/Core/Config/PathingConditionConfig.cs @@ -111,7 +111,7 @@ public PathingPartyConfig BuildPartyConfigByCondition(CombatScenes combatScenes) foreach (var avatarCondition in AvatarConditions) { - if (avatarCondition.Result == "作为主要行走人员") + if (avatarCondition.Result == "作为主要行走角色") { foreach (var avatar in combatScenes.Avatars) { diff --git a/BetterGenshinImpact/GameTask/AutoFight/AutoFightTask.cs b/BetterGenshinImpact/GameTask/AutoFight/AutoFightTask.cs index d9540694..da562670 100644 --- a/BetterGenshinImpact/GameTask/AutoFight/AutoFightTask.cs +++ b/BetterGenshinImpact/GameTask/AutoFight/AutoFightTask.cs @@ -161,10 +161,10 @@ private async Task CheckFightFinish() private bool HasFightFlag(ImageRegion imageRegion) { - if (RuntimeHelper.IsDebug) - { - imageRegion.SrcMat.SaveImage(Global.Absolute(@"log\fight\" + $"{DateTime.Now:yyyyMMdd_HHmmss_ffff}.png")); - } + // if (RuntimeHelper.IsDebug) + // { + // imageRegion.SrcMat.SaveImage(Global.Absolute(@"log\fight\" + $"{DateTime.Now:yyyyMMdd_HHmmss_ffff}.png")); + // } var dict = _predictor.Detect(imageRegion); return dict.ContainsKey("health_bar") || dict.ContainsKey("enemy_identify"); } diff --git a/BetterGenshinImpact/Model/ConditionDefinition.cs b/BetterGenshinImpact/Model/ConditionDefinition.cs index 798ba968..9ef47c8e 100644 --- a/BetterGenshinImpact/Model/ConditionDefinition.cs +++ b/BetterGenshinImpact/Model/ConditionDefinition.cs @@ -137,7 +137,7 @@ public class ConditionDefinitions public static List AvatarSubjects { get; } = ["队伍中角色"]; - public static List AvatarResultList { get; } = ["循环短E", "循环长E", "主要行走角色"]; + public static List AvatarResultList { get; } = ["循环短E", "循环长E", "作为主要行走角色"]; public static Dictionary ActionCnDic { get; } = new() { diff --git a/BetterGenshinImpact/View/Pages/View/PathingConfigView.xaml b/BetterGenshinImpact/View/Pages/View/PathingConfigView.xaml index 2d2de633..004c198c 100644 --- a/BetterGenshinImpact/View/Pages/View/PathingConfigView.xaml +++ b/BetterGenshinImpact/View/Pages/View/PathingConfigView.xaml @@ -43,7 +43,7 @@ + Text="队伍切换设置(路径中存在符合条件的动作、采集物的情况下,自动切换至对应队伍)" /> - 则作为 + 则角色执行