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