DR rs 0.3.6 [build rs skip] (我很清楚这玩意过不了(逃
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parent
297aaf236e
commit
30b4595df3
@ -162,6 +162,16 @@ if TYPE_CHECKING:
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def flip_y(self) -> bool:
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def flip_y(self) -> bool:
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...
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...
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def get_part_box_by_type(
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self, part_type: SR1PartType_rs
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) -> Tuple[Tuple[float, float], Tuple[float, float]]:
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"""
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当你同时已知一个部件的数据和类型的时候
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为啥不直接获取呢
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自: 0.3.6
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"""
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...
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class SaveStatus_rs: # NOQA
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class SaveStatus_rs: # NOQA
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def __init__(self, save_default: Optional[bool] = False) -> None:
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def __init__(self, save_default: Optional[bool] = False) -> None:
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...
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...
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@ -246,7 +256,7 @@ if TYPE_CHECKING:
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...
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...
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def get_part_box(
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def get_part_box(
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self, part_id: int
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self, part_id: IdType
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) -> Optional[Tuple[Tuple[int, int], Tuple[int, int]]]:
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) -> Optional[Tuple[Tuple[int, int], Tuple[int, int]]]:
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"""获取所有零件的盒子"""
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"""获取所有零件的盒子"""
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@ -273,6 +283,14 @@ if TYPE_CHECKING:
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"""获取所有未连接的零件"""
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"""获取所有未连接的零件"""
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...
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...
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def find_part_by_id(self, part_id: IdType) -> List[SR1PartData_rs]:
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"""
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通过 id 获取零件
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当然, 支持重叠 ID
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自: 0.3.6
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"""
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...
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class Console_rs: # NOQA
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class Console_rs: # NOQA
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def __init__(self) -> None:
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def __init__(self) -> None:
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...
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...
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2
mods/dr_game/Difficult_Rocket_rs/src/Cargo.lock
generated
2
mods/dr_game/Difficult_Rocket_rs/src/Cargo.lock
generated
@ -146,7 +146,7 @@ dependencies = [
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[[package]]
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[[package]]
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name = "difficult_rocket_rs"
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name = "difficult_rocket_rs"
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version = "0.3.5"
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version = "0.3.6"
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dependencies = [
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dependencies = [
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"anyhow",
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"anyhow",
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"dict_derive",
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"dict_derive",
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@ -1,6 +1,6 @@
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[package]
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[package]
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name = "difficult_rocket_rs"
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name = "difficult_rocket_rs"
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version = "0.3.5"
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version = "0.3.6"
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edition = "2021"
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edition = "2021"
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license-file = '../../LICENSE'
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license-file = '../../LICENSE'
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authors = ["shenjackyuanjie <3695888@qq.com>"]
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authors = ["shenjackyuanjie <3695888@qq.com>"]
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@ -204,6 +204,18 @@ impl PySR1PartData {
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fn get_flip_y(&self) -> bool {
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fn get_flip_y(&self) -> bool {
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self.data.flip_y
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self.data.flip_y
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}
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}
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fn get_part_box_by_type(&self, part_type: PySR1PartType) -> ((f64, f64), (f64, f64)) {
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let radius = self.data.angle;
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let ((x1, y1), (x2, y2)) = part_type.data.get_box();
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let mut p1 = Point2D::new(x1, y1);
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let mut p2 = Point2D::new(x2, y2);
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p1.rotate_radius_mut(radius);
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p2.rotate_radius_mut(radius);
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p1.add_mut(self.data.x * 2.0, self.data.y * 2.0);
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p2.add_mut(self.data.x * 2.0, self.data.y * 2.0);
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((p1.x, p1.y), (p2.x, p2.y))
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}
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}
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}
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#[pyclass]
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#[pyclass]
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@ -384,6 +396,9 @@ impl PySR1Ship {
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parts
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parts
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}
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}
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/// 待会直接加一个在 SR1 PartData上获取的API得了,现在这样太费劲了
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///
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/// 加好了
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fn get_part_box(&self, part_id: IdType) -> Option<((f64, f64), (f64, f64))> {
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fn get_part_box(&self, part_id: IdType) -> Option<((f64, f64), (f64, f64))> {
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let part_data = self.ship.parts.iter().find(|&x| x.id == part_id);
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let part_data = self.ship.parts.iter().find(|&x| x.id == part_id);
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if let Some(part_data) = part_data {
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if let Some(part_data) = part_data {
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@ -404,6 +419,23 @@ impl PySR1Ship {
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None
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None
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}
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}
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/// 通过 part_id 获取 part_data
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///
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/// 当然, 支持重叠 ID
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fn find_part_by_id(&self, part_id: IdType) -> Vec<SR1PartData> {
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// 先搜链接到的部件
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// 这里的代码是 GitHub Copilot 帮我优化的
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// 赞美 GitHub Copilot !()
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let unconnected = self.ship.disconnected.as_ref().map_or(vec![], |disconnected| {
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disconnected.iter()
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.flat_map(|(group, _)| group.iter())
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.filter(|part| part.id == part_id)
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.collect()
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});
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// 然后通过一个 chain 直接把他链接到这边
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self.ship.parts.iter().filter(|x| x.id == part_id).chain(unconnected).cloned().collect()
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}
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fn save(&self, file_path: String, save_status: Option<PySaveStatus>) -> PyResult<()> {
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fn save(&self, file_path: String, save_status: Option<PySaveStatus>) -> PyResult<()> {
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println!("{:?}", save_status);
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println!("{:?}", save_status);
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self.ship.save(file_path, &save_status.unwrap_or_default().status).unwrap();
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self.ship.save(file_path, &save_status.unwrap_or_default().status).unwrap();
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@ -189,59 +189,49 @@ class SR1ShipRender(BaseScreen):
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self.logger.error(traceback.format_exc(), tag="load_xml")
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self.logger.error(traceback.format_exc(), tag="load_xml")
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return False
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return False
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def draw_parts(
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def part_render_init(
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self,
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self,
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cache: List[Tuple[SR1PartType_rs, SR1PartData_rs]],
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part_data: SR1PartData_rs,
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count: int,
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part_type: SR1PartType_rs,
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each_count: int,
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part_group: Group,
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draw_part_box: bool,
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line_group: Group,
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draw_alpha: int,
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batch: Batch,
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):
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) -> Tuple[Sprite, List[Line]]:
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# 渲染传入的parts
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"""
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part_group = Group(2, parent=self.part_group)
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还是重写一下渲染逻辑
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line_box_group = Group(6, parent=self.part_group)
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把渲染单个部件的逻辑提取出来放到这里
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for p_id, parts in cache:
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"""
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p_id: int
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texture = self.textures.get_texture(part_type.sprite)
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parts: List[Tuple[SR1PartType_rs, SR1PartData_rs]]
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batch = []
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for p_type, p_data in parts:
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sprite_name = self.part_list_rs.get_part_type(p_data.part_type_id).sprite
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part_sprite = Sprite(
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part_sprite = Sprite(
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img=self.textures.get_texture(sprite_name),
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img=texture,
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x=p_data.x * 60,
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x=part_data.x * 60,
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y=p_data.y * 60,
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y=part_data.y * 60,
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z=random.random(),
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z=random.random(),
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batch=self.main_batch,
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batch=batch,
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group=part_group,
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group=part_group,
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)
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)
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part_sprite.opacity = draw_alpha
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part_sprite.rotation = part_data.angle_r
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part_sprite.rotation = p_data.angle_r
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part_sprite.scale_x = -1 if part_data.flip_x else 1
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part_sprite.scale_x = -1 if p_data.flip_x else 1
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part_sprite.scale_y = -1 if part_data.flip_y else 1
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part_sprite.scale_y = -1 if p_data.flip_y else 1
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line_colors = (
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random.randrange(0, 255),
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batch.append(part_sprite)
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random.randrange(0, 255),
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part_box = self.rust_ship.get_part_box(p_id)
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random.randrange(0, 255),
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if part_box and draw_part_box:
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200,
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# 线框
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)
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part_line_box = []
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part_line_box = []
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width = 4
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width = 4
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color = (
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(x, y), (x2, y2) = part_data.get_part_box_by_type(part_type)
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random.randrange(0, 255),
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random.randrange(0, 255),
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random.randrange(0, 255),
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random.randrange(100, 200),
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)
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(x, y), (x2, y2) = part_box
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part_line_box.append(
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part_line_box.append(
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Line(
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Line(
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x=x * 30,
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x=x * 30,
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y=y * 30,
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y=y * 30,
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x2=x * 30,
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x2=x * 30,
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y2=y2 * 30,
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y2=y2 * 30,
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batch=self.main_batch,
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batch=batch,
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width=width,
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width=width,
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color=color,
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color=line_colors,
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group=line_box_group,
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group=line_group,
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)
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)
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)
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)
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part_line_box.append(
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part_line_box.append(
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@ -250,10 +240,10 @@ class SR1ShipRender(BaseScreen):
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y=y2 * 30,
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y=y2 * 30,
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x2=x2 * 30,
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x2=x2 * 30,
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y2=y2 * 30,
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y2=y2 * 30,
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batch=self.main_batch,
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batch=batch,
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width=width,
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width=width,
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color=color,
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color=line_colors,
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group=line_box_group,
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group=line_group,
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)
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)
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)
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)
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part_line_box.append(
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part_line_box.append(
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@ -262,10 +252,10 @@ class SR1ShipRender(BaseScreen):
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y=y2 * 30,
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y=y2 * 30,
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x2=x2 * 30,
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x2=x2 * 30,
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y2=y * 30,
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y2=y * 30,
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batch=self.main_batch,
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batch=batch,
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width=width,
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width=width,
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color=color,
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color=line_colors,
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group=line_box_group,
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group=line_group,
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)
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)
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)
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)
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part_line_box.append(
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part_line_box.append(
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@ -274,22 +264,15 @@ class SR1ShipRender(BaseScreen):
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y=y * 30,
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y=y * 30,
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x2=x * 30,
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x2=x * 30,
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y2=y * 30,
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y2=y * 30,
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batch=self.main_batch,
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batch=batch,
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width=width,
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width=width,
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color=color,
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color=line_colors,
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group=line_box_group,
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group=line_group,
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)
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)
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)
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)
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# 直接用循环得了
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return part_sprite, part_line_box
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self.part_line_box[p_id] = part_line_box
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self.parts_sprite[p_id] = batch
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count += 1
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if count >= each_count:
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count = 0
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return count
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return count
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def gen_sprite(self, each_count: int = 100) -> Generator:
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def sprite_batch(self, draw_batch: int = 100) -> Generator:
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"""
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"""
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生成 sprite
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生成 sprite
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通过生成器减少一次性渲染的压力
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通过生成器减少一次性渲染的压力
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@ -300,51 +283,37 @@ class SR1ShipRender(BaseScreen):
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self.status.draw_done = False
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self.status.draw_done = False
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# rust 渲染
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# rust 渲染
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if DR_mod_runtime.use_DR_rust:
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if DR_mod_runtime.use_DR_rust:
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# 渲染所有未连接零件
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# 渲染连接的部件
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all_disconnected_groups = self.rust_ship.disconnected_parts()
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part_group = Group(6, parent=self.part_group)
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for parts_groups, connections in all_disconnected_groups:
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line_group = Group(5, parent=self.part_group)
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draw_part_box = False
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cache = []
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for p_type, p_data in parts_groups:
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cache.append((p_data.id, parts_groups))
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count = self.draw_parts(cache, count, each_count, draw_part_box, 128)
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if count >= each_count:
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count = 0
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yield
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# 渲染所有已连接零件
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# 渲染未连接的部件
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draw_part_box = False
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cache = self.rust_ship.as_dict()
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count = self.draw_parts(cache.items(), count, each_count, draw_part_box, 255)
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if count >= each_count:
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count = 0
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yield
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connect_line_group = Group(7, parent=self.part_group)
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connect_line_group = Group(7, parent=self.part_group)
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for connect in self.rust_ship.connections().get_raw_data():
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for connect in self.rust_ship.connections().get_raw_data():
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# 连接线
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# 连接线
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parent_part_data = cache[connect[2]][0][1]
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# parent_part_data = cache[connect[2]][0][1]
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child_part_data = cache[connect[3]][0][1]
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# child_part_data = cache[connect[3]][0][1]
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color = (
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# color = (
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random.randrange(100, 255),
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# random.randrange(100, 255),
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random.randrange(0, 255),
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# random.randrange(0, 255),
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random.randrange(0, 255),
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# random.randrange(0, 255),
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255,
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# 255,
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)
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# )
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self.part_line_list.append(
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# self.part_line_list.append(
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Line(
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# Line(
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x=parent_part_data.x * 60,
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# x=parent_part_data.x * 60,
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y=parent_part_data.y * 60,
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# y=parent_part_data.y * 60,
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x2=child_part_data.x * 60,
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# x2=child_part_data.x * 60,
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y2=child_part_data.y * 60,
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# y2=child_part_data.y * 60,
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batch=self.main_batch,
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# batch=self.main_batch,
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group=connect_line_group,
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# group=connect_line_group,
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width=1,
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# width=1,
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color=color,
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# color=color,
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)
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# )
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)
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# )
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count += 1
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count += 1
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if count >= each_count * 3:
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if count >= draw_batch * 3:
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count = 0
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count = 0
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yield count
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yield count
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@ -364,7 +333,7 @@ class SR1ShipRender(BaseScreen):
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self.group_camera.reset()
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self.group_camera.reset()
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# 调用生成器 减少卡顿
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# 调用生成器 减少卡顿
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try:
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try:
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self.gen_draw = self.gen_sprite()
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self.gen_draw = self.sprite_batch()
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if not self.status.draw_done:
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if not self.status.draw_done:
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next(self.gen_draw)
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next(self.gen_draw)
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except (GeneratorExit, StopIteration):
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except (GeneratorExit, StopIteration):
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