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 public ILineStyle SilentChestLineStyle { get; } = Render.GetLineStyle(200, 255, 255, 0); 
        public ITexture SilentChestIcon { get ; } = Render.GetTexture(SupportedTextureId.UIStash_4029005773, 128); 
//* *******// 
    public float SilentChestSize { get; set; } = 4.0f; / / Silent Chest - Icon size on map 
    public float SilentChestWorldCircleSize { get; set; } = 1f; // Silent Chest - World Overlay Circle Size 
    public float SilentChestMapCircleSize { get; set; } = 30f; // silent chest - Minimap circle radius size 
    public bool SilentChestOnMap { get; set; } = true; // Silent Chest - Check box to turn on/off the Map icone and circle 
    public bool SilentChestOnGround { get; set; } = true; // Silent chest - Check box to turn on/off the Ground Circle 
                        
                                
//** ******// 
                _resplendentChestOnMap = AddFeature(nameof(_resplendentChestOnMap), "Resplendent chest on map") 
            .AddBooleanResource(nameof(ResplendentChestOnMap), "Icon on map on/off" , 
                () => ResplendentChestOnMap, v => ResplendentChestOnMap = v) 
            .AddFloatResource(nameof(ResplendentChestSize), "Icon size on map ", 
                1.0f, 11.0f, () => ResplendentChestSize, v => ResplendentChestSize = v) 
            .AddFloatResource (nameof(ResplendentChestMapCircleSize), "Map circle radius size", 
                1.0f, 100f, () => ResplendentChestMapCircleSize, v => ResplendentChestMapCircleSize = v) 
            .AddFloatResource(nameof(ResplendentChestMapCircleStrokeSize), "Map circle stroke size", 
                1.0f, 1 00f , () => ResplendentChestMapCircleStrokeSize, v => ResplendentChestMapCircleStrokeSize = v) 
            .AddBooleanResource(nameof(ResplendentChestOnGround), "Circle on ground on /off", 
                () => ResplendentChestOnGround, v => ResplendentChestOnGround = v) 
            .AddFloatResource(nameof(Resplen dentChestWorldCircleSize ), "Icon size on ground", 
                1.0f, 11.0f, () => ResplendentChestWorldCircleSize, v => ResplendentChestWorldCircleSize = v ); 
                                
                                
//********// 
                if (_resplendentChestOnMap.Enabled && layer == GameWorldLayer.Map) 
                {
            var chests = Game .GizmoActors.Where(x => x.World.WorldSno == Map.MapWorldSno && x.GizmoType == GizmoType.Chest && x.ActorSno.NameEnglish is "Resplendent Chest"); 
            var size = Game.WindowHeight / 100f * ResplendentChestSize; 
            foreach (var chest in chests) 
            { 
                switch (layer) 
                { 
                    case GameWorldLayer.Ground when ResplendentChestOnGround: 
                        if (!chest.Coordinate.IsOnScreen) 
                            continue; 
                                                
                        ResplendentChestLineStyle.DrawWorldEllipse(ResplendentChestWorldCircleSize, -1, chest.Coordinate, strokeWidthCorrection : ResplendentChestWorldCircleSize); 
                                                ResplendentChestIcon.Draw(chest.Coordinate.MapX - ( size / 2), chest.Coordinate.MapY - (size / 2), size, size, sharpen: false); break; 
                                                case 
                                GameWorldLayer.Map: 
                        if ( !chest.Coordinate.IsOnMap) 
                            continue; 
                        ResplendentChestLineStyle.DrawEllipse(chest.Coordinate. MapX, chest.Coordinate.MapY, ResplendentChestMapCircleSize, ResplendentChestMapCircleSize, strokeWidthCorrection: ResplendentChestMapCircleStrokeSize); 
                        ResplendentChestIcon.Draw(chest.Coordinate. MapX - (size / 2), chest.Coordinate.MapY - (size / 2), size, size, sharpen : false); 
                        break; 
                                } 
            } 
        }