示例#1
0
    def render(self):
        this = self.weak
        with ui.SplitterWindow(False, 220, styles=styles) as panel:
            with ui.Vertical():
                self.listbox = ui.RearrangeList(className="fill",
                                                onselect=this.onListSelect)
                with ui.Horizontal(className="expand"):
                    ui.Text("Ctrl+↑↓ 上移/下移当前项")
                with ui.Horizontal(className="expand"):
                    ui.Button(label="添加",
                              className="button",
                              onclick=this.onAdd)
                    ui.Button(label="删除",
                              className="button",
                              onclick=this.onDel)
            with ui.Vertical():
                self.render_main()
        ui.AuiItem(panel, caption=self.unique_title, onclose=self.onClose)

        self.listbox.setOnKeyDown(this.onListBoxKey)

        contextmenu = self.render_contextmenu()
        if contextmenu:
            self.listbox.setContextMenu(contextmenu)
        return panel
示例#2
0
 def render_player(self):
     ModelInput("hp", "生命")
     ModelInput("ap", "防弹衣")
     self.coord_view = ModelCoordWidget("coord",
                                        "坐标",
                                        savable=True,
                                        preset=coords)
     # ModelInput("gravity", "重量")
     ModelCoordWidget("speed", "速度")
     ModelInput("rotation", "旋转")
     ModelInput("wanted_level", "通缉等级")
     self.money = ModelInput("money", "金钱")
     ui.Text("")
     with ui.GridLayout(cols=4, vgap=10, className="expand"):
         ui.Button(label="车坐标->人坐标", onclick=self.from_vehicle_coord)
         ui.Button(label="从标记点读取坐标",
                   onclick=self.player_coord_from_waypoint)
         ui.ToggleButton(label="切换无伤状态", onchange=self.set_ped_invincible)
         ui.ToggleButton(label="可以切换武器",
                         onchange=self.set_ped_block_switch_weapons)
         ui.ToggleButton(
             label="不会被拽出车",
             onchange=self.set_ped_can_be_dragged_out_of_vehicle)
         ui.ToggleButton(label="摩托车老司机", onchange=self.set_ped_keep_bike)
         ui.ToggleButton(label="不被通缉", onchange=self.set_never_wanted)
示例#3
0
    def __init__(self,
                 *args,
                 cancel=True,
                 ok=True,
                 closable=True,
                 scrollable=False,
                 **kwargs):
        kwargs.setdefault('style', dialog_style)
        kwargs.setdefault('styles', styles)
        super().__init__(*args, **kwargs)
        self.weak = WeakBinder(self)

        super().__enter__()
        with ui.Vertical(className="fill"):
            self.view = (ui.ScrollView if scrollable else ui.Vertical)(
                className="fill padding")

            with ui.Horizontal(className="padding right") as footer:
                if cancel:
                    ui.Button(label="取消").id = wxconst.ID_CANCEL
                if ok:
                    ui.Button(label="确定").id = wxconst.ID_OK
            self.footer = footer
        super().__exit__()

        if not closable:
            self.setOnClose(self.prevent_close)
示例#4
0
 def render_global(self):
     ModelInput("game_hour", "当前小时")
     ModelInput("game_minute", "当前分钟")
     exui.Label("日期")
     with ui.Horizontal(className="expand"):
         ui.Button("回退一天", onclick=self.day_back)
         ui.Button("前进一天", onclick=self.day_forward)
示例#5
0
    def render_drop_rates(self):
        self._drop_rates_scan_data = (b'\x00\x00\x00????????????????????\x00\x00\x00\x00\x01\x00\x00\x00????'
            b'\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x80\x3F\x00\x00\x80\x3F')

        self._drop_rates_table = (
            (b'\x2D', 'very_common', '药'),
            (b'\x2F', 'common', '白'),
            (b'\x32', 'uncommon', '绿'),
            (b'\x33', 'very_uncommon', '月'),
            (b'\x34', 'rare', '蓝'),
            (b'\x35', 'very_rare', '紫'),
            (b'\x36', 'legendary', '橙/珠光')
        )

        self._drop_rates_preset = (
            ('原始', (200, 100, 10, 5, 1, 0.1, 0.01)),
            ('仅橙', (0.001, 0.001, 0.001, 0.001, 0.001, 100, 10000)),
            ('仅紫', (0.001, 0.001, 0.001, 0.001, 0.001, 1000, 0.001)),
            ('仅蓝', (0.001, 0.001, 0.001, 0.001, 1000, 0.001, 0.001)),
            ('10x橙', (200, 100, 10, 5, 1, 0.1, 0.1)),
            ('100x橙', (200, 100, 10, 5, 1, 0.1, 1)),
            ('1000x橙', (200, 100, 10, 5, 1, 0.1, 10)),
        )

        self._drop_rates = types.SimpleNamespace()

        ui.Hr()
        with ui.Horizontal(className='expand'):
            ui.Button('读取地址', onclick=self.read_drop_rates)
            for i, item in enumerate(self._drop_rates_preset):
                ui.Button(item[0], className='btn_md', onclick=partial(self.set_drop_rates_preset, index=i))
        self._drop_rates_views = [Input(key, label, addr=partial(__class__.get_drop_rates_item, self.weak, key=key),
            type=float) for _id, key, label in self._drop_rates_table]
示例#6
0
    def render_drop_rates(self):
        self._drop_rates_scan_data = (
            b'\xFF\xFF\xFF\xFF', b'\x00\x00\x00????????????????????'
            b'\x00\x00\x00\x00\x01\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00'
        )

        self._drop_rates_table = (
            (b'\x4C', 'chest_awesome_ini', 'ChestAwesomeIni'),
            (b'\x53', 'verycommon', '遍地'),
            (b'\x54', 'verycommon_lower', '遍地 lower'),
            (b'\x55', 'common', '普通'),
            (b'\x57', 'uncommon', '罕见'),
            (b'\x58', 'uncommoner', '更罕见'),
            (b'\x59', 'rare', '稀有'),
            (b'\x5A', 'veryrare', '非常稀有'),
            (b'\x5B', 'awesome_verycommon', '特殊遍地'),
            (b'\x5C', 'awesome_common', '特殊普通'),
            (b'\x5D', 'awesome_uncommon', '特殊罕见'),
            (b'\x5E', 'awesome_uncommoner', '特殊更罕见'),
            (b'\x5F', 'awesome_rare', '特殊稀有'),
            (b'\x60', 'awesome_veryrare', '特殊非常稀有'),
            (b'\x61', 'awesome_legendary', '特殊传说'),
        )

        self._drop_rates_preset = (
            ('原始', (1, 200, 100, 10, 5, 1, 0.1, 0.05, 1, 1, 1, 1, 1, 0.1,
                    0.01)),
            ('更好', (10, 40, 20, 5, 2.5, 1, 1, 0.5, 1, 1, 1, 1, 1, 1, 0.5)),
            ('最好', (1, 0.01, 0.01, 0.01, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 1,
                    25, 50, 100)),
            ('5x橙', (1, 200, 100, 10, 5, 1, 0.1, 0.05, 1, 1, 1, 1, 1, 0.1,
                     0.05)),
            ('10x橙', (1, 200, 100, 10, 5, 1, 0.2, 0.1, 1, 1, 1, 1, 1, 0.2,
                      0.1)),
            ('50x橙', (1, 200, 100, 10, 5, 1, 1, 0.5, 1, 1, 1, 1, 1, 1, 0.5)),
        )

        self._drop_rates = types.SimpleNamespace()

        ui.Hr()
        with ui.Horizontal(className='expand'):
            ui.Button('读取地址', onclick=self.read_drop_rates)
            for i, item in enumerate(self._drop_rates_preset):
                ui.Button(item[0],
                          className='btn_md',
                          onclick=partial(self.set_drop_rates_preset, index=i))
        self._drop_rates_views = [
            Input(key,
                  label,
                  addr=partial(__class__.get_drop_rates_item,
                               self.weak,
                               key=key),
                  type=float) for _id, key, label in self._drop_rates_table
        ]
示例#7
0
 def render(self):
     super().render()
     with ui.Horizontal(className="fill"):
         if self.has_ammo:
             self.ammo_view = ui.SpinCtrl(className="fill",
                                          min=0,
                                          max=9999,
                                          initial=0)
             ui.Button("最大", style=btn_sm_style, onclick=self.max_ammo)
         ui.Button("移除", style=btn_sm_style, onclick=self.remove_weapon)
         self.render_btn()
示例#8
0
    def __init__(self, *args, **kwargs):
        listbox_opt = kwargs.pop('listbox', {})
        kwargs.setdefault('style', dialog_style)
        super().__init__(*args, **kwargs)

        with self:
            with ui.Vertical(styles=styles, style=styles['class']['fill']):
                self.listbox = ui.CheckListBox(className='fill', **listbox_opt)
                with ui.Horizontal(className="expand"):
                    ui.Button(label="全选",
                              className="button",
                              onclick=self.weak.checkAll)
                    ui.Button(label="反选",
                              className="button",
                              onclick=self.weak.reverseCheck)
示例#9
0
    def render_player(self):
        ModelInput("hp", "生命")
        self.maxhp_view = ModelInput("maxhp", "最大生命")
        ModelInput("ap", "防弹衣")
        ModelInput("rotation", "旋转")
        self.coord_view = ModelCoordWidget("coord",
                                           "坐标",
                                           savable=True,
                                           preset=coords)
        ModelCoordWidget("speed", "速度")
        ModelInput("weight", "重量")
        ProxyInput("wanted_level", "通缉等级", self.get_wanted_level,
                   self.set_wanted_level)
        ui.Hr()
        with ui.Vertical(className="fill"):
            with ui.GridLayout(cols=5, vgap=10, className="expand"):
                ui.Button(label="车坐标->人坐标", onclick=self.from_vehicle_coord)
                ui.Button(label="从地图读取坐标", onclick=self.playerCoordFromMap)
                ui.ToggleButton(label="切换无伤状态",
                                onchange=self.set_ped_invincible)

            ui.Text("防止主角受到来自以下的伤害")
            with ui.Horizontal(className="fill"):
                self.player_proof_views = [
                    ui.CheckBox("爆炸",
                                className="vcenter",
                                onchange=partial(self.set_player_proof,
                                                 bitindex=Player.SPECIAL_EP)),
                    ui.CheckBox("碰撞",
                                className="vcenter",
                                onchange=partial(self.set_player_proof,
                                                 bitindex=Player.SPECIAL_DP)),
                    ui.CheckBox("子弹",
                                className="vcenter",
                                onchange=partial(self.set_player_proof,
                                                 bitindex=Player.SPECIAL_BP)),
                    ui.CheckBox("火焰",
                                className="vcenter",
                                onchange=partial(self.set_player_proof,
                                                 bitindex=Player.SPECIAL_FP)),
                ]
                ui.Button("全部",
                          style=btn_md_style,
                          onclick=self.player_proof_all)
                ui.Button("再次应用",
                          style=btn_md_style,
                          onclick=self.player_proof_apply).setToolTip(
                              "死亡或者重新读档后需要再次应用")
示例#10
0
 def render_config(self):
     with ConfigGroup(self.config):
         FloatConfig('auto_driving_speed', '自动驾驶速度', 10)
         SelectConfig('explotion_type', '爆炸类型', datasets.EXPLOTION_TYPE)
         IntConfig('explotion_radius', '爆炸半径', 3)
     ui.Hr()
     ui.Button("放弃本次配置修改", onclick=self.discard_config)
示例#11
0
 def render(self):
     super().render()
     with ui.Horizontal(className="fill"):
         self.view = ui.ColorPicker(className="expand",
                                    onchange=lambda v: self.write())
         self.render_btn()
         ui.Button("清除", style=btn_sm_style, onclick=self.clear_color)
示例#12
0
    def render(self):
        with self.render_win() as win:
            with ui.Vertical():
                with ui.Horizontal(className="expand padding"):
                    ui.Button("检测",
                              className="vcenter",
                              onclick=self.check_attach)
                    self.render_top_button()
                    self.attach_status_view = ui.Text(
                        "", className="vcenter grow padding_left")
                    ui.CheckBox("保持最前",
                                className="vcenter",
                                onchange=self.swith_keeptop)
                with ui.Notebook(className="fill") as book:
                    book.setOnPageChange(self.onNotePageChange)
                    self.begin_group()
                    try:
                        self.render_main()
                        self.onNotePageChange(book)
                    except Exception:
                        win.close()
                        raise
                    self.end_group()

        return win
示例#13
0
 def render_ammo(self):
     for i, label in enumerate(
         ('狙击枪', '手枪', '手雷', '左轮手枪', '冲锋枪', '霰弹枪', '战斗步枪', '火箭筒')):
         with ModelInput('weapon_ammos.%d.value' % i, label).container:
             ui.Button(label="最大",
                       className='btn_sm',
                       onclick=partial(self.weapon_ammo_max, i=i))
         ModelInput('weapon_ammos.%d.regen_rate' % i, '恢复速度')
示例#14
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 def __init__(self, onpagechange, total, page=1):
     super().__init__(className="expand center")
     this = WeakBinder(self)
     self.onpagechange = onpagechange
     self.total = total
     self.page = page
     with self:
         self.total_view = ui.Text(" 共%d页 " % total, className="vcenter")
         self.page_input = ui.SpinCtrl(className="expand",
                                       min=1,
                                       max=total,
                                       initial=page,
                                       wxstyle=0x4600)
         ui.Button(label="跳转", className="button", onclick=this.on_page)
         ui.Button(label="上页", className="button", onclick=this.on_prev)
         ui.Button(label="下页", className="button", onclick=this.on_next)
     self.page_input.setOnEnter(this.on_page)
示例#15
0
 def render_vehicle(self):
     ModelInput("hp", "HP")
     ModelCoordWidget("roll", "滚动")
     ModelCoordWidget("dir", "方向")
     self.vehicle_coord_view = ModelCoordWidget("coord",
                                                "坐标",
                                                savable=True,
                                                preset=coords)
     ModelCoordWidget("speed", "速度")
     ModelInput("weight", "重量")
     ui.Text("")
     with ui.Horizontal(className="expand"):
         ui.Button(label="人坐标->车坐标", onclick=self.from_player_coord)
         ui.Button(label="从标记点读取坐标",
                   onclick=self.vehicle_coord_from_waypoint)
         ui.Button(label="锁车", onclick=self.vehicle_lock_door)
         ui.Button(label="开锁",
                   onclick=partial(self.vehicle_lock_door, lock=False))
示例#16
0
 def render_weapon(self):
     player = self.weak._player
     self.weapon_views = []
     for i in range(1, len(self.WEAPON_LIST)):
         self.weapon_views.append(
             WeaponWidget(player, "weapon%d" % i, "武器槽%d" % i, i,
                          self.SLOT_NO_AMMO, self.WEAPON_LIST))
     with Group.active_group().footer:
         ui.Button(label="一键最大", onclick=self.weapon_max)
示例#17
0
 def render_weapon(self):
     player = self.weak._player
     self.weapon_views = []
     for i in range(13):
         self.weapon_views.append(
             WeaponWidget(player, "weapon%d" % i, "武器槽%d" % (i + 1), i,
                          datasets.SLOT_NO_AMMO, datasets.WEAPON_LIST,
                          self.on_weapon_change))
     ui.Button(label="一键最大", onclick=self.weapon_max)
示例#18
0
 def render_vehicle(self):
     ModelInput("hp", "HP")
     ModelCoordWidget("roll", "滚动")
     ModelCoordWidget("dir", "方向")
     self.vehicle_coord_view = ModelCoordWidget("coord",
                                                "坐标",
                                                savable=True,
                                                preset=coords)
     ModelCoordWidget("speed", "速度")
     ModelInput("weight", "重量")
     ui.Hr()
     with ui.GridLayout(cols=5, vgap=10, className="expand"):
         ui.Button(label="人坐标->车坐标", onclick=self.from_player_coord)
         ui.ToggleButton(label="切换无伤状态",
                         onchange=self.set_vehicle_invincible)
         ui.Button(label="锁车", onclick=self.vehicle_lock_door)
         ui.Button(label="开锁",
                   onclick=partial(self.vehicle_lock_door, lock=False))
示例#19
0
    def render_pokemon(self):
        # pokemon = self.weak._pokemon
        active_pokemon = self._active_pokemon

        ui.RadioBox("带着的宝可梦",
                    className="expand",
                    choices=tuple(str(i) for i in range(1, 7)),
                    onselect=self.on_active_pokemo_swith)

        with Groups(None, self.weak.onNotePageChange):
            with Group("basic", "基本", active_pokemon):
                ModelInput("breedInfo.bIntimate", "亲密度", spin=True, max=255)
                ModelSelect("breedInfo.wBreed",
                            "种族",
                            choices=self.datasets.BREED_NAMES)
                ModelInput("Header.dwChar", "性格值", hex=True)
                ModelInput("Header.dwID", "ID", hex=True)
                ModelSelect("personality",
                            "性格",
                            choices=self.datasets.PERSONALITYS,
                            onselect=self.on_personality_select)
                ui.Text("性格描述", className="vcenter")
                self.personality_desc = ui.Text("", className="vcenter")
                ModelSelect("breedInfo.wItem",
                            "手持道具",
                            choices=self.datasets.ITEMS)
                ModelInput("breedInfo.dwExp", "经验值")
            with Group("basic", "能力", active_pokemon):
                pass
            with Group("basic", "技能", active_pokemon):
                pass
            with Group("basic", "缎带", active_pokemon):
                pass
            with Group("basic", "其它", active_pokemon):
                pass

        with ui.Horizontal(className="expand"):
            ui.Button("读入",
                      className="btn_sm",
                      onclick=self.read_active_pokemon)
            ui.Button("写回",
                      className="btn_sm",
                      onclick=self.write_active_pokemon)
示例#20
0
    def render_main(self):
        with ui.FlexGridLayout(cols=2, vgap=10,
                               className="expand padding") as infobar:
            ui.Text("地址", className="vcenter input_label")
            self.addr_view = ui.TextInput(readonly=True, className="expand")
            ui.Text("代码", className="vcenter input_label")
            self.code_view = ui.TextInput(readonly=True,
                                          multiline=True,
                                          className="expand")

            infobar.AddGrowableCol(1)
            infobar.AddGrowableRow(1)

        self.textarea = ui.TextInput(multiline=True, className="fill")
        with ui.Horizontal(className="expand"):
            ui.ComboBox(wxstyle=wxconst.CB_READONLY, className="fill")
            ui.Button(label="保存该项", className="button", onclick=self.onSaveIt)
            ui.Button(label="保存文件", className="button", onclick=self.onSave)
            ui.Button(label="另存为", className="button", onclick=self.onSaveAs)
示例#21
0
    def get_ingame_item_dialog(self):
        """物品信息对话框"""
        name = 'ingame_item_dialog'
        dialog = getattr(self, name, None)
        if dialog is None:
            with DialogGroup(name, "物品详情", self.ingame_item, cols=1, dialog_style={'width': 800, 'height': 1400},
                    closable=False, horizontal=False, button=False) as dialog:
                ModelCheckBox("enabled")
                ModelInput("slot")
                ModelSelect("type", choices=datasets.INVENTORY_ITEMS.choices, values=datasets.INVENTORY_ITEMS.values,
                    instance=self.ingame_item)
                ModelInput("quantity")
                ModelInput("max_quantity")
                ModelInput("model", hex=True)
            with dialog.footer:
                ui.Button("复制", className='btn_sm', onclick=self.weak.ingame_item_copy)
                ui.Button("粘贴", className='btn_sm', onclick=self.weak.ingame_item_paste)

            setattr(self, name, dialog)
        return dialog
示例#22
0
 def render_person_items(self):
     """游戏中物品"""
     for label, index_range in (('水平武器', (0, 7)), ('药丸', (7, 8)), ('垂直武器', (8, 13)), ('其他物品', (15, 24))):
         r = 1
         for i in range(*index_range):
             prop = "items.%d" % i
             select = ModelChoiceDisplay(prop + ".type", "%s%d" % (label, r),
                 choices=datasets.INVENTORY_ITEMS.choices, values=datasets.INVENTORY_ITEMS.values)
             with select.container:
                 ui.Button("详情", className="btn_sm", onclick=partial(__class__.show_ingame_item, self.weak,
                     instance=self._person, prop=prop))
             r += 1
示例#23
0
 def render_ammo(self):
     for i, label in enumerate(
         ('突击步枪子弹', '霰弹枪子弹', '手雷', '冲锋枪子弹', '手枪子弹', '火箭炮弹药', '狙击步枪子弹')):
         with ModelInput('mgr.weapon_ammos.%d.value' % i, label).container:
             ui.Button(label="最大",
                       className='btn_sm',
                       onclick=partial(self.weapon_ammo_max, i=i))
         with ModelInput('mgr.weapon_ammos.%d.regen_rate' % i,
                         '恢复速度').container:
             ModelCheckBox('mgr.weapon_ammos.%d.infinite' % i,
                           '不减',
                           alone=True)
示例#24
0
 def render(self):
     with self.render_win() as win:
         with ui.Vertical():
             with ui.Vertical(className="fill padding"):
                 self.textinput = ui.TextInput(className="expand fill",
                                               multiline=True,
                                               style=textstyle)
                 self.textoutput = ui.TextInput(className="expand fill",
                                                multiline=True,
                                                style=textstyle)
             with ui.Horizontal(className="padding"):
                 ui.Button("分析", onclick=self.weak.analyse)
     return win
示例#25
0
    def __init__(self, title, onselect, onsearch=None, *args, **kwargs):
        kwargs.setdefault('style', dialog_style)
        self.onsearch = onsearch
        super().__init__(title, *args, **kwargs)

        with self:
            with ui.Horizontal(className='expand'):
                self.input = ui.TextInput(className='fill',
                                          wxstyle=wxconst.TE_PROCESS_ENTER)
                ui.Button(label="搜索",
                          className='btn_sm',
                          onclick=self.weak.onenter)
            self.listbox = ui.ListBox(className='fill', onselect=onselect)
            self.input.setOnEnter(self.weak.onenter)
示例#26
0
    def render_person(self):
        Choice("角色", datasets.PERSONS, self.on_person_change)
        ModelInput("hp_max")
        ModelInput("resist")
        ModelInput("str")
        ModelInput("mgc")
        ModelInput("agl")
        ModelInput("vit")
        ModelInput("hp_heal")
        ModelArrayInput("resistance",
                        label=["%s抗性" % item for item in datasets.ATTRIBUTE])
        ModelFlagWidget("adaptive", cols=3, labels=datasets.ATTRIBUTE)

        with Group.active_group().footer:
            ui.Button("全技能", onclick=self.weak.all_skills)
示例#27
0
 def render_player(self):
     ModelInput("hp", "生命")
     ModelInput("ap", "防弹衣")
     ModelInput("rotation", "旋转")
     self.coord_view = ModelCoordWidget("coord",
                                        "坐标",
                                        savable=True,
                                        preset=coords)
     ModelCoordWidget("speed", "速度")
     ModelInput("weight", "重量")
     ModelInput("wanted_level", "通缉等级")
     ui.Hr()
     with ui.GridLayout(cols=5, vgap=10, className="expand"):
         ui.Button(label="车坐标->人坐标", onclick=self.from_vehicle_coord)
         ui.ToggleButton(label="切换无伤状态", onchange=self.set_ped_invincible)
示例#28
0
 def render_person_items(self):
     """游戏中物品"""
     for i in range(models.Character.items.length):
         prop = "items.%d" % i
         select = ModelChoiceDisplay(
             prop + ".type",
             "物品%d" % (i + 1),
             choices=datasets.INVENTORY_ITEMS.choices,
             values=datasets.INVENTORY_ITEMS.values)
         with select.container:
             ui.Button("详情",
                       className="btn_sm",
                       onclick=partial(__class__.show_ingame_item,
                                       self.weak,
                                       instance=self._person,
                                       prop=prop))
示例#29
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 def render_saved_items(self):
     """整理界面个人物品"""
     for i in range(models.SavedItemHolder.items.length):
         prop = "items.%d" % i
         select = ModelChoiceDisplay(
             prop + ".type",
             "",
             choices=datasets.INVENTORY_ITEMS.choices,
             values=datasets.INVENTORY_ITEMS.values)
         with select.container:
             ui.Button("详情",
                       className="btn_sm",
                       onclick=partial(__class__.show_saved_item,
                                       self.weak,
                                       instance=self._saved_items,
                                       prop=prop))
示例#30
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 def render_cheat(self):
     with ui.Vertical(className="fill padding"):
         with ui.GridLayout(cols=4, vgap=10, className="expand"):
             self.cheat_views = [
                 ui.CheckBox(label,
                             onchange=partial(self.toggle_cheat, index=i))
                 for i, label in enumerate(('不被通缉', '决不会饿', '无限健康', '无限氧气',
                                            '无限弹药', '坦克模式', '超级攻击', '超级跳跃',
                                            '最大威望', '最大引力', '满街跑车', '满街破车',
                                            '无限奔跑', '主角防火', '完美操控', '交通通畅',
                                            '超级兔跳', '液压装置', '船可以飞', '车可以飞'))
             ]
             ui.CheckBox("冻结任务计时", onchange=self.freeze_timer)
             ui.CheckBox("一击必杀", onchange=self.one_hit_kill)
         with ui.Horizontal(className="padding"):
             ui.Button("同步", onclick=self.cheat_sync)