public unsafe FPointerArchive(string name, byte *ptr, long length, EGame game = EGame.GAME_UE4_LATEST, UE4Version ver = UE4Version.VER_UE4_DETERMINE_BY_GAME) : base(game, ver) { _ptr = ptr; Name = name; Length = length; }
protected GameFile(string path, long size, EGame game, UE4Version ver) { Path = path; Size = size; Ver = ver == UE4Version.VER_UE4_DETERMINE_BY_GAME ? game.GetVersion() : ver; Game = game; }
/// <summary> /// Create GTA3Script runtime /// </summary> /// <param name="game">Game</param> /// <returns>GTA3Script runtime if successful, otherwise "null"</returns> public static AGTA3ScriptRuntime CreateRuntime(EGame game) { AGTA3ScriptRuntime ret = null; switch (game) { case EGame.GTAIII: ret = new GTA3ScriptGTAIIIRuntime(); break; case EGame.GTAViceCity: ret = new GTA3ScriptGTAViceCityRuntime(); break; case EGame.GTASanAndreas: ret = new GTA3ScriptGTASanAndreasRuntime(); break; case EGame.GTALibertyCityStories: ret = new GTA3ScriptGTALibertyCityStoriesRuntime(); break; case EGame.GTAViceCityStories: ret = new GTA3ScriptGTAViceCityStoriesRuntime(); break; } return(ret); }
public FByteArchive(string name, byte[] data, EGame game = EGame.GAME_UE4_LATEST, UE4Version ver = UE4Version.VER_UE4_DETERMINE_BY_GAME) : base(game, ver) { this._data = data; this.Name = name; Length = _data.Length; }
internal static void BuildBuffer() { try { using (var fs = new FileStream(Filepath, FileMode.Open, FileAccess.Read, FileShare.Read)) { //FFX2 saves are significantly larger than X, so we can measure the save to know which is which. Game = (EGame)Convert.ToInt16(fs.Length > 0x68F9); Buffer = new Byte[EndOffset[(int)Game] - 0x40]; fs.Position = 0x40; for (int i = 0; i < Buffer.Length; i++) { Buffer[i] = (byte)fs.ReadByte(); } } //Wipe old checksum inside checksum'd block Buffer[Buffer.Length - 4] = 0; Buffer[Buffer.Length - 3] = 0; } catch (Exception e) { MessageBox.Show(e.ToString()); } Compute(); }
protected AbstractVfsReader(string path, EGame game, UE4Version ver) { Path = path; Name = path.Replace('\\', '/').SubstringAfterLast('/'); Ver = ver == UE4Version.VER_UE4_DETERMINE_BY_GAME ? game.GetVersion() : ver; Game = game; Files = new Dictionary <string, GameFile>(); }
public IoStoreReader(FileInfo utocFile, EIoStoreTocReadOptions readOptions = EIoStoreTocReadOptions.ReadDirectoryIndex, EGame game = EGame.GAME_UE4_LATEST, UE4Version ver = UE4Version.VER_UE4_DETERMINE_BY_GAME) : this(new FByteArchive(utocFile.FullName, File.ReadAllBytes(utocFile.FullName), game, ver == UE4Version.VER_UE4_DETERMINE_BY_GAME ? game.GetVersion() : ver), it => new FStreamArchive(it, File.Open(it, FileMode.Open, FileAccess.Read, FileShare.ReadWrite), game, ver == UE4Version.VER_UE4_DETERMINE_BY_GAME ? game.GetVersion() : ver), readOptions) { }
protected PersonnageAbstract(string nom, EGame simulation, TextureDecorator texture) { Simulation = simulation; Nom = nom; Texture = texture; PointsDeVie = 20; SeuilCritique = 10; }
public static UE4Version GetVersion(this EGame game) { // Custom UE Games // If a game needs a even more specific custom version than the major release version you can add it below // if (game == EGame.GAME_VALORANT) // return UE4Version.VER_UE4_24; return(game switch {
} // fabian? is this reversed? protected AbstractFileProvider( bool isCaseInsensitive = false, EGame game = EGame.GAME_UE4_LATEST, UE4Version ver = UE4Version.VER_UE4_DETERMINE_BY_GAME) { IsCaseInsensitive = isCaseInsensitive; Game = game; Ver = ver == UE4Version.VER_UE4_DETERMINE_BY_GAME ? game.GetVersion() : ver; }
public override void tEnter押下Main(int nSortOrder) { switch (n現在の選択行) { case (int)EOrder.ScrollSpeed: TJAPlayer3.ConfigIni.n譜面スクロール速度[nCurrentTarget] = (int)GetObj現在値((int)EOrder.ScrollSpeed); break; case (int)EOrder.PlaySpeed: TJAPlayer3.ConfigIni.n演奏速度 = (int)GetObj現在値((int)EOrder.PlaySpeed); break; case (int)EOrder.Random: TJAPlayer3.ConfigIni.eRandom.Taiko = (Eランダムモード)GetIndex((int)EOrder.Random); break; case (int)EOrder.Stealth: TJAPlayer3.ConfigIni.eSTEALTH = (Eステルスモード)GetIndex((int)EOrder.Stealth); break; case (int)EOrder.GameMode: EGame game = EGame.OFF; switch ((int)GetIndex((int)EOrder.GameMode)) { case 0: game = EGame.OFF; break; case 1: game = EGame.完走叩ききりまショー; break; case 2: game = EGame.完走叩ききりまショー激辛; break; } TJAPlayer3.ConfigIni.eGameMode = game; break; case (int)EOrder.ShinuchiMode: TJAPlayer3.ConfigIni.ShinuchiMode = !TJAPlayer3.ConfigIni.ShinuchiMode; break; case (int)EOrder.PlayerCount: TJAPlayer3.ConfigIni.nPlayerCount = (int)GetObj現在値((int)EOrder.PlayerCount); break; case (int)EOrder.More: SetAutoParameters(); // 簡易CONFIGメニュー脱出に伴い、簡易CONFIG内のAUTOの設定をConfigIniクラスに反映する this.bGotoDetailConfig = true; this.tDeativatePopupMenu(); break; case (int)EOrder.Return: SetAutoParameters(); // 簡易CONFIGメニュー脱出に伴い、簡易CONFIG内のAUTOの設定をConfigIniクラスに反映する this.tDeativatePopupMenu(); break; default: break; } }
/// <summary> /// Find game path /// </summary> /// <param name="game">Game</param> /// <returns>Game path</returns> private static string FindGamePath(EGame game) { string ret = null; if (Configuration.IsGameDirectorySpecified(game)) { ret = Configuration.GetGameDirectory(game); } else { string game_name = Utils.GetGameName(game); foreach (string steam_games_path in SteamGamesPaths) { ret = Path.Combine(steam_games_path, "steamapps\\common\\", game_name, "bin"); if (Directory.Exists(ret)) { if (Directory.GetFiles(steam_games_path, "*.exe", SearchOption.TopDirectoryOnly).Length > 0) { Configuration.SetGameDirectory(game, ret); break; } } else { ret = null; } } if (ret == null) { if (Configuration.GetAskForDirectoryIfGameDirectoryNotFound(game)) { DialogResult result = MessageBox.Show(string.Format(Translator.GetTranslation("GAME_DIRECTORY_NOT_FOUND_MESSAGE"), game_name), Translator.GetTranslation("GAME_DIRECTORY_NOT_FOUND"), MessageBoxButtons.YesNoCancel, MessageBoxIcon.Warning); switch (result) { case DialogResult.Yes: using (FolderBrowserDialog dialog = new FolderBrowserDialog()) { if (dialog.ShowDialog() == DialogResult.OK) { ret = dialog.SelectedPath; } } break; case DialogResult.No: Configuration.SetAskForDirectoryIfGameDirectoryNotFound(game, false); break; } } } } return((ret == null) ? "" : ret); }
public override void tEnter押下Main(int nSortOrder) { switch (n現在の選択行) { case (int)EOrder.ScrollSpeed: TJAPlayer3.ConfigIni.n譜面スクロール速度[nPlayer] = (int)GetObj現在値((int)EOrder.ScrollSpeed); break; case (int)EOrder.PlaySpeed: TJAPlayer3.ConfigIni.n演奏速度 = (int)GetObj現在値((int)EOrder.PlaySpeed); break; case (int)EOrder.Random: TJAPlayer3.ConfigIni.eRandom[nPlayer] = (Eランダムモード)GetIndex((int)EOrder.Random); break; case (int)EOrder.Stealth: TJAPlayer3.ConfigIni.eSTEALTH[nPlayer] = (Eステルスモード)GetIndex((int)EOrder.Stealth); break; case (int)EOrder.GameMode: EGame game = EGame.OFF; switch ((int)GetIndex((int)EOrder.GameMode)) { case 0: game = EGame.OFF; break; case 1: game = EGame.完走叩ききりまショー; break; case 2: game = EGame.完走叩ききりまショー激辛; break; case 3: game = EGame.特訓モード; break; } TJAPlayer3.ConfigIni.eGameMode = game; break; case (int)EOrder.ShinuchiMode: TJAPlayer3.ConfigIni.ShinuchiMode[nPlayer] = !TJAPlayer3.ConfigIni.ShinuchiMode[nPlayer]; break; case (int)EOrder.More: this.bGotoDetailConfig = true; this.tDeativatePopupMenu(); break; case (int)EOrder.Return: this.tDeativatePopupMenu(); break; default: break; } }
/// <summary> /// Set ask for directory if game directory is not found /// </summary> /// <param name="game">Game</param> /// <param name="value">Value</param> public static void SetAskForDirectoryIfGameDirectoryNotFound(EGame game, bool value) { switch (game) { case EGame.ETS2: AskForDirectoryIfETS2DirectoryNotFound = value; break; case EGame.ATS: AskForDirectoryIfATSDirectoryNotFound = value; break; } }
/// <summary> /// Open IR2 file /// </summary> /// <param name="path">Path</param> /// <param name="game">Game</param> /// <returns>IR2 if successful, otherwise "null"</returns> public static IR2 OpenIR2(string path, EGame game) { IR2 ret = null; if (path != null) { if (File.Exists(path)) { ret = new IR2(game, File.Open(path, FileMode.Open, FileAccess.Read)); } } return(ret); }
public static FPackageFileVersion GetVersion(this EGame game) { // Custom UE Games // If a game needs a even more specific custom version than the major release version you can add it below // if (game == EGame.GAME_VALORANT) // return UE4Version.VER_UE4_24; if (game >= EGame.GAME_UE5_0) { return(game switch { EGame.GAME_UE5_0 => new(522, 1002), _ => new((int)EUnrealEngineObjectUE4Version.AUTOMATIC_VERSION, (int)EUnrealEngineObjectUE5Version.AUTOMATIC_VERSION) });
/// <summary> /// Open script directory /// </summary> /// <param name="directory">Script directory</param> /// <param name="game">Game</param> /// <param name="filesMode">Script files mode</param> /// <returns>Script files if successful, otherwise "null"</returns> public static GTA3ScriptFiles OpenScriptDirectory(string directory, EGame game, EGTA3ScriptFilesMode filesMode) { GTA3ScriptFiles ret = null; if (Directory.Exists(directory)) { string main_scm_path = Path.Combine(directory, "main.scm"); string script_img_path = Path.Combine(directory, "script.img"); if (File.Exists(main_scm_path) && File.Exists(script_img_path)) { List <Stream> streams = new List <Stream>(); try { streams.Add(File.Open(main_scm_path, FileMode.Open, FileAccess.Read)); using (IMGArchive img_archive = IMGFile.OpenRead(script_img_path)) { IMGArchiveEntry[] entries = img_archive.Entries; foreach (IMGArchiveEntry entry in entries) { if (entry != null) { Stream stream = entry.Open(); if (stream != null) { streams.Add(stream); } } } } AGTA3Script[] scripts = new AGTA3Script[streams.Count]; for (int i = 0; i < scripts.Length; i++) { scripts[i] = new SCM(game, streams[i]); } ret = new GTA3ScriptFiles(game, scripts); } catch (Exception e) { Console.Error.WriteLine(e); foreach (Stream stream in streams) { stream.Dispose(); } } streams.Clear(); } } return(ret); }
public bool chargerFichierXML(EGame game) // Doit Permettre de restaurer ces instances de jeu depuis les fichiers XML { bool success = false; switch (game) { case EGame.AgeOfKebab: success = new LoadGameAOK(this).ChargerJeuDepuisXML(); break; case EGame.CDGSimulator: success = new LoadGameCDGSimulator(this).ChargerJeuDepuisXML(); break; case EGame.Honeyland: success = new LoadGameHoneyland(this).ChargerJeuDepuisXML(); break; default: break; } return(success); }
/// <summary> /// Is game installed /// </summary> /// <param name="game">Game</param> /// <returns>"true" if installed, otherwise "false"</returns> private static bool IsGameInstalled(EGame game) { bool ret = false; switch (game) { case EGame.ETS2: ret = IsETS2Installed; break; case EGame.ATS: ret = IsATSInstalled; break; } return(ret); }
/// <summary> /// Is game directory specified /// </summary> /// <param name="game">Game</param> /// <returns>"true" if correct, otherwise "false"</returns> public static bool IsGameDirectorySpecified(EGame game) { bool ret = false; switch (game) { case EGame.ETS2: ret = IsETS2DirectorySpecified; break; case EGame.ATS: ret = IsATSDirectorySpecified; break; } return(ret); }
/// <summary> /// Get game directory /// </summary> /// <param name="game">Game</param> /// <returns>Game directory</returns> public static string GetGameDirectory(EGame game) { string ret = ""; switch (game) { case EGame.ETS2: ret = ETS2Directory; break; case EGame.ATS: ret = ATSDirectory; break; } return(ret); }
/// <summary> /// Get game directory /// </summary> /// <param name="game">Game</param> /// <param name="gameDirectory">Game directory</param> public static void SetGameDirectory(EGame game, string gameDirectory) { if (gameDirectory != null) { switch (game) { case EGame.ETS2: ETS2Directory = gameDirectory; break; case EGame.ATS: ATSDirectory = gameDirectory; break; } } }
/// <summary> /// Get game name /// </summary> /// <param name="game">Game</param> /// <returns>Game name</returns> public static string GetGameName(EGame game) { string ret = ""; switch (game) { case EGame.ETS2: ret = "Euro Truck Simulator 2"; break; case EGame.ATS: ret = "American Truck Simulator"; break; } return(ret); }
/// <summary> /// Install plugin /// </summary> /// <param name="game">Game</param> private static void InstallPlugin(EGame game) { if (IsGameInstalled(game)) { string game_directory = GetGameDirectory(game); string x86_plugins_path = Path.Combine(game_directory, "win_x86\\plugins"); string x64_plugins_path = Path.Combine(game_directory, "win_x64\\plugins"); bool success = true; if (!(Directory.Exists(x86_plugins_path))) { try { Directory.CreateDirectory(x86_plugins_path); } catch (Exception e) { success = false; Console.Error.WriteLine(e.Message); } } if (success && (!(Directory.Exists(x64_plugins_path)))) { try { Directory.CreateDirectory(x64_plugins_path); } catch (Exception e) { success = false; Console.Error.WriteLine(e.Message); } } if (success) { TryInstall(sourceX86Plugin, Path.Combine(x86_plugins_path, "ets2-telemetry.dll"), SourceX86PluginHash); TryInstall(sourceX64Plugin, Path.Combine(x64_plugins_path, "ets2-telemetry.dll"), SourceX64PluginHash); } } }
/// <summary> /// Constructor /// </summary> /// <param name="name">Name</param> /// <param name="posX">Position X</param> /// <param name="posY">Position Y</param> public UserData(string name, Ets2Telemetry telemetryData, TruckingVSAPI api) { this.name = name; runningGame = Utils.RunningGame; posX = telemetryData.Physics.CoordinateX; posY = telemetryData.Physics.CoordinateY; posZ = telemetryData.Physics.CoordinateZ; speed = telemetryData.Drivetrain.Speed; speedLimit = telemetryData.Job.SpeedLimit; manufacturer = telemetryData.Manufacturer; truck = telemetryData.Truck; onJob = telemetryData.Job.OnJob; cargo = telemetryData.Job.Cargo; companySource = telemetryData.Job.CompanySource; citySource = telemetryData.Job.CitySource; companyDestination = telemetryData.Job.CompanyDestination; cityDestination = telemetryData.Job.CityDestination; navigationDistanceLeft = telemetryData.Job.NavigationDistanceLeft; distance = api.Distance; navigationTimeLeft = telemetryData.Job.NavigationTimeLeft; income = telemetryData.Job.Income; mass = telemetryData.Job.Mass; }
public static string GetGameName(EGame game) => game switch {
public SpawnPoint(string nom, EGame nomdujeu, TextureDecorator texture) : base(nom, nomdujeu, texture) { }
public SpawnPoint(EGame nomdujeu, Coordonnees coor) : base("Point d'apparition générique", nomdujeu, new TextureCrossedCircle()) { SetCoordonnees(coor); }
public SpawnPoint(EGame nomdujeu) : base("Point d'apparition générique", nomdujeu, new TextureCrossedCircle()) { }
// Doit Permettre de restaurer ces instances de jeu depuis les fichiers XML public bool chargerFichierXML(EGame game) { bool success = false ; switch(game) { case EGame.AgeOfKebab: success = new LoadGameAOK(this).ChargerJeuDepuisXML(); break; case EGame.CDGSimulator: success = new LoadGameCDGSimulator(this).ChargerJeuDepuisXML(); break; case EGame.Honeyland: success = new LoadGameHoneyland(this).ChargerJeuDepuisXML(); break; default: break; } return success; }
public override void tEnter押下Main(int nSortOrder) { switch (n現在の選択行) { case (int)EOrder.ShinuchiMode: TJAPlayer3.ConfigIni.真打 = !TJAPlayer3.ConfigIni.真打; if (TJAPlayer3.ConfigIni.真打 == true) { TJAPlayer3.stage選曲.act難易度選択画面.sound真打.t再生を開始する(); TJAPlayer3.stage選曲.act難易度選択画面.sound演奏オプション.t再生を停止する(); TJAPlayer3.stage選曲.act難易度選択画面.sound倍速.t再生を停止する(); TJAPlayer3.stage選曲.act難易度選択画面.sound3倍.t再生を停止する(); TJAPlayer3.stage選曲.act難易度選択画面.sound4倍.t再生を停止する(); TJAPlayer3.stage選曲.act難易度選択画面.soundあべこべ.t再生を停止する(); TJAPlayer3.stage選曲.act難易度選択画面.soundきまぐれ.t再生を停止する(); TJAPlayer3.stage選曲.act難易度選択画面.soundドロン.t再生を停止する(); } break; case (int)EOrder.ScrollSpeed: TJAPlayer3.ConfigIni.n譜面スクロール速度[nCurrentTarget] = (int)GetObj現在値((int)EOrder.ScrollSpeed); if (TJAPlayer3.ConfigIni.n譜面スクロール速度.Drums == 3) { TJAPlayer3.stage選曲.act難易度選択画面.sound倍速.t再生を開始する(); TJAPlayer3.stage選曲.act難易度選択画面.sound演奏オプション.t再生を停止する(); TJAPlayer3.stage選曲.act難易度選択画面.sound真打.t再生を停止する(); TJAPlayer3.stage選曲.act難易度選択画面.sound3倍.t再生を停止する(); TJAPlayer3.stage選曲.act難易度選択画面.sound4倍.t再生を停止する(); TJAPlayer3.stage選曲.act難易度選択画面.soundあべこべ.t再生を停止する(); TJAPlayer3.stage選曲.act難易度選択画面.soundきまぐれ.t再生を停止する(); TJAPlayer3.stage選曲.act難易度選択画面.soundドロン.t再生を停止する(); } if (TJAPlayer3.ConfigIni.n譜面スクロール速度.Drums == 5) { TJAPlayer3.stage選曲.act難易度選択画面.sound3倍.t再生を開始する(); TJAPlayer3.stage選曲.act難易度選択画面.sound演奏オプション.t再生を停止する(); TJAPlayer3.stage選曲.act難易度選択画面.sound真打.t再生を停止する(); TJAPlayer3.stage選曲.act難易度選択画面.sound倍速.t再生を停止する(); TJAPlayer3.stage選曲.act難易度選択画面.sound4倍.t再生を停止する(); TJAPlayer3.stage選曲.act難易度選択画面.soundあべこべ.t再生を停止する(); TJAPlayer3.stage選曲.act難易度選択画面.soundきまぐれ.t再生を停止する(); TJAPlayer3.stage選曲.act難易度選択画面.soundドロン.t再生を停止する(); } if (TJAPlayer3.ConfigIni.n譜面スクロール速度.Drums == 7) { TJAPlayer3.stage選曲.act難易度選択画面.sound4倍.t再生を開始する(); TJAPlayer3.stage選曲.act難易度選択画面.sound演奏オプション.t再生を停止する(); TJAPlayer3.stage選曲.act難易度選択画面.sound真打.t再生を停止する(); TJAPlayer3.stage選曲.act難易度選択画面.sound倍速.t再生を停止する(); TJAPlayer3.stage選曲.act難易度選択画面.sound3倍.t再生を停止する(); TJAPlayer3.stage選曲.act難易度選択画面.soundあべこべ.t再生を停止する(); TJAPlayer3.stage選曲.act難易度選択画面.soundきまぐれ.t再生を停止する(); TJAPlayer3.stage選曲.act難易度選択画面.soundドロン.t再生を停止する(); } break; case (int)EOrder.PlaySpeed: TJAPlayer3.ConfigIni.n演奏速度 = (int)GetObj現在値((int)EOrder.PlaySpeed); break; case (int)EOrder.Random: TJAPlayer3.ConfigIni.eRandom.Taiko = (Eランダムモード)GetIndex((int)EOrder.Random); if (TJAPlayer3.ConfigIni.eRandom.Taiko == Eランダムモード.MIRROR) { TJAPlayer3.stage選曲.act難易度選択画面.soundあべこべ.t再生を開始する(); TJAPlayer3.stage選曲.act難易度選択画面.sound演奏オプション.t再生を停止する(); TJAPlayer3.stage選曲.act難易度選択画面.sound真打.t再生を停止する(); TJAPlayer3.stage選曲.act難易度選択画面.sound倍速.t再生を停止する(); TJAPlayer3.stage選曲.act難易度選択画面.sound3倍.t再生を停止する(); TJAPlayer3.stage選曲.act難易度選択画面.sound4倍.t再生を停止する(); TJAPlayer3.stage選曲.act難易度選択画面.soundきまぐれ.t再生を停止する(); TJAPlayer3.stage選曲.act難易度選択画面.soundドロン.t再生を停止する(); } if (TJAPlayer3.ConfigIni.eRandom.Taiko == Eランダムモード.SUPERRANDOM) { TJAPlayer3.stage選曲.act難易度選択画面.soundきまぐれ.t再生を開始する(); TJAPlayer3.stage選曲.act難易度選択画面.sound演奏オプション.t再生を停止する(); TJAPlayer3.stage選曲.act難易度選択画面.sound真打.t再生を停止する(); TJAPlayer3.stage選曲.act難易度選択画面.sound倍速.t再生を停止する(); TJAPlayer3.stage選曲.act難易度選択画面.sound3倍.t再生を停止する(); TJAPlayer3.stage選曲.act難易度選択画面.sound4倍.t再生を停止する(); TJAPlayer3.stage選曲.act難易度選択画面.soundあべこべ.t再生を停止する(); TJAPlayer3.stage選曲.act難易度選択画面.soundドロン.t再生を停止する(); } if (TJAPlayer3.ConfigIni.eRandom.Taiko == Eランダムモード.HYPERRANDOM) { TJAPlayer3.stage選曲.act難易度選択画面.soundでたらめ.t再生を開始する(); TJAPlayer3.stage選曲.act難易度選択画面.sound演奏オプション.t再生を停止する(); TJAPlayer3.stage選曲.act難易度選択画面.sound真打.t再生を停止する(); TJAPlayer3.stage選曲.act難易度選択画面.sound倍速.t再生を停止する(); TJAPlayer3.stage選曲.act難易度選択画面.sound3倍.t再生を停止する(); TJAPlayer3.stage選曲.act難易度選択画面.sound4倍.t再生を停止する(); TJAPlayer3.stage選曲.act難易度選択画面.soundあべこべ.t再生を停止する(); TJAPlayer3.stage選曲.act難易度選択画面.soundきまぐれ.t再生を停止する(); TJAPlayer3.stage選曲.act難易度選択画面.soundドロン.t再生を停止する(); } break; case (int)EOrder.Stealth: TJAPlayer3.ConfigIni.eSTEALTH = (Eステルスモード)GetIndex((int)EOrder.Stealth); if (TJAPlayer3.ConfigIni.eSTEALTH == Eステルスモード.DORON) { TJAPlayer3.stage選曲.act難易度選択画面.soundドロン.t再生を開始する(); TJAPlayer3.stage選曲.act難易度選択画面.sound演奏オプション.t再生を停止する(); TJAPlayer3.stage選曲.act難易度選択画面.sound真打.t再生を停止する(); TJAPlayer3.stage選曲.act難易度選択画面.sound倍速.t再生を停止する(); TJAPlayer3.stage選曲.act難易度選択画面.sound3倍.t再生を停止する(); TJAPlayer3.stage選曲.act難易度選択画面.sound4倍.t再生を停止する(); TJAPlayer3.stage選曲.act難易度選択画面.soundあべこべ.t再生を停止する(); TJAPlayer3.stage選曲.act難易度選択画面.soundきまぐれ.t再生を停止する(); } break; case (int)EOrder.GameMode: EGame game = EGame.OFF; switch ((int)GetIndex((int)EOrder.GameMode)) { case 0: game = EGame.OFF; break; case 1: game = EGame.完走叩ききりまショー; break; case 2: game = EGame.完走叩ききりまショー激辛; break; } TJAPlayer3.ConfigIni.eGameMode = game; break; case (int)EOrder.Return: SetAutoParameters(); // 簡易CONFIGメニュー脱出に伴い、簡易CONFIG内のAUTOの設定をConfigIniクラスに反映する this.tDeativatePopupMenu(); break; default: break; } }
protected FArchive(EGame game = EGame.GAME_UE4_LATEST, UE4Version ver = UE4Version.VER_UE4_DETERMINE_BY_GAME) { Game = game; Ver = ver == UE4Version.VER_UE4_DETERMINE_BY_GAME ? game.GetVersion() : ver; }
public FGame(EGame game, EPakVersion version, int subVersion) { ActualGame = game; Version = version; SubVersion = subVersion; }
public FGame(EGame game, EPakVersion version) { ActualGame = game; Version = version; }
public AccessPoint(string nom, EGame nomdujeu, ZoneFinale zoneannexe) : base(nom, nomdujeu, new TextureWoodPlatformVertical()) { AddZoneAnnexe(zoneannexe); }
/// <summary> /// Ctor /// </summary> /// <param name="ip">Server IP.</param> /// <param name="port">Server port.</param> /// <param name="gameType">Game running on this server.</param> public GameServer(string ip, int port, EGame gameType) { IP = ip; Port = port; GameType = gameType; }
public GatherPoint(EGame nomdujeu) : base("Point d'apparition générique", nomdujeu, new TextureFootIcon()) { }
public GatherPoint(EGame nomdujeu, Coordonnees coor) : base("Point de rassemblement générique", nomdujeu, new TextureFootIcon()) { SetCoordonnees(coor); }