public void Process(byte[] buffer, IConnection connection)
        {
            Animation animation;

            var animations = new SpUpdateAnimation();

            for (var i = 1; i <= Configuration.MaxItems; i++)
            {
                if (DataManagement.AnimationDatabase[i].Name.Length > 0)
                {
                    animation = DataManagement.AnimationDatabase[i];

                    animations.Build(animation);
                    animations.Send(connection);
                }
            }
        }
Ejemplo n.º 2
0
        public void Process(byte[] buffer, IConnection connection)
        {
            var pData = Authentication.Players[connection.Index];

            if (pData.AccessLevel < AccessLevel.Administrator)
            {
                return;
            }

            var msg         = new ByteBuffer(buffer);
            var animationId = msg.ReadInt32();

            if (animationId <= 0 || animationId > Configuration.MaxAnimations)
            {
                msg.Flush();
                return;
            }

            var animation = new Animation()
            {
                Id    = animationId,
                Name  = msg.ReadString(),
                Sound = msg.ReadString(),
            };

            for (var i = 0; i < Configuration.MaxAnimationLayer; i++)
            {
                animation.Sprite[i]    = msg.ReadInt32();
                animation.Frames[i]    = msg.ReadInt32();
                animation.LoopCount[i] = msg.ReadInt32();
                animation.LoopTime[i]  = msg.ReadInt32();
            }

            DataManagement.AnimationDatabase[animationId] = animation;
            DataManagement.AnimationDatabase.SaveFile(animationId);

            var updateAnimations = new SpUpdateAnimation();

            updateAnimations.Build(animation);
            updateAnimations.SendToAllBut(pData.Index);

            Global.WriteLog(LogType.Game, $"Character: {pData.Character} {pData.AccessLevel.ToString()} saved animationId {animationId}", LogColor.Green);
        }