Ejemplo n.º 1
0
        internal static void DetachLuaEventHandlers()
        {
            GarrisonBase.Log("Detaching LUA Event Handlers");
            //Lua.Events.DetachEvent("GARRISON_FOLLOWER_LIST_UPDATE", Coroutines.GarrisonFollowerListUpdate);
            Lua.Events.DetachEvent("GARRISON_MISSION_LIST_UPDATE", GARRISON_MISSION_LIST_UPDATE);
            Lua.Events.DetachEvent("GARRISON_MISSION_STARTED", GARRISON_MISSION_STARTED);
            Lua.Events.DetachEvent("GARRISON_MISSION_FINISHED", GARRISON_MISSION_FINISHED);

            Lua.Events.DetachEvent("GARRISON_MISSION_NPC_OPENED", GARRISON_MISSION_NPC_OPENED);
            Lua.Events.DetachEvent("GARRISON_MISSION_NPC_CLOSED", GARRISON_MISSION_NPC_CLOSED);
            Lua.Events.DetachEvent("GARRISON_SHOW_LANDING_PAGE", GARRISON_SHOW_LANDING_PAGE);
            Lua.Events.DetachEvent("GARRISON_BUILDING_ACTIVATABLE", GARRISON_BUILDING_ACTIVATABLE);

            Lua.Events.DetachEvent("SHIPMENT_CRAFTER_OPENED", SHIPMENT_CRAFTER_OPENED);
            Lua.Events.DetachEvent("SHIPMENT_CRAFTER_CLOSED", SHIPMENT_CRAFTER_CLOSED);

            Lua.Events.DetachEvent("LOOT_CLOSED", LOOT_CLOSED);
            Lua.Events.DetachEvent("LOOT_OPENED", LOOT_OPENED);

            Lua.Events.DetachEvent("QUEST_COMPLETE", QUEST_COMPLETE);
            Lua.Events.DetachEvent("QUEST_PROGRESS", QUEST_PROGRESS);
            Lua.Events.DetachEvent("QUEST_DETAIL", QUEST_DETAIL);
            Lua.Events.DetachEvent("QUEST_FINISHED", QUEST_FINISHED);
            Lua.Events.DetachEvent("QUEST_LOG_UPDATE", QUEST_LOG_UPDATE);
            Lua.Events.DetachEvent("QUEST_REMOVED", QUEST_REMOVED);
            Lua.Events.DetachEvent("QUEST_ACCEPTED", QUEST_ACCEPTED);
            Lua.Events.DetachEvent("QUEST_WATCH_UPDATE", QUEST_WATCH_UPDATE);

            Lua.Events.DetachEvent("GOSSIP_SHOW", GOSSIP_SHOW);
            Lua.Events.DetachEvent("GOSSIP_CLOSED", GOSSIP_CLOSED);

            Lua.Events.DetachEvent("TRADE_SKILL_CLOSE", TRADE_SKILL_CLOSE);
            Lua.Events.DetachEvent("TRADE_SKILL_SHOW", TRADE_SKILL_SHOW);

            Lua.Events.DetachEvent("BAG_UPDATE", BAG_UPDATE);
            Lua.Events.DetachEvent("PLAYERBANKSLOTS_CHANGED", PLAYERBANKSLOTS_CHANGED);
            Lua.Events.DetachEvent("PLAYERREAGENTBANKSLOTS_CHANGED", PLAYERREAGENTBANKSLOTS_CHANGED);

            Lua.Events.DetachEvent("ZONE_CHANGED", ZONE_CHANGED);
            Lua.Events.DetachEvent("ZONE_CHANGED_NEW_AREA", ZONE_CHANGED_NEW_AREA);

            Lua.Events.DetachEvent("MERCHANT_SHOW", MERCHANT_SHOW);
            Lua.Events.DetachEvent("MERCHANT_CLOSED", MERCHANT_CLOSED);

            Lua.Events.DetachEvent("CURRENT_SPELL_CAST_CHANGED", CURRENT_SPELL_CAST_CHANGED);

            Lua.Events.DetachEvent("UI_ERROR_MESSAGE", UI_ERROR_MESSAGE);

            Lua.Events.DetachEvent("CURRENCY_DISPLAY_UPDATE", CURRENCY_DISPLAY_UPDATE);

            Lua.Events.DetachEvent("MAIL_SHOW", MAIL_SHOW);
            Lua.Events.DetachEvent("MAIL_CLOSED", MAIL_CLOSED);

            Lua.Events.DetachEvent("TAXIMAP_OPENED", TAXIMAP_OPENED);
            Lua.Events.DetachEvent("TAXIMAP_CLOSED", TAXIMAP_CLOSED);


            LuaEventsAttached = false;
        }
Ejemplo n.º 2
0
        public static void LoadSettings()
        {
            //Check for Config file
            if (!File.Exists(settingsPath))
            {
                GarrisonBase.Log("No settings file found, now creating a new config from defaults at: " + settingsPath);
                SerializeToXML(CurrentSettings);
            }

            CurrentSettings = DeserializeFromXML(settingsPath);
            GarrisonBase.Log("Settings Loaded!");
        }