public static void ResetClothes(Client client) { int client_id = client.GetData("ID"); PlayerClothes playerClothes = PlayerHelper.GetPlayerClothes(client); if (playerClothes == null) { playerClothes = new PlayerClothes(); playerClothes._id = client_id; playerClothes.Upsert(); } if (playerClothes._id == client_id) { client.SetClothes(1, playerClothes.clothes_1, 0); client.SetClothes(2, playerClothes.clothes_2, 0); client.SetClothes(3, playerClothes.clothes_3, 0); client.SetClothes(4, playerClothes.clothes_4, 0); client.SetClothes(5, playerClothes.clothes_5, 0); client.SetClothes(6, playerClothes.clothes_6, 0); client.SetClothes(7, playerClothes.clothes_7, 0); client.SetClothes(8, playerClothes.clothes_8, 0); client.SetClothes(9, playerClothes.clothes_9, 0); client.SetClothes(10, playerClothes.clothes_10, 0); client.SetClothes(11, playerClothes.clothes_11, 0); } }
// Start is called before the first frame update void Start() { //player = GameObject.FindGameObjectWithTag("Player"); _player = FindObjectOfType <PlayerClothes>(); foreach (var item in items) { _uiScript.CreatePanelItem(item.Key, item.Value); } Cursor.visible = false; Cursor.lockState = CursorLockMode.Locked; }
/// <summary> /// Конвертация моделей в сущности /// </summary> public static List <PlayerClothes> ConvertToEntities(long accountId, IEnumerable <ClothesModel> models) { var result = new List <PlayerClothes>(); foreach (var model in models) { var entity = new PlayerClothes { AccountId = accountId, Variation = model.Variation, Slot = model.Slot, Torso = model.Torso, Undershirt = model.Undershirt, Texture = model.Texture, Textures = string.Join(",", model.Textures), OnPlayer = model.OnPlayer, IsClothes = model.IsClothes }; result.Add(entity); } return(result); }
public static void OffDuty(Client client) { PlayerClothes playerClothes = PlayerHelper.GetPlayerClothes(client); client.SetClothes(1, playerClothes.clothes_1, 0); client.SetClothes(2, playerClothes.clothes_2, 0); client.SetClothes(3, playerClothes.clothes_3, 0); client.SetClothes(4, playerClothes.clothes_4, 0); client.SetClothes(5, playerClothes.clothes_5, 0); client.SetClothes(6, playerClothes.clothes_6, 0); client.SetClothes(7, playerClothes.clothes_7, 0); client.SetClothes(8, playerClothes.clothes_8, 0); client.SetClothes(9, playerClothes.clothes_9, 0); client.SetClothes(10, playerClothes.clothes_10, 0); client.SetClothes(11, playerClothes.clothes_11, 0); client.RemoveAllWeapons(); if (client.HasData("FrakVehicle")) { Vehicle previous_vehicle = client.GetData("FrakVehicle"); previous_vehicle.Delete(); client.ResetData("FrakVehicle"); client.SendNotification("Votre véhicule de faction a été supprimé!"); } if (client.HasData("onduty")) { client.ResetData("onduty"); } if (client.HasData("fonduty")) { client.ResetData("fonduty"); } client.SendNotification("Vous n'êtes plus en service!"); }
public static void OffDuty(Client client) { PlayerClothes playerClothes = PlayerHelper.GetPlayerClothes(client); client.SetClothes(1, playerClothes.clothes_1, 0); client.SetClothes(2, playerClothes.clothes_2, 0); client.SetClothes(3, playerClothes.clothes_3, 0); client.SetClothes(4, playerClothes.clothes_4, 0); client.SetClothes(5, playerClothes.clothes_5, 0); client.SetClothes(6, playerClothes.clothes_6, 0); client.SetClothes(7, playerClothes.clothes_7, 0); client.SetClothes(8, playerClothes.clothes_8, 0); client.SetClothes(9, playerClothes.clothes_9, 0); client.SetClothes(10, playerClothes.clothes_10, 0); client.SetClothes(11, playerClothes.clothes_11, 0); client.RemoveAllWeapons(); if (client.HasData("FrakVehicle")) { Vehicle previous_vehicle = client.GetData("FrakVehicle"); previous_vehicle.Delete(); client.ResetData("FrakVehicle"); client.SendNotification("Dein Fraktionsfahrzeug wurde gelöscht!"); } if (client.HasData("onduty")) { client.ResetData("onduty"); } if (client.HasData("fonduty")) { client.ResetData("fonduty"); } client.SendNotification("Du bist nun nicht mehr im Dienst!"); }
public void Start() { //get spriterenderer components of each character part //(use these .sprite attributes to set sprites) SpriteRenderer BodySprite = PlayerBody.GetComponent <SpriteRenderer>(); SpriteRenderer EyesSprite = PlayerEyes.GetComponent <SpriteRenderer>(); SpriteRenderer MouthSprite = PlayerMouth.GetComponent <SpriteRenderer>(); SpriteRenderer HairSprite = PlayerHair.GetComponent <SpriteRenderer>(); SpriteRenderer ClothesSprite = PlayerClothes.GetComponent <SpriteRenderer>(); SpriteRenderer HatSprite = PlayerHat.GetComponent <SpriteRenderer>(); SpriteRenderer AnimalSprite = PlayerAnimal.GetComponent <SpriteRenderer>(); //check all parts //body switch (PlayerPrefs.GetInt("PlayerBody", 0)) { case (0): BodySprite.sprite = Body1; break; case (1): BodySprite.sprite = Body2; break; case (2): BodySprite.sprite = Body3; break; case (3): BodySprite.sprite = Body4; break; } //eyes switch (PlayerPrefs.GetInt("PlayerEyes", 0)) { case (0): EyesSprite.sprite = Eyes1; break; case (1): EyesSprite.sprite = Eyes2; break; case (2): EyesSprite.sprite = Eyes3; break; case (3): EyesSprite.sprite = Eyes4; break; } //mouth switch (PlayerPrefs.GetInt("PlayerMouth", 0)) { case (0): MouthSprite.sprite = Mouth1; break; case (1): MouthSprite.sprite = Mouth2; break; } //hair switch (PlayerPrefs.GetInt("PlayerHair", 0)) { case (0): HairSprite.sprite = Hair1; break; case (1): break; } //clothes switch (PlayerPrefs.GetInt("PlayerClothes", 0)) { case (0): ClothesSprite.sprite = Robe1Red; break; case (1): ClothesSprite.sprite = Robe1Blue; break; case (2): ClothesSprite.sprite = Robe1Green; break; case (3): ClothesSprite.sprite = Robe1Grey; break; case (4): ClothesSprite.sprite = Robe1Orange; break; case (5): ClothesSprite.sprite = Robe1Purple; break; case (6): ClothesSprite.sprite = Robe2Red; break; case (7): ClothesSprite.sprite = Robe2Blue; break; case (8): ClothesSprite.sprite = Robe2Green; break; case (9): ClothesSprite.sprite = Robe2Grey; break; case (10): ClothesSprite.sprite = Robe2Orange; break; case (11): ClothesSprite.sprite = Robe2Purple; break; case (12): ClothesSprite.sprite = Robe3Red; break; case (13): ClothesSprite.sprite = Robe3Blue; break; case (14): ClothesSprite.sprite = Robe3Green; break; case (15): ClothesSprite.sprite = Robe3Grey; break; case (16): ClothesSprite.sprite = Robe3Orange; break; case (17): ClothesSprite.sprite = Robe3Purple; break; case (18): ClothesSprite.sprite = Clothes1; break; } //hat switch (PlayerPrefs.GetInt("PlayerHat", 0)) { case (0): HatSprite.sprite = Hat1; break; case (1): break; } //animal switch (PlayerPrefs.GetInt("PlayerAnimal", 0)) { case (0): AnimalSprite.sprite = Bunny; break; case (1): AnimalSprite.sprite = Turtle; break; } }
public static void Respawn(Client client) { PlayerClothes playerClothes = PlayerHelper.GetPlayerClothes(client); PlayerInfo playerInfo = PlayerHelper.GetPlayerStats(client); if (playerClothes == null) { playerClothes = new PlayerClothes(); playerClothes._id = playerInfo._id; playerClothes.Upsert(); } client.SetClothes(1, playerClothes.clothes_1, 0); client.SetClothes(2, playerClothes.clothes_2, 0); client.SetClothes(3, playerClothes.clothes_3, 0); client.SetClothes(4, playerClothes.clothes_4, 0); client.SetClothes(5, playerClothes.clothes_5, 0); client.SetClothes(6, playerClothes.clothes_6, 0); client.SetClothes(7, playerClothes.clothes_7, 0); client.SetClothes(8, playerClothes.clothes_8, 0); client.SetClothes(9, playerClothes.clothes_9, 0); client.SetClothes(10, playerClothes.clothes_10, 0); client.SetClothes(11, playerClothes.clothes_11, 0); if (client.HasData("FrakVehicle")) { Vehicle previous_vehicle = client.GetData("FrakVehicle"); previous_vehicle.Delete(); client.ResetData("FrakVehicle"); client.SendNotification("Votre véhicule de faction a été supprimé!"); } if (client.HasData("onduty")) { client.ResetData("onduty"); client.SendNotification("Vous n'êtes plus en service!"); } if (client.HasData("fonduty")) { client.ResetData("fonduty"); client.SendNotification("Vous n'êtes plus en service!"); } if (playerInfo.jail == 1) { TimeSpan ts = TimeSpan.FromMilliseconds(playerInfo.jailtime); client.Position = playerInfo.GetLastTempLocation(); client.RemoveAllWeapons(); if (playerInfo.wantedlevel == 1) { playerInfo.jailtime += 60000; } else if (playerInfo.wantedlevel == 2) { playerInfo.jailtime += 120000; } else if (playerInfo.wantedlevel == 3) { playerInfo.jailtime += 180000; } else if (playerInfo.wantedlevel == 4) { playerInfo.jailtime += 240000; } else if (playerInfo.wantedlevel == 5) { playerInfo.jailtime += 300000; } else if (playerInfo.wantedlevel >= 6) { playerInfo.jailtime += 360000; } playerInfo.wantedlevel = 0; playerInfo.cuff = 0; playerInfo.Update(); NAPI.ClientEvent.TriggerClientEvent(client, "JailTrue"); client.SendNotification("[~b~LSPD~w~]: S'il vous plaît ne vous déconnectez pas ou vous serez assis à nouveau pendant si longtemps!"); client.SendNotification($"[~b~LSPD~w~]: Vous êtes assis pour ~r~{ts.Minutes}~w~ Minutes."); NAPI.Task.Run(() => { NAPI.ClientEvent.TriggerClientEvent(client, "JailFalse"); client.SendNotification("[~b~LSPD~w~]: Vous êtes libre maintenant!"); playerInfo.jail = 0; playerInfo.jailtime = 0; playerInfo.Update(); Respawn(client); }, delayTime: playerInfo.jailtime); } else { client.Position = playerInfo.GetLastPlayerLocation(); } EventTriggers.Update_Wanteds(client); EventTriggers.Update_Money(client); EventTriggers.Update_Bank(client); client.SendNotification("~g~Vous etes réapparu!"); }
public static void Respawn(Client client) { PlayerClothes playerClothes = PlayerHelper.GetPlayerClothes(client); PlayerInfo playerInfo = PlayerHelper.GetPlayerStats(client); if (playerClothes == null) { playerClothes = new PlayerClothes(); playerClothes._id = playerInfo._id; playerClothes.Upsert(); } client.SetClothes(1, playerClothes.clothes_1, 0); client.SetClothes(2, playerClothes.clothes_2, 0); client.SetClothes(3, playerClothes.clothes_3, 0); client.SetClothes(4, playerClothes.clothes_4, 0); client.SetClothes(5, playerClothes.clothes_5, 0); client.SetClothes(6, playerClothes.clothes_6, 0); client.SetClothes(7, playerClothes.clothes_7, 0); client.SetClothes(8, playerClothes.clothes_8, 0); client.SetClothes(9, playerClothes.clothes_9, 0); client.SetClothes(10, playerClothes.clothes_10, 0); client.SetClothes(11, playerClothes.clothes_11, 0); if (client.HasData("FrakVehicle")) { Vehicle previous_vehicle = client.GetData("FrakVehicle"); previous_vehicle.Delete(); client.ResetData("FrakVehicle"); client.SendNotification("Dein Fraktionsfahrzeug wurde gelöscht!"); } if (client.HasData("onduty")) { client.ResetData("onduty"); client.SendNotification("Du bist nun nicht mehr im Dienst!"); } if (client.HasData("fonduty")) { client.ResetData("fonduty"); client.SendNotification("Du bist nun nicht mehr im Dienst!"); } if (playerInfo.jail == 1) { TimeSpan ts = TimeSpan.FromMilliseconds(playerInfo.jailtime); client.Position = playerInfo.GetLastTempLocation(); client.RemoveAllWeapons(); if (playerInfo.wantedlevel == 1) { playerInfo.jailtime += 60000; } else if (playerInfo.wantedlevel == 2) { playerInfo.jailtime += 120000; } else if (playerInfo.wantedlevel == 3) { playerInfo.jailtime += 180000; } else if (playerInfo.wantedlevel == 4) { playerInfo.jailtime += 240000; } else if (playerInfo.wantedlevel == 5) { playerInfo.jailtime += 300000; } else if (playerInfo.wantedlevel >= 6) { playerInfo.jailtime += 360000; } playerInfo.wantedlevel = 0; playerInfo.cuff = 0; playerInfo.Update(); NAPI.ClientEvent.TriggerClientEvent(client, "JailTrue"); client.SendNotification("[~b~LSPD~w~]: Bitte logge dich nicht aus sonst sitzt du wieder so lange!"); client.SendNotification($"[~b~LSPD~w~]: Du sitzt für ~r~{ts.Minutes}~w~ Minuten."); NAPI.Task.Run(() => { NAPI.ClientEvent.TriggerClientEvent(client, "JailFalse"); client.SendNotification("[~b~LSPD~w~]: Du bist nun frei!"); playerInfo.jail = 0; playerInfo.jailtime = 0; playerInfo.Update(); Respawn(client); }, delayTime: playerInfo.jailtime); } else { client.Position = playerInfo.GetLastPlayerLocation(); } EventTriggers.Update_Wanteds(client); EventTriggers.Update_Money(client); EventTriggers.Update_Bank(client); client.SendNotification("~g~Du wurdest respawnt!"); }