public override void HandleScriptMessage(ScriptMessageReader mr) { switch (mr.ReadInteger()) { case 0: this._success = mr.ReadBool(); this.ShowButton(true); break; case 2: this.AddDialogString(App.Localize("@GAMESPY_CONNECTING")); break; case 3: this.AddDialogString(App.Localize("@GAMESPY_CONNECT_FAILED")); break; case 4: this.AddDialogString(App.Localize("@GAMESPY_INVALID_PASS")); break; case 5: this.AddDialogString(App.Localize("@INVALID_USERNAME_TEXT")); break; case 9: this.AddDialogString(App.Localize("@GAMESPY_CONNECT_CHAT_FAILED")); break; case 10: this.AddDialogString(App.Localize("@GAMESPY_CONNECTED")); break; } }
public override void OnEngineMessage(InteropMessageID messageID, ScriptMessageReader mr) { switch (messageID) { case InteropMessageID.IMID_SCRIPT_OBJECT_RELEASE: this.RemoveObject(mr); break; case InteropMessageID.IMID_SCRIPT_OBJECTS_RELEASE: this.RemoveObjects(mr); break; case InteropMessageID.IMID_SCRIPT_SYNC_FLEET_POSITIONS: mr.ReadInteger(); int num = mr.ReadInteger(); for (int index = 0; index < num; ++index) { bool flag = mr.ReadBool(); this.App.GameDatabase.UpdateShipFleetPosition(mr.ReadInteger(), !flag ? new Vector3?() : new Vector3?(new Vector3(mr.ReadSingle(), mr.ReadSingle(), mr.ReadSingle()))); } if (!this._finalSync) { break; } this.App.SwitchGameState <StarMapState>(); break; } }
public override void HandleScriptMessage(ScriptMessageReader mr) { switch ((Network.DialogAction)mr.ReadInteger()) { case Network.DialogAction.DA_FINALIZE: this._success = mr.ReadBool(); this.ShowButton(true); break; case Network.DialogAction.DA_NEWUSER_CREATING: this.AddDialogString(App.Localize("@NETWORKDIALOG_CREATE_NEW_USER")); break; case Network.DialogAction.DA_NEWUSER_INVALID_USERNAME: this.AddDialogString(App.Localize("@NETWORKDIALOG_INVALID_USERNAME")); break; case Network.DialogAction.DA_NEWUSER_NICK_IN_USE: this.AddDialogString("Nickname in use."); break; case Network.DialogAction.DA_NEWUSER_INVALID_PASSWORD: this.AddDialogString(App.Localize("@NETWORKDIALOG_INVALID_PASSWORD")); break; case Network.DialogAction.DA_NEWUSER_FAILED: this.AddDialogString(App.Localize("@NETWORKDIALOG_USER_CREATION_FAILED")); break; case Network.DialogAction.DA_NEWUSER_SUCCESS: this.AddDialogString(App.Localize("@NETWORKDIALOG_NEW_USER_CREATED")); break; } }
public PlayerCombatData(ScriptMessageReader mr, int version) { this._playerID = mr.ReadInteger(); this._victoryStatus = (GameSession.VictoryStatus)mr.ReadInteger(); this.Construct(); int num1 = mr.ReadInteger(); for (int index = 0; index < num1; ++index) { this._shipData.Add(new Kerberos.Sots.Strategy.ShipData() { designID = mr.ReadInteger(), damageDealt = mr.ReadSingle(), damageReceived = mr.ReadSingle(), killCount = mr.ReadInteger(), destroyed = mr.ReadBool() }); } int num2 = mr.ReadInteger(); for (int index1 = 0; index1 < num2; ++index1) { Kerberos.Sots.Strategy.PlanetData planetData = new Kerberos.Sots.Strategy.PlanetData(); planetData.orbitalObjectID = mr.ReadInteger(); planetData.imperialDamage = mr.ReadDouble(); int num3 = mr.ReadInteger(); planetData.civilianDamage = new List <PopulationData>(); for (int index2 = 0; index2 < num3; ++index2) { PopulationData populationData = new PopulationData() { faction = mr.ReadString(), damage = mr.ReadDouble() }; } planetData.infrastructureDamage = mr.ReadSingle(); planetData.terraDamage = mr.ReadSingle(); this._planetData.Add(planetData); } int num4 = mr.ReadInteger(); for (int index = 0; index < num4; ++index) { this._weaponData.Add(new Kerberos.Sots.Strategy.WeaponData() { weaponID = mr.ReadInteger(), damageDealt = mr.ReadSingle() }); } if (version >= 1) { this._fleetCount = mr.ReadInteger(); } else { this._fleetCount = 0; } }
public override void OnEngineMessage(InteropMessageID messageID, ScriptMessageReader mr) { switch (messageID) { case InteropMessageID.IMID_SCRIPT_SYNC_DEFENSE_POSITIONS: int num1 = mr.ReadInteger(); for (int index1 = 0; index1 < num1; ++index1) { mr.ReadInteger(); int num2 = mr.ReadInteger(); for (int index2 = 0; index2 < num2; ++index2) { if (mr.ReadBool()) { bool flag = mr.ReadBool(); this.App.GameDatabase.UpdateShipSystemPosition(mr.ReadInteger(), !flag ? new Matrix?() : new Matrix?(new Matrix(mr.ReadSingle(), mr.ReadSingle(), mr.ReadSingle(), mr.ReadSingle(), mr.ReadSingle(), mr.ReadSingle(), mr.ReadSingle(), mr.ReadSingle(), mr.ReadSingle(), mr.ReadSingle(), mr.ReadSingle(), mr.ReadSingle(), mr.ReadSingle(), mr.ReadSingle(), mr.ReadSingle(), mr.ReadSingle()))); } } } if (this._finishing) { this.App.SwitchGameState <StarMapState>(); break; } break; case InteropMessageID.IMID_SCRIPT_SYNC_DEFENSEBOAT_DATA: int shipID = mr.ReadInteger(); int OrbitalID = mr.ReadInteger(); this.App.GameDatabase.RemoveSDBByShipID(shipID); if (OrbitalID != 0) { this.App.GameDatabase.InsertSDB(OrbitalID, shipID); break; } break; } base.OnEngineMessage(messageID, mr); }
public override bool OnEngineMessage(InteropMessageID messageId, ScriptMessageReader message) { if (base.OnEngineMessage(messageId, message)) { return(true); } if (messageId != InteropMessageID.IMID_SCRIPT_OBJECT_SETPROP || !(message.ReadString() == "WeaponToggleStateChanged")) { return(false); } this.m_ToggleStateOn = message.ReadBool(); return(true); }
public override bool OnEngineMessage(InteropMessageID messageId, ScriptMessageReader message) { if (messageId == InteropMessageID.IMID_SCRIPT_OBJECT_SETPROP) { string str = message.ReadString(); if (str == "Update") { this._percentConsumed = message.ReadSingle(); return(true); } if (str == "IsActive") { this._isActive = message.ReadBool(); return(true); } } return(false); }
public override void HandleScriptMessage(ScriptMessageReader mr) { switch ((Network.DialogAction)mr.ReadInteger()) { case Network.DialogAction.DA_FINALIZE: this._success = mr.ReadBool(); this._app.UI.CloseDialog((Dialog)this, true); break; case Network.DialogAction.DA_RAW_STRING: this.AddString(mr.ReadString()); break; case Network.DialogAction.DA_CONNECT_CONNECTING: this.AddString("Connecting to Host."); break; case Network.DialogAction.DA_CONNECT_FAILED: this.AddString("Failed to connect to Host."); break; case Network.DialogAction.DA_CONNECT_SUCCESS: this.AddString("Connection to Host succeeded."); break; case Network.DialogAction.DA_CONNECT_TIMED_OUT: this.AddString("Connection to Host timed out."); break; case Network.DialogAction.DA_CONNECT_INVALID_PASSWORD: this.AddString("Invalid password."); break; case Network.DialogAction.DA_CONNECT_NAT_FAILURE: this.AddString("NAT Negotiation failed."); break; } }