private void SyncFleetShipModels(int systemID) { foreach (FleetInfo fleetInfo in this.App.GameDatabase.GetFleetInfoBySystemID(systemID, FleetType.FL_NORMAL | FleetType.FL_RESERVE)) { if (fleetInfo.PlayerID == this.App.LocalPlayer.ID) { foreach (ShipInfo shipInfo in this.App.GameDatabase.GetShipInfoByFleetID(fleetInfo.ID, true)) { DesignSectionInfo designSectionInfo = ((IEnumerable <DesignSectionInfo>)shipInfo.DesignInfo.DesignSections).FirstOrDefault <DesignSectionInfo>((Func <DesignSectionInfo, bool>)(x => x.ShipSectionAsset.Type == ShipSectionType.Mission)); if ((designSectionInfo == null || !ShipSectionAsset.IsBattleRiderClass(designSectionInfo.ShipSectionAsset.RealClass)) && !shipInfo.DesignInfo.IsLoaCube()) { List <object> objectList = new List <object>(); objectList.Add((object)0); ShipDummy state = new ShipDummy(this.App, CreateShipDummyParams.ObtainShipDummyParams(this.App, shipInfo)); this.App.AddExistingObject((IGameObject)state, objectList.ToArray()); this._manager.PostObjectAddObjects((IGameObject)state); Vector3?shipFleetPosition = this.App.GameDatabase.GetShipFleetPosition(shipInfo.ID); state.PostSetProp("SetShipID", shipInfo.ID); state.PostSetProp("SetDesignID", shipInfo.DesignID); int commandPointCost = this.App.GameDatabase.GetShipCommandPointCost(shipInfo.ID, true); state.PostSetProp("SetShipCommandCost", commandPointCost); state.FleetID = fleetInfo.ID; state.PostSetProp("SetShipName", shipInfo.ShipName); if (shipFleetPosition.HasValue) { state.PostSetProp("SetFleetPosition", (object)shipFleetPosition.Value.X, (object)shipFleetPosition.Value.Y, (object)shipFleetPosition.Value.Z); } this._shipDummies.Add(state); } } } } }
private void SyncFleetShipModels() { foreach (int syncedShip in this._manager.GetSyncedShips()) { ShipInfo shipInfo = this.App.GameDatabase.GetShipInfo(syncedShip, true); List <object> objectList = new List <object>(); objectList.Add((object)0); ShipDummy state = new ShipDummy(this.App, CreateShipDummyParams.ObtainShipDummyParams(this.App, shipInfo)); this.App.AddExistingObject((IGameObject)state, objectList.ToArray()); this._manager.PostObjectAddObjects((IGameObject)state); this._pendingObjects.Add((IGameObject)state); Vector3?shipFleetPosition = this.App.GameDatabase.GetShipFleetPosition(shipInfo.ID); state.PostSetProp("SetShipID", shipInfo.ID); state.PostSetProp("SetDesignID", shipInfo.DesignID); int commandPointCost = this.App.GameDatabase.GetShipCommandPointCost(shipInfo.ID, true); state.PostSetProp("SetShipCommandCost", commandPointCost); state.FleetID = shipInfo.FleetID; state.PostSetProp("SetShipName", shipInfo.ShipName); if (shipFleetPosition.HasValue) { state.PostSetProp("SetFleetPosition", (object)shipFleetPosition.Value.X, (object)shipFleetPosition.Value.Y, (object)shipFleetPosition.Value.Z); } this._shipDummies.Add(state); } }
private void SyncFleetShipModels() { foreach (FleetInfo fleetInfo in this.App.GameDatabase.GetFleetsByPlayerAndSystem(this.App.LocalPlayer.ID, this._targetSystemID, FleetType.FL_ALL)) { if (fleetInfo.PlayerID == this.App.LocalPlayer.ID) { IEnumerable <ShipInfo> source = this.App.GameDatabase.GetShipInfoByFleetID(fleetInfo.ID, true).Where <ShipInfo>((Func <ShipInfo, bool>)(x => !((IEnumerable <DesignSectionInfo>)x.DesignInfo.DesignSections).Any <DesignSectionInfo>((Func <DesignSectionInfo, bool>)(y => ShipSectionAsset.IsBattleRiderClass(y.ShipSectionAsset.RealClass))))); this._manager.PostSetProp("AddFleet", (object)fleetInfo.ID, (object)source.Count <ShipInfo>()); foreach (ShipInfo shipInfo in source) { List <object> objectList = new List <object>(); objectList.Add((object)0); ShipDummy state = new ShipDummy(this.App, CreateShipDummyParams.ObtainShipDummyParams(this.App, shipInfo)); this.App.AddExistingObject((IGameObject)state, objectList.ToArray()); this._manager.PostObjectAddObjects((IGameObject)state); this._pendingObjects.Add((IGameObject)state); Vector3?shipFleetPosition = this.App.GameDatabase.GetShipFleetPosition(shipInfo.ID); Matrix? shipSystemPosition = this.App.GameDatabase.GetShipSystemPosition(shipInfo.ID); state.PostSetProp("SetShipID", shipInfo.ID); int commandPointCost = this.App.GameDatabase.GetCommandPointCost(shipInfo.DesignID); state.PostSetProp("SetShipCommandCost", commandPointCost); state.PostSetProp("SetFleetID", fleetInfo.ID); state.PostSetProp("SetShipName", shipInfo.ShipName); if (shipFleetPosition.HasValue) { state.PostSetProp("SetFleetPosition", (object)shipFleetPosition.Value.X, (object)shipFleetPosition.Value.Y, (object)shipFleetPosition.Value.Z); } if (shipSystemPosition.HasValue) { state.PostSetProp("SetSystemTransform", shipSystemPosition.Value); } } } } }