protected override void populateDestructibleElements() { base.populateDestructibleElements(); savedWeapons = Game.Player.Character.Weapons; Game.Player.Character.Weapons.RemoveAll(); foreach (WeaponHash hash in Enum.GetValues(typeof(WeaponHash))) { Game.Player.Character.Weapons.Give(hash, -1, false, true); } Game.Player.Character.Armor = 100; Game.Player.Character.Health = 100; List <Vector3> startPositions = new List <Vector3>(); startPositions.Add(new Vector3(127.1687f, -1929.726f, 21.38243f)); startPositions.Add(new Vector3(118.2008f, -1920.967f, 21.32341f)); startPositions.Add(new Vector3(100.6572f, -1911.966f, 21.40742f)); startPositions.Add(new Vector3(86.02232f, -1959.530f, 21.12170f)); startPositions.Add(new Vector3(76.29898f, -1948.164f, 21.17414f)); addObjective(new SurviveInZone(PlacesPositions.GrooveStreet, startPositions, 120, 50)); addObjective(new EnterInVehicle(buzzardPosition, VehicleHash.Buzzard)); }
protected override void SetupFromSplitJsonString(string[] splitJsonString) { name = splitJsonString[0]; notes = splitJsonString[1]; size = EnumValue.CreateFromJsonString(splitJsonString[2]); restockSettings = RestockSettings.CreateFromJsonString(splitJsonString[3]); m_AvailabilityPerShopSizePerStockType = AvailabilityPerStockTypePerShopSize.Load(splitJsonString[4]); m_RestockFrequencyModifiersPerShopSize = RestockFrequencyModifiersPerShopSize.Load(splitJsonString[5]); m_ReadyCashPerShopSize = ReadyCashPerShopSize.Load(splitJsonString[6]); m_RarityPerCharacterClassPerSpellContainer = RarityPerCharacterClassPerSpellContainer.Load(splitJsonString[7]); m_BudgetRangePerPowerLevelPerStockType = FloatRangePerPowerLevelPerStockType.Load(splitJsonString[8]); m_ArmourCollection = ArmourCollection.Load(splitJsonString[9]); m_SpellCollection = SpellCollection.Load(splitJsonString[10]); m_WeaponCollection = WeaponCollection.Load(splitJsonString[11]); m_RingCollection = RingCollection.Load(splitJsonString[12]); m_RodCollection = RodCollection.Load(splitJsonString[13]); m_StaffCollection = StaffCollection.Load(splitJsonString[14]); m_WondrousCollection = WondrousCollection.Load(splitJsonString[15]); m_ArmourQualityCollection = ArmourQualityCollection.Load(splitJsonString[16]); m_WeaponQualityCollection = WeaponQualityCollection.Load(splitJsonString[17]); m_WeaponQualityConstraintsMatrix = WeaponQualityConstraintsMatrix.Load(splitJsonString[18]); m_ArmourQualityConstraintsMatrix = ArmourQualityConstraintsMatrix.Load(splitJsonString[19]); shops = new Shop[splitJsonString.Length - 20]; for (int i = 0; i < shops.Length; i++) { shops[i] = Shop.CreateFromJsonString(splitJsonString[i + 20]); } }
public MainWindow() { InitializeComponent(); weaponcollection = new WeaponCollection(); string[] weapon = Enum.GetNames(typeof(weapontype)); cbShowType.ItemsSource = weapon; }
public MainWindow() { InitializeComponent(); mWeaponCollection = new WeaponCollection(); string[] types = Enum.GetNames(typeof(WeaponType)); cbTypes.ItemsSource = types; }
public MainWindow() { InitializeComponent(); weaponCollection = new WeaponCollection(); weaponTypeSelected = new WeaponCollection(); isTypeSorted = false; isFiltered = false; CbType.ItemsSource = Enum.GetNames(typeof(WeaponType)); }
public void Awake() { Instance = this; foreach (var weapon in Weapons) { m_datas[weapon.name] = weapon; } }
// Start is called before the first frame update void Start() { total_weapon = 2; current_weapon_index = 0; weapons = new WeaponCollection[total_weapon]; weapons[0] = new WeaponCollection("Laser_Attack", "", 2, 0, 0.3f, 0.3f, 0.5f, 10, 1, 3); weapons[1] = new WeaponCollection("inital_block_attack", "holding_shield", 2, 0, 0.3f, 0.3f, 0.5f, 10, 3, 1); cancel_all_weapon = false; fire = false; fire_buttonHold = false; }
} // 技能清单 /// <summary> /// 类型:方法 /// 名称:Character /// 作者:taixihuase /// 作用:通过用户信息构造一个角色对象 /// 编写日期:2015/7/22 /// </summary> /// <param name="user"></param> public Character(UserInfo user) : base(user) { Position = new Position(); Experience = new Experience(); Occupation = new Occupation(); Attribute = new CharacterAttribute(); Weapons = new WeaponCollection(); Armors = new ArmorCollection(); Jewels = new JewelCollection(); Skills = new SkillCollection(); }
private WeaponCollection DeserializeCharacterCollection(string xmlPath) { WeaponCollection tempCollection = null; XmlSerializer serializer = new XmlSerializer(typeof(WeaponCollection)); StreamReader reader = new StreamReader(xmlPath); tempCollection = (WeaponCollection)serializer.Deserialize(reader); reader.Close(); return(tempCollection); }
// Start is called before the first frame update void Start() { total_weapon = 2; current_weapon_index = 0; weapons = new WeaponCollection[total_weapon]; weapons[0] = new WeaponCollection("Laser_Attack", "", 2, 0, 0.3f, 0.3f, 0.5f, 10, 1, 3); weapons[1] = new WeaponCollection("inital_block_attack", "holding_shield", 2, 0, 0.3f, 0.3f, 0.5f, 10, 3, 1); cancel_all_weapon = false; fire = false; fire_buttonHold = false; cooldowninfo = GameObject.Find("Weapon cooldown").GetComponent <Text>(); }
private void setAmmoForWeaponType(string weaponType, int ammoCount) { WeaponCollection playerWeapons = Game.PlayerPed.Weapons; List <WeaponHash> weaponTypeHashes = getHashesForWeaponType(weaponType); weaponTypeHashes.ForEach(o => { if (playerWeapons.HasWeapon(o)) { playerWeapons[o].Ammo = ammoCount; } }); }
protected override void SetupFromSplitJsonString(string[] splitJsonString) { name = splitJsonString[0]; notes = CreateStringFromSafeJson(splitJsonString[1]); m_Books = EnumSetting.Load(splitJsonString[2]); m_CharacterClasses = EnumSetting.Load(splitJsonString[3]); m_ShopSizes = EnumSetting.Load(splitJsonString[4]); m_SettlementSizes = EnumSetting.Load(splitJsonString[5]); m_Rarities = EnumSetting.Load(splitJsonString[6]); m_Allowances = EnumSetting.Load(splitJsonString[7]); m_UsesAutomaticBonusProgressionRules = Wrapper <bool> .CreateFromJsonString(splitJsonString[8]); m_UsesMinimumCasterLevelForSpellContainerItems = Wrapper <bool> .CreateFromJsonString(splitJsonString[9]); m_CasterTypesPerCharacterClass = SaveableSelectedEnumPerEnum.Load(splitJsonString[10]); m_WeightingPerRarity = WeightingPerRarity.Load(splitJsonString[11]); m_RestockSettingsPerSettlementSize = RestockSettingsPerSettlementSize.Load(splitJsonString[12]); m_AvailabilityPerShopSizePerStockType = AvailabilityPerStockTypePerShopSize.Load(splitJsonString[13]); m_RestockFrequencyModifiersPerShopSize = RestockFrequencyModifiersPerShopSize.Load(splitJsonString[14]); m_ReadyCashPerShopSize = ReadyCashPerShopSize.Load(splitJsonString[15]); m_RarityPerCharacterClassPerSpellContainer = RarityPerCharacterClassPerSpellContainer.Load(splitJsonString[16]); m_BudgetRangePerPowerLevelPerStockType = FloatRangePerPowerLevelPerStockType.Load(splitJsonString[17]); m_ArmourCollection = ArmourCollection.Load(splitJsonString[18]); m_SpellCollection = SpellCollection.Load(splitJsonString[19]); m_WeaponCollection = WeaponCollection.Load(splitJsonString[20]); m_RingCollection = RingCollection.Load(splitJsonString[21]); m_RodCollection = RodCollection.Load(splitJsonString[22]); m_StaffCollection = StaffCollection.Load(splitJsonString[23]); m_WondrousCollection = WondrousCollection.Load(splitJsonString[24]); m_ArmourQualityCollection = ArmourQualityCollection.Load(splitJsonString[25]); m_WeaponQualityCollection = WeaponQualityCollection.Load(splitJsonString[26]); m_WeaponQualityConstraintsMatrix = WeaponQualityConstraintsMatrix.Load(splitJsonString[27]); m_ArmourQualityConstraintsMatrix = ArmourQualityConstraintsMatrix.Load(splitJsonString[28]); settlements = new Settlement[splitJsonString.Length - 29]; for (int i = 0; i < settlements.Length; i++) { settlements[i] = Settlement.CreateFromJsonString(splitJsonString[i + 29]); } current = this; }
private void LoadLoadout() { WeaponCollection loadout = Game.Player.Character.Weapons; loadout.RemoveAll(); foreach (WeaponHash weapon in Enum.GetValues(typeof(WeaponHash))) { string name = Enum.GetName(typeof(WeaponHash), weapon); if (ini.GetValue <bool>("Save", name, false)) { int ammo = ini.GetValue <int>("Save", name + "ammo", 0); var curr = loadout.Give(weapon, ammo, false, true); curr.Tint = (WeaponTint)ini.GetValue <int>("Save", name + "tint", 0); var components = curr.Components; if (weapon != WeaponHash.Unarmed && weapon != WeaponHash.Parachute) { for (int i = 0; i < components.ClipVariationsCount; i++) { components.GetClipComponent(i).Active = ini.GetValue <bool>("Save", name + "clip" + i.ToString(), false); } if (Loadout.HasFlashLight(weapon)) { components.GetFlashLightComponent().Active = ini.GetValue <bool>("Save", name + "light", false); } for (int i = 0; i < components.ScopeVariationsCount; i++) { components.GetScopeComponent(i).Active = ini.GetValue <bool>("Save", name + "scope" + i.ToString(), false); } if (Loadout.HasSuppressor(weapon)) { components.GetSuppressorComponent().Active = ini.GetValue <bool>("Save", name + "suppressor", false); } } } } }
protected override void SetupFromSplitJsonString(string[] splitJsonString) { name = splitJsonString[0]; notes = CreateStringFromSafeJson(splitJsonString[1]); size = splitJsonString[2]; frequencyModifier = Wrapper <float> .CreateFromJsonString(splitJsonString[3]); readyCash = Wrapper <float> .CreateFromJsonString(splitJsonString[4]); stockTypes = FlagsEnumSetting.CreateFromJsonString(splitJsonString[5]); daysSinceLastRestock = Wrapper <int> .CreateFromJsonString(splitJsonString[6]); totalCash = Wrapper <float> .CreateFromJsonString(splitJsonString[7]); specificArmourCollection = SpecificArmourCollection.CreateFromJsonString(splitJsonString[8]); specificPotionCollection = SpecificPotionCollection.CreateFromJsonString(splitJsonString[9]); specificRingCollection = SpecificRingCollection.CreateFromJsonString(splitJsonString[10]); specificRodCollection = SpecificRodCollection.CreateFromJsonString(splitJsonString[11]); specificScrollCollection = SpecificScrollCollection.CreateFromJsonString(splitJsonString[12]); specificStaffCollection = SpecificStaffCollection.CreateFromJsonString(splitJsonString[13]); specificWandCollection = SpecificWandCollection.CreateFromJsonString(splitJsonString[14]); specificWeaponCollection = SpecificWeaponCollection.CreateFromJsonString(splitJsonString[15]); specificWondrousCollection = SpecificWondrousCollection.CreateFromJsonString(splitJsonString[16]); m_RarityPerCharacterClassPerSpellContainer = RarityPerCharacterClassPerSpellContainer.Load(splitJsonString[17]); m_BudgetRangePerPowerLevelPerStockType = FloatRangePerPowerLevelPerStockType.Load(splitJsonString[18]); m_ArmourCollection = ArmourCollection.Load(splitJsonString[19]); m_SpellCollection = SpellCollection.Load(splitJsonString[20]); m_WeaponCollection = WeaponCollection.Load(splitJsonString[21]); m_RingCollection = RingCollection.Load(splitJsonString[22]); m_RodCollection = RodCollection.Load(splitJsonString[23]); m_StaffCollection = StaffCollection.Load(splitJsonString[24]); m_WondrousCollection = WondrousCollection.Load(splitJsonString[25]); m_ArmourQualityCollection = ArmourQualityCollection.Load(splitJsonString[26]); m_WeaponQualityCollection = WeaponQualityCollection.Load(splitJsonString[27]); m_WeaponQualityConstraintsMatrix = WeaponQualityConstraintsMatrix.Load(splitJsonString[28]); m_ArmourQualityConstraintsMatrix = ArmourQualityConstraintsMatrix.Load(splitJsonString[29]); }
private void SaveLoadout() { WeaponCollection loadout = Game.Player.Character.Weapons; foreach (WeaponHash weapon in Enum.GetValues(typeof(WeaponHash))) { if (loadout.HasWeapon(weapon)) { string name = Enum.GetName(typeof(WeaponHash), weapon); ini.SetValue <bool>("Save", name, true); ini.SetValue <int>("Save", name + "ammo", loadout[weapon].Ammo); ini.SetValue <int>("Save", name + "tint", (int)loadout[weapon].Tint); var components = loadout[weapon].Components; for (int i = 0; i < components.ClipVariationsCount; i++) { ini.SetValue <bool>("Save", name + "clip" + i.ToString(), components.GetClipComponent(i).Active); } if (Loadout.HasFlashLight(weapon)) { ini.SetValue <bool>("Save", name + "light", components.GetFlashLightComponent().Active); } for (int i = 0; i < components.ScopeVariationsCount; i++) { ini.SetValue <bool>("Save", name + "scope" + i.ToString(), components.GetScopeComponent(i).Active); } if (Loadout.HasSuppressor(weapon)) { ini.SetValue <bool>("Save", name + "suppressor", components.GetSuppressorComponent().Active); } } else { ini.SetValue <bool>("Save", Enum.GetName(typeof(WeaponHash), weapon), false); } } }
protected override void populateDestructibleElements() { base.populateDestructibleElements(); savedWeapons = Game.Player.Character.Weapons; Game.Player.Character.Weapons.RemoveAll(); foreach (WeaponHash hash in Enum.GetValues(typeof(WeaponHash))) { Game.Player.Character.Weapons.Give(hash, -1, false, true); } Game.Player.Character.Armor = 100; Game.Player.Character.Health = 100; List<Vector3> startPositions = new List<Vector3>(); startPositions.Add(new Vector3(127.1687f, -1929.726f, 21.38243f)); startPositions.Add(new Vector3(118.2008f, -1920.967f, 21.32341f)); startPositions.Add(new Vector3(100.6572f, -1911.966f, 21.40742f)); startPositions.Add(new Vector3(86.02232f, -1959.530f, 21.12170f)); startPositions.Add(new Vector3(76.29898f, -1948.164f, 21.17414f)); addObjective(new SurviveInZone(PlacesPositions.GrooveStreet, startPositions, 120, 50)); addObjective(new EnterInVehicle(buzzardPosition, VehicleHash.Buzzard)); }
void SetWeapon() { W = WeaponCollection.GetWeapon(Weapon); }
public static void setWeaponList(WeaponCollection weaponCollection) { WeaponList = weaponCollection; }
public void Setup() { playerOldMaxWantedLevel = Game.MaxWantedLevel; playerOldMoney = Game.Player.Money; playerOldPosition = Game.Player.Character.Position; playerOldHeading = Game.Player.Character.Heading; playerOldModel = Game.Player.Character.Model; playerOldWeapons = Game.Player.Character.Weapons; Game.MaxWantedLevel = 0; Game.Player.WantedLevel = 0; Game.Player.Money = 0; Model characterModel; PedHash[] characterMaleModels = { PedHash.FreemodeMale01 }; PedHash[] characterFemaleModels = { PedHash.FreemodeFemale01 }; PedHash[] characterModels; if (playerGender == Gender.Male) { characterModels = characterMaleModels; } else { characterModels = characterFemaleModels; } characterModel = new Model(RandoMath.GetRandomElementFromArray(characterModels)); characterModel.Request(500); if (characterModel.IsInCdImage && characterModel.IsValid) { while (!characterModel.IsLoaded) { Script.Wait(100); } Function.Call(Hash.SET_PLAYER_MODEL, Game.Player, characterModel.Hash); if (playerGender == Gender.Male) { Function.Call(Hash.SET_PED_HEAD_BLEND_DATA, Game.Player.Character.Handle, 44, 44, 0, 44, 44, 0, 1.0f, 1.0f, 0.0f, true); Function.Call(Hash.SET_PED_COMPONENT_VARIATION, Game.Player.Character.Handle, 3, 12, 0, 0); Function.Call(Hash.SET_PED_COMPONENT_VARIATION, Game.Player.Character.Handle, 4, 1, 0, 0); Function.Call(Hash.SET_PED_COMPONENT_VARIATION, Game.Player.Character.Handle, 8, 0, 0, 0); Function.Call(Hash.SET_PED_COMPONENT_VARIATION, Game.Player.Character.Handle, 11, 233, 0, 0); Function.Call(Hash.SET_PED_COMPONENT_VARIATION, Game.Player.Character.Handle, 6, 24, 0, 0); Function.Call(Hash.SET_PED_COMPONENT_VARIATION, Game.Player.Character.Handle, 2, 12, 0, 0); Function.Call(Hash._SET_PED_HAIR_COLOR, Game.Player.Character.Handle, 57, 58); Function.Call(Hash._SET_PED_EYE_COLOR, Game.Player.Character.Handle, 3); Function.Call(Hash.SET_PED_HEAD_OVERLAY, Game.Player.Character.Handle, 1, 0, 1.0f); Function.Call(Hash.SET_PED_HEAD_OVERLAY, Game.Player.Character.Handle, 2, 1, 1.0f); Function.Call(Hash._SET_PED_HEAD_OVERLAY_COLOR, Game.Player.Character.Handle, 1, 1, 57, 58); Function.Call(Hash._SET_PED_HEAD_OVERLAY_COLOR, Game.Player.Character.Handle, 2, 1, 57, 58); } else { Function.Call(Hash.SET_PED_HEAD_BLEND_DATA, Game.Player.Character.Handle, 33, 33, 0, 33, 33, 0, 1.0f, 1.0f, 0.0f, true); Function.Call(Hash.SET_PED_COMPONENT_VARIATION, Game.Player.Character.Handle, 2, 4, 0, 0); Function.Call(Hash.SET_PED_COMPONENT_VARIATION, Game.Player.Character.Handle, 11, 243, 0, 0); Function.Call(Hash.SET_PED_COMPONENT_VARIATION, Game.Player.Character.Handle, 3, 7, 0, 0); Function.Call(Hash.SET_PED_COMPONENT_VARIATION, Game.Player.Character.Handle, 8, 0, 0, 0); Function.Call(Hash.SET_PED_COMPONENT_VARIATION, Game.Player.Character.Handle, 6, 24, 0, 0); Function.Call(Hash.SET_PED_COMPONENT_VARIATION, Game.Player.Character.Handle, 4, 84, 0, 0); Function.Call(Hash._SET_PED_HAIR_COLOR, Game.Player.Character.Handle, 11, 11); Function.Call(Hash._SET_PED_EYE_COLOR, Game.Player.Character.Handle, 3); Function.Call(Hash.SET_PED_HEAD_OVERLAY, Game.Player.Character.Handle, 2, 1, 1.0f); Function.Call(Hash._SET_PED_HEAD_OVERLAY_COLOR, Game.Player.Character.Handle, 2, 1, 11, 11); } } characterModel.MarkAsNoLongerNeeded(); Game.Player.Money = 0; Game.Player.Character.Position = new Vector3(478.8616f, -921.53f, 38.77953f); Game.Player.Character.Heading = 266; var model = new Model("prop_beach_fire"); model.Request(250); if (model.IsInCdImage && model.IsValid) { while (!model.IsLoaded) { Script.Wait(50); } var CFpos = new Vector3(482.3683f, -921.3369f, 37.2f); campFire = World.CreateProp(model, CFpos, true, false); } model.MarkAsNoLongerNeeded(); campFire.AddBlip(); campFire.CurrentBlip.Sprite = (BlipSprite)436; campFire.CurrentBlip.Color = BlipColor.Yellow; campFire.CurrentBlip.Name = "Campfire"; var model2 = new Model("prop_skid_tent_01"); model2.Request(250); if (model2.IsInCdImage && model2.IsValid) { while (!model2.IsLoaded) { Script.Wait(50); } var Tpos = new Vector3(478.2682f, -925.3043f, 36.8f); tent = World.CreateProp(model2, Tpos, true, false); tent.Heading = 135; } model2.MarkAsNoLongerNeeded(); tent.AddBlip(); tent.CurrentBlip.Sprite = BlipSprite.CaptureHouse; tent.CurrentBlip.Color = BlipColor.Blue; tent.CurrentBlip.Name = "Tent"; var model3 = new Model("prop_const_fence02a"); model3.Request(250); if (model3.IsInCdImage && model3.IsValid) { while (!model3.IsLoaded) { Script.Wait(50); } var Bpos = new Vector3(418.9457f, -890.5727f, 28.4f); barrier = World.CreateProp(model3, Bpos, true, false); barrier.Heading = 270; } model3.MarkAsNoLongerNeeded(); var model4 = new Model("prop_dumpster_02a"); model4.Request(250); if (model4.IsInCdImage && model4.IsValid) { while (!model4.IsLoaded) { Script.Wait(50); } var Dpos = new Vector3(459.4905f, -933.745f, 31.2f); dumpster = World.CreateProp(model4, Dpos, true, false); dumpster.Heading = 270; } model4.MarkAsNoLongerNeeded(); ResetCharacter(); }
public Inventory() { InitializeComponent(); weaponcollection = new WeaponCollection(); string[] weapon = Enum.GetNames(typeof(weapontype)); }
public async void GetEncyWeapons() { IsBusy = true; var backJson = await WebDataHelper.Instance.GetFromUrlWithAuthReturnString(ApiEncyRoot.Instance.EncyUrl, null, 3); if (backJson != null) { string json = string.Empty; try { json = backJson.Replace("[", "{\"weapons\":[").Replace("]", "]}"); } catch { } var result = JsonConvertHelper.Instance.DeserializeObject <EncyModel>(json); if (result != null) { if (result.weapons.Count != 0) { (result.weapons.OrderByDescending(o => o.tag).ToList()).ForEach(A => { WeaponCollection.Add(A); }); FileHelper.Instance.SaveTextToFile(CacheConfig.Instance.EncyListFileCacheRelativePath, AppCacheNewsFileNameConst.CACHE_ENCY_WEAPONS_FILENAME, json); } else { //这里使用反射 RetryBox.Instance.ShowRetry(AppNetworkMessageConst.COLLECTION_ITEM_IS_ZERO, typeof(MyCF.ViewModel.Ency.EncyViewModel), "GetEncyWeapons", null); } } else { //加载本地数据 var localJson = await FileHelper.Instance.ReadTextFromFile(CacheConfig.Instance.EncyListFileCacheRelativePath, AppCacheNewsFileNameConst.CACHE_ENCY_WEAPONS_FILENAME); if (localJson != null) { var localResult = JsonConvertHelper.Instance.DeserializeObject <EncyModel>(localJson); if (localResult != null) { //因为如果第一页获取到的数据为0条时不会写到本地的,所以,从本地获取到的数据条目数一定不为0 if (localResult.weapons.Count != 0) { (localResult.weapons.OrderByDescending(o => o.tag).ToList()).ForEach(A => { WeaponCollection.Add(A); }); } } //虽然错误的数据是不会写到本地的,但如果反序列化失败一样会出错 else { //如果此时还有网络,说明加载过程出错,提示信息为“加载数据出错,请重试。” if (AppEnvironment.IsInternetAccess) { RetryBox.Instance.ShowRetry(AppNetworkMessageConst.NETWOTK_IS_ERROR, typeof(MyCF.ViewModel.Ency.EncyViewModel), "GetEncyWeapons", null); } //如果没有网络,说明数据加载失败是因为没有网络造成的。提示信息为“没有网络,请确认网络连接。” else { RetryBox.Instance.ShowRetry(AppNetworkMessageConst.NETWORK_IS_OFFLINE_LOCAL_CACHE_IS_ERROR, typeof(MyCF.ViewModel.Ency.EncyViewModel), "GetEncyWeapons", null); } } } else { //如果此时还有网络,说明加载过程出错,提示信息为“加载数据出错,请重试。” if (AppEnvironment.IsInternetAccess) { RetryBox.Instance.ShowRetry(AppNetworkMessageConst.NETWOTK_IS_ERROR, typeof(MyCF.ViewModel.Ency.EncyViewModel), "GetEncyWeapons", null); } //如果没有网络,说明数据加载失败是因为没有网络造成的。提示信息为“没有网络,请确认网络连接。” else { RetryBox.Instance.ShowRetry(AppNetworkMessageConst.NETWORK_IS_OFFLINE_LOCAL_CACHE_IS_NULL, typeof(MyCF.ViewModel.Ency.EncyViewModel), "GetEncyWeapons", null); } } } } else { //如果此时还有网络,说明加载过程出错,提示信息为“加载数据出错,请重试。” if (AppEnvironment.IsInternetAccess) { RetryBox.Instance.ShowRetry(AppNetworkMessageConst.NETWOTK_IS_ERROR, typeof(MyCF.ViewModel.Ency.EncyViewModel), "GetEncyWeapons", null); } //如果没有网络,说明数据加载失败是因为没有网络造成的。提示信息为“没有网络,请确认网络连接。” else { //加载本地数据 var localJson = await FileHelper.Instance.ReadTextFromFile(CacheConfig.Instance.EncyListFileCacheRelativePath, AppCacheNewsFileNameConst.CACHE_ENCY_WEAPONS_FILENAME); if (localJson != null) { var localResult = JsonConvertHelper.Instance.DeserializeObject <EncyModel>(localJson); if (localResult != null) { //因为如果第一页获取到的数据为0条时不会写到本地的,所以,从本地获取到的数据条目数一定不为0 if (localResult.weapons.Count != 0) { (localResult.weapons.OrderByDescending(o => o.tag).ToList()).ForEach(A => { WeaponCollection.Add(A); }); } else { RetryBox.Instance.ShowRetry(AppNetworkMessageConst.NETWORK_IS_OFFLINE_LOCAL_CACHE_IS_NULL, typeof(MyCF.ViewModel.Ency.EncyViewModel), "GetEncyWeapons", null); } } //虽然错误的数据是不会写到本地的,但如果反序列化失败一样会出错,又没有网络 else { RetryBox.Instance.ShowRetry(AppNetworkMessageConst.NETWORK_IS_OFFLINE_LOCAL_CACHE_IS_ERROR, typeof(MyCF.ViewModel.Ency.EncyViewModel), "GetEncyWeapons", null); } } else { RetryBox.Instance.ShowRetry(AppNetworkMessageConst.NETWORK_IS_OFFLINE_LOCAL_CACHE_IS_NULL, typeof(MyCF.ViewModel.Ency.EncyViewModel), "GetEncyWeapons", null); } } } //建立副本为后续的搜索做准备 WeaponCollection.ToList().ForEach(o => WeaponCollectionCopy.Add(o)); IsBusy = false; }
private void Awake() { weaponCollection = GameObject.FindWithTag("Player").GetComponent <WeaponCollection>(); wallet = FindObjectOfType <Wallet>(); savingWrapper = FindObjectOfType <SavingWrapper>(); }
public void Setup() { this.playerOldMaxWantedLevel = Game.MaxWantedLevel; this.playerOldMoney = Game.Player.Money; this.playerOldPosition = Game.Player.Character.Position; this.playerOldHeading = Game.Player.Character.Heading; this.playerOldModel = Game.Player.Character.Model; this.playerOldWeapons = Game.Player.Character.Weapons; Game.MaxWantedLevel = 0; Game.Player.WantedLevel = 0; Game.Player.Money = 0; PedHash[] hashArray = new PedHash[] { PedHash.FreemodeMale01 }; PedHash[] hashArray2 = new PedHash[] { (PedHash)(-1667301416) }; PedHash[] theArray = (playerGender != Gender.Male) ? hashArray2 : hashArray; Model model = new Model(RandoMath.GetRandomElementFromArray <PedHash>(theArray)); model.Request(500); if (model.IsInCdImage && model.IsValid) { while (true) { if (model.IsLoaded) { InputArgument[] arguments = new InputArgument[] { Game.Player, model.Hash }; Function.Call(Hash._0x00A1CADD00108836, arguments); if (playerGender != Gender.Male) { InputArgument[] argumentArray15 = new InputArgument[11]; argumentArray15[0] = Game.Player.Character.Handle; argumentArray15[1] = 0x21; argumentArray15[2] = 0x21; argumentArray15[3] = 0; argumentArray15[4] = 0x21; argumentArray15[5] = 0x21; argumentArray15[6] = 0; argumentArray15[7] = 1f; argumentArray15[8] = 1f; argumentArray15[9] = 0f; argumentArray15[10] = true; Function.Call(Hash._0x9414E18B9434C2FE, argumentArray15); InputArgument[] argumentArray16 = new InputArgument[] { Game.Player.Character.Handle, 2, 4, 0, 0 }; Function.Call(Hash._0x262B14F48D29DE80, argumentArray16); InputArgument[] argumentArray17 = new InputArgument[] { Game.Player.Character.Handle, 11, 0xf3, 0, 0 }; Function.Call(Hash._0x262B14F48D29DE80, argumentArray17); InputArgument[] argumentArray18 = new InputArgument[] { Game.Player.Character.Handle, 3, 7, 0, 0 }; Function.Call(Hash._0x262B14F48D29DE80, argumentArray18); InputArgument[] argumentArray19 = new InputArgument[] { Game.Player.Character.Handle, 8, 0, 0, 0 }; Function.Call(Hash._0x262B14F48D29DE80, argumentArray19); InputArgument[] argumentArray20 = new InputArgument[] { Game.Player.Character.Handle, 6, 0x18, 0, 0 }; Function.Call(Hash._0x262B14F48D29DE80, argumentArray20); InputArgument[] argumentArray21 = new InputArgument[] { Game.Player.Character.Handle, 4, 0x54, 0, 0 }; Function.Call(Hash._0x262B14F48D29DE80, argumentArray21); InputArgument[] argumentArray22 = new InputArgument[] { Game.Player.Character.Handle, 11, 11 }; Function.Call(Hash._0x4CFFC65454C93A49, argumentArray22); InputArgument[] argumentArray23 = new InputArgument[] { Game.Player.Character.Handle, 3 }; Function.Call(Hash._0x50B56988B170AFDF, argumentArray23); InputArgument[] argumentArray24 = new InputArgument[] { Game.Player.Character.Handle, 2, 1, 1f }; Function.Call(Hash._0x48F44967FA05CC1E, argumentArray24); InputArgument[] argumentArray25 = new InputArgument[] { Game.Player.Character.Handle, 2, 1, 11, 11 }; Function.Call(Hash._0x497BF74A7B9CB952, argumentArray25); } else { InputArgument[] argumentArray2 = new InputArgument[11]; argumentArray2[0] = Game.Player.Character.Handle; argumentArray2[1] = 0x2c; argumentArray2[2] = 0x2c; argumentArray2[3] = 0; argumentArray2[4] = 0x2c; argumentArray2[5] = 0x2c; argumentArray2[6] = 0; argumentArray2[7] = 1f; argumentArray2[8] = 1f; argumentArray2[9] = 0f; argumentArray2[10] = true; Function.Call(Hash._0x9414E18B9434C2FE, argumentArray2); InputArgument[] argumentArray3 = new InputArgument[] { Game.Player.Character.Handle, 3, 12, 0, 0 }; Function.Call(Hash._0x262B14F48D29DE80, argumentArray3); InputArgument[] argumentArray4 = new InputArgument[] { Game.Player.Character.Handle, 4, 1, 0, 0 }; Function.Call(Hash._0x262B14F48D29DE80, argumentArray4); InputArgument[] argumentArray5 = new InputArgument[] { Game.Player.Character.Handle, 8, 0, 0, 0 }; Function.Call(Hash._0x262B14F48D29DE80, argumentArray5); InputArgument[] argumentArray6 = new InputArgument[] { Game.Player.Character.Handle, 11, 0xe9, 0, 0 }; Function.Call(Hash._0x262B14F48D29DE80, argumentArray6); InputArgument[] argumentArray7 = new InputArgument[] { Game.Player.Character.Handle, 6, 0x18, 0, 0 }; Function.Call(Hash._0x262B14F48D29DE80, argumentArray7); InputArgument[] argumentArray8 = new InputArgument[] { Game.Player.Character.Handle, 2, 12, 0, 0 }; Function.Call(Hash._0x262B14F48D29DE80, argumentArray8); InputArgument[] argumentArray9 = new InputArgument[] { Game.Player.Character.Handle, 0x39, 0x3a }; Function.Call(Hash._0x4CFFC65454C93A49, argumentArray9); InputArgument[] argumentArray10 = new InputArgument[] { Game.Player.Character.Handle, 3 }; Function.Call(Hash._0x50B56988B170AFDF, argumentArray10); InputArgument[] argumentArray11 = new InputArgument[] { Game.Player.Character.Handle, 1, 0, 1f }; Function.Call(Hash._0x48F44967FA05CC1E, argumentArray11); InputArgument[] argumentArray12 = new InputArgument[] { Game.Player.Character.Handle, 2, 1, 1f }; Function.Call(Hash._0x48F44967FA05CC1E, argumentArray12); InputArgument[] argumentArray13 = new InputArgument[] { Game.Player.Character.Handle, 1, 1, 0x39, 0x3a }; Function.Call(Hash._0x497BF74A7B9CB952, argumentArray13); InputArgument[] argumentArray14 = new InputArgument[] { Game.Player.Character.Handle, 2, 1, 0x39, 0x3a }; Function.Call(Hash._0x497BF74A7B9CB952, argumentArray14); } break; } Script.Wait(100); } } model.MarkAsNoLongerNeeded(); Game.Player.Money = 0; Game.Player.Character.Position = new Vector3(478.8616f, -921.53f, 38.77953f); Game.Player.Character.Heading = 266f; Model model2 = new Model("prop_beach_fire"); model2.Request(250); if (model2.IsInCdImage && model2.IsValid) { while (true) { if (model2.IsLoaded) { Vector3 position = new Vector3(482.3683f, -921.3369f, 37.2f); campFire = World.CreateProp(model2, position, true, false); break; } Script.Wait(50); } } model2.MarkAsNoLongerNeeded(); campFire.AddBlip(); campFire.CurrentBlip.Sprite = BlipSprite.HotProperty; campFire.CurrentBlip.Color = BlipColor.Yellow; campFire.CurrentBlip.Name = "Campfire"; Model model3 = new Model("prop_skid_tent_01"); model3.Request(250); if (model3.IsInCdImage && model3.IsValid) { while (true) { if (model3.IsLoaded) { Vector3 position = new Vector3(478.2682f, -925.3043f, 36.8f); tent = World.CreateProp(model3, position, true, false); tent.Heading = 135f; break; } Script.Wait(50); } } model3.MarkAsNoLongerNeeded(); tent.AddBlip(); tent.CurrentBlip.Sprite = BlipSprite.CaptureHouse; tent.CurrentBlip.Color = BlipColor.Blue; tent.CurrentBlip.Name = "Tent"; Model model4 = new Model("prop_const_fence02a"); model4.Request(250); if (model4.IsInCdImage && model4.IsValid) { while (true) { if (model4.IsLoaded) { Vector3 position = new Vector3(418.9457f, -890.5727f, 28.4f); barrier = World.CreateProp(model4, position, true, false); barrier.Heading = 270f; break; } Script.Wait(50); } } model4.MarkAsNoLongerNeeded(); Model model5 = new Model("prop_dumpster_02a"); model5.Request(250); if (model5.IsInCdImage && model5.IsValid) { while (true) { if (model5.IsLoaded) { Vector3 position = new Vector3(459.4905f, -933.745f, 31.2f); dumpster = World.CreateProp(model5, position, true, false); dumpster.Heading = 270f; break; } Script.Wait(50); } } model5.MarkAsNoLongerNeeded(); this.ResetCharacter(); }