protected override void WriteDataXML(XElement ele, ElderScrollsPlugin master) { XElement subEle; ele.TryPathTo("CreatureType", true, out subEle); subEle.Value = CreatureType.ToString(); ele.TryPathTo("Skill/Combat", true, out subEle); subEle.Value = CombatSkill.ToString(); ele.TryPathTo("Skill/Magic", true, out subEle); subEle.Value = MagicSkill.ToString(); ele.TryPathTo("Skill/Stealth", true, out subEle); subEle.Value = StealthSkill.ToString(); ele.TryPathTo("Health", true, out subEle); subEle.Value = Health.ToString(); WriteUnusedXML(ele, master); ele.TryPathTo("Damage", true, out subEle); subEle.Value = Damage.ToString(); ele.TryPathTo("Strength", true, out subEle); subEle.Value = Strength.ToString(); ele.TryPathTo("Perception", true, out subEle); subEle.Value = Perception.ToString(); ele.TryPathTo("Endurance", true, out subEle); subEle.Value = Endurance.ToString(); ele.TryPathTo("Charisma", true, out subEle); subEle.Value = Charisma.ToString(); ele.TryPathTo("Intelligence", true, out subEle); subEle.Value = Intelligence.ToString(); ele.TryPathTo("Agility", true, out subEle); subEle.Value = Agility.ToString(); ele.TryPathTo("Luck", true, out subEle); subEle.Value = Luck.ToString(); }
public void FixedUpdate() { if (!mInitialized) { return; } if (player.IsSprinting) { mFootstepInterval = FootStepIntervalSprint; } else if (player.Surroundings.IsOutside) { mFootstepInterval = FootStepIntervalWalk; } else { mFootstepInterval = FootstepIntervalWalkInterior; } AudibleVolume = 1.0f * VolumeMovementMultiplier; //crouching AudibleRange = Globals.MaxAudibleRange; IsAudible = true; for (int i = 0; i < Skills.Get.SkillsInUse.Count; i++) { StealthSkill stealthSkill = Skills.Get.SkillsInUse[i] as StealthSkill; if (stealthSkill != null) { AudibleVolume *= stealthSkill.AudibleVolumeMultiplier; AudibleRange *= stealthSkill.AudibleRangeMultiplier; IsAudible &= stealthSkill.UserIsAudible; } } AudibleVolume = Mathf.Clamp01(AudibleVolume); if (WorldClock.AdjustedRealTime >= mNextFootStepTime || WorldClock.AdjustedRealTime >= mNextLandTime) { switch (Player.Local.Surroundings.State.GroundBeneathPlayer) { case GroundType.Dirt: mFootstepType = MasterAudio.SoundType.FootstepDirt; mJumpLandType = MasterAudio.SoundType.JumpLandDirt; break; case GroundType.Leaves: mFootstepType = MasterAudio.SoundType.FootstepLeaves; mJumpLandType = MasterAudio.SoundType.JumpLandLeaves; break; case GroundType.Wood: mFootstepType = MasterAudio.SoundType.FootstepWood; mJumpLandType = MasterAudio.SoundType.JumpLandWood; break; case GroundType.Water: mFootstepType = MasterAudio.SoundType.FootstepWater; mJumpLandType = MasterAudio.SoundType.JumpLandWater; break; case GroundType.Stone: mFootstepType = MasterAudio.SoundType.FootstepStone; mJumpLandType = MasterAudio.SoundType.JumpLandStone; break; default: mFootstepType = MasterAudio.SoundType.FootstepDirt; mJumpLandType = MasterAudio.SoundType.JumpLandDirt; break; } } }