Esempio n. 1
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        public void DrawDetails(NTree dataTree)
        {
            if(Type == NodeType.Skill)
            {
                var skill = RPG.PlayerData.Skills.First(s => s.Name == Ref);
                new UIText(Ref, new Point(UI.WIDTH / 2, UI.HEIGHT - 95), 0.3f, Color.White, 0, true).Draw();
                new UIText(skill.Description, new Point(UI.WIDTH / 2, UI.HEIGHT - 75), 0.22f, Color.White, 0, true).Draw();

                var topPoint = new Point(UI.WIDTH/2, UI.HEIGHT - 62);

                var i = 0;
                var sparams = SkillRepository.GetVisibleParams(Ref);
                foreach (var kvp in sparams)
                {
                    new UIText(kvp.Key +": " + kvp.Value.Invoke(skill) ,topPoint + new Size(0,10 * i) , 0.20f, Color.DodgerBlue, 0, true).Draw();
                    i++;
                }

                new UIText(skill.Unlocked ? "unlocked" : "unlock for " + skill.PointsToUnlock + " SP", new Point(UI.WIDTH / 2, UI.HEIGHT - 22), 0.20f, Color.Gray, 0, true).Draw();
                Sprite.Draw(new Point(UI.WIDTH / 2 - 140, UI.HEIGHT - 50), 40, 40, Color.FromArgb(120, 255, 255, 255));
            }
            else if (Type == NodeType.SkillMod)
            {
                new UIText(Ref, new Point(UI.WIDTH / 2, UI.HEIGHT - 95), 0.3f, Color.White, 0, true).Draw();
                new UIText(Description, new Point(UI.WIDTH / 2, UI.HEIGHT - 75), 0.22f, Color.White, 0, true).Draw();

                var skillForMod = RPG.PlayerData.Skills.FirstOrDefault(s => s.Name == dataTree.TreeRef);
                var mod = skillForMod.UsedMods.FirstOrDefault(s => s == Ref);
                var unlockedText =  mod != null ? "unlocked" : "unlock for " + skillForMod.Mods[Ref] + " SP";

                new UIText(unlockedText, new Point(UI.WIDTH / 2, UI.HEIGHT - 22), 0.20f, Color.Gray, 0, true).Draw();
                Sprite.Draw(new Point(UI.WIDTH / 2 - 140, UI.HEIGHT - 50), 40, 40, Color.FromArgb(120, 255, 255, 255));
            }
        }
Esempio n. 2
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        public NTree AddChild(Node dataa)
        {
            var check = dataa.Direction != TreeDirection.Auto ? (int)dataa.Direction : children.Count;

            dataa.Parent = this;
            var tree = new NTree(dataa);

            children.Add(tree);

            if (check == 0)
            {
                dataa.Position  = Node.Position + new Size(NodeSize + 20 + LinkLength, 0);
                dataa.Direction = TreeDirection.Right;
                dataa.Parent    = this;
            }
            else if (check == 1)
            {
                dataa.Position  = Node.Position + new Size(0, NodeSize + 20 + LinkLength);
                dataa.Direction = TreeDirection.Down;
                dataa.Parent    = this;
            }
            else if (check == 2)
            {
                dataa.Position  = Node.Position + new Size(-(NodeSize + 20 + LinkLength), 0);
                dataa.Direction = TreeDirection.Left;
                dataa.Parent    = this;
            }
            else if (check == 3)
            {
                dataa.Position  = Node.Position + new Size(0, -(NodeSize + 20 + LinkLength));
                dataa.Direction = TreeDirection.Up;
                dataa.Parent    = this;
            }
            return(tree);
        }
Esempio n. 3
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 public void Draw(NTree node, Node parent, TreeDraw visitor)
 {
     visitor(node.Node, node.Node.Parent != null ? node.Node.Parent.Node : null, node.Node.Direction);
     foreach (NTree kid in node.children)
     {
         Draw(kid, this.Node, visitor);
     }
 }
Esempio n. 4
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        public void DrawDetails(NTree dataTree)
        {
            if (Type == NodeType.Skill)
            {
                var skill = RPG.PlayerData.Skills.First(s => s.Name == Ref);
                new UIText(Ref, new Point(UI.WIDTH / 2, UI.HEIGHT - 95), 0.3f, Color.White, 0, true).Draw();
                new UIText(skill.Description, new Point(UI.WIDTH / 2, UI.HEIGHT - 75), 0.22f, Color.White, 0, true).Draw();

                var topPoint = new Point(UI.WIDTH / 2, UI.HEIGHT - 62);

                var i       = 0;
                var sparams = SkillRepository.GetVisibleParams(Ref);
                foreach (var kvp in sparams)
                {
                    new UIText(kvp.Key + ": " + kvp.Value.Invoke(skill), topPoint + new Size(0, 10 * i), 0.20f, Color.DodgerBlue, 0, true).Draw();
                    i++;
                }

                new UIText(skill.Unlocked ? "unlocked" : "unlock for " + skill.PointsToUnlock + " SP", new Point(UI.WIDTH / 2, UI.HEIGHT - 22), 0.20f, Color.Gray, 0, true).Draw();
                Sprite.Draw(new Point(UI.WIDTH / 2 - 140, UI.HEIGHT - 50), 40, 40, Color.FromArgb(120, 255, 255, 255));
            }
            else if (Type == NodeType.Weapon)
            {
                var wep = RPG.PlayerData.Weapons.FirstOrDefault(s => s.WeaponHash == WepHash);
                new UIText(Ref, new Point(UI.WIDTH / 2, UI.HEIGHT - 95), 0.3f, Color.White, 0, true).Draw();
                new UIText(wep.Description, new Point(UI.WIDTH / 2, UI.HEIGHT - 75), 0.22f, Color.White, 0, true).Draw();

                var topPoint = new Point(UI.WIDTH / 2, UI.HEIGHT - 62);

                //var i = 0;
                //var sparams = SkillRepository.GetVisibleParams(Ref);
                //foreach (var kvp in sparams)
                //{
                //    new UIText(kvp.Key +": " + kvp.Value.Invoke(skill) ,topPoint + new Size(0,10 * i) , 0.20f, Color.DodgerBlue, 0, true).Draw();
                //    i++;
                //}

                new UIText(wep.Unlocked ? "unlocked" : "unlock for " + wep.PointsToUnlock + " SP [Requires Lv." + wep.LevelToUnlock + "]", new Point(UI.WIDTH / 2, UI.HEIGHT - 22), 0.20f, Color.Gray, 0, true).Draw();
                Sprite.Draw(new Point(UI.WIDTH / 2 - 140, UI.HEIGHT - 50), 40, 40, Color.FromArgb(120, 255, 255, 255));
            }
            else if (Type == NodeType.SkillMod)
            {
                new UIText(Ref, new Point(UI.WIDTH / 2, UI.HEIGHT - 95), 0.3f, Color.White, 0, true).Draw();
                new UIText(Description, new Point(UI.WIDTH / 2, UI.HEIGHT - 75), 0.22f, Color.White, 0, true).Draw();

                var skillForMod  = RPG.PlayerData.Skills.FirstOrDefault(s => s.Name == dataTree.TreeRef);
                var mod          = skillForMod.UsedMods.FirstOrDefault(s => s == Ref);
                var unlockedText = mod != null ? "unlocked" : "unlock for " + skillForMod.Mods[Ref] + " SP";

                new UIText(unlockedText, new Point(UI.WIDTH / 2, UI.HEIGHT - 22), 0.20f, Color.Gray, 0, true).Draw();
                Sprite.Draw(new Point(UI.WIDTH / 2 - 140, UI.HEIGHT - 50), 40, 40, Color.FromArgb(120, 255, 255, 255));
            }
        }
Esempio n. 5
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        public string GetFooter(NTree dataTree)
        {
            switch (Type)
            {
            case NodeType.Skill:
                var skill = RPG.PlayerData.Skills.FirstOrDefault(s => s.Name == Ref);
                return(skill.Unlocked ? "unlocked" : skill.PointsToUnlock + " SP");

            case NodeType.Weapon:
                var wep = RPG.PlayerData.Weapons.FirstOrDefault(s => s.WeaponHash == WepHash);
                return(wep.Unlocked ? "unlocked" : wep.PointsToUnlock + " SP at Level " + wep.LevelToUnlock);

            case NodeType.SkillMod:
                var skillForMod = RPG.PlayerData.Skills.FirstOrDefault(s => s.Name == dataTree.TreeRef);
                var mod         = skillForMod.UsedMods.FirstOrDefault(s => s == Ref);
                return(mod != null ? "unlocked" : skillForMod.Mods[Ref] + " SP");

            default:
                throw new ArgumentOutOfRangeException();
            }
        }
Esempio n. 6
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        public bool Unlocked(NTree dataTree)
        {
            if (Type == NodeType.Skill)
            {
                var skill = RPG.PlayerData.Skills.First(s => s.Name == Ref);
                return(skill.Unlocked);
            }

            if (Type == NodeType.Weapon)
            {
                var wep = RPG.PlayerData.Weapons.First(s => s.WeaponHash == WepHash);
                return(wep.Unlocked);
            }

            if (Type == NodeType.SkillMod)
            {
                var skillForMod = RPG.PlayerData.Skills.FirstOrDefault(s => s.Name == dataTree.TreeRef);
                var mod         = skillForMod.UsedMods.FirstOrDefault(s => s == Ref);
                return(mod != null);
            }

            return(false);
        }
Esempio n. 7
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 public Skill WithModTree(NTree modTree)
 {
     ModTree = modTree;
     return this;
 }
Esempio n. 8
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        private static NTree RampageTree()
        {
            var pos = new Point(UI.WIDTH / 2 - NTree.NodeCenter.Width, UI.HEIGHT / 2 - NTree.NodeCenter.Height * 3);

            var startingNode = new Node("Rampage", new GTASprite("mpinventory", "drug_trafficking"), NodeType.Skill).WithUnusable();

            var tree = new NTree("Rampage", startingNode, TreeType.SkillMod, pos);
            tree.AddChild(new Node("Rampage I", new GTASprite("mpinventory", "team_deathmatch"), NodeType.SkillMod)
                .WithUnlockAction(o => { var skill = (Skill)o; skill.SetParam("Rampage Time", 8000); })
                .WithDescription("Increases rampage time to 8 seconds"));
            tree.AddChild(new Node("Rampage II", new GTASprite("mpinventory", "team_deathmatch"), NodeType.SkillMod)
                .WithUnlockAction(o => { var skill = (Skill)o; skill.SetParam("Rampage Time", 10000); })
                .WithDescription("Increases rampage time to 10 seconds"));
            return tree;
        }
Esempio n. 9
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 public void Draw(NTree node, Node parent, TreeDraw visitor)
 {
     visitor(node.Node, node.Node.Parent != null ? node.Node.Parent.Node : null, node.Node.Direction);
     foreach (NTree kid in node.children)
         Draw(kid, this.Node, visitor);
 }
Esempio n. 10
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        public NTree AddChild(Node dataa)
        {
            var check = dataa.Direction != TreeDirection.Auto ? (int)dataa.Direction : children.Count;
            dataa.Parent = this;
            var tree = new NTree(dataa);
            children.Add(tree);

            if (check == 0)
            {
                dataa.Position = Node.Position + new Size(NodeSize + 20 + LinkLength, 0);
                dataa.Direction = TreeDirection.Right;
                dataa.Parent = this;
            }
            else if (check == 1)
            {
                dataa.Position = Node.Position + new Size(0, NodeSize + 20 + LinkLength);
                dataa.Direction = TreeDirection.Down;
                dataa.Parent = this;
            }
            else if (check == 2)
            {
                dataa.Position = Node.Position + new Size(-(NodeSize + 20 + LinkLength), 0);
                dataa.Direction = TreeDirection.Left;
                dataa.Parent = this;
            }
            else if (check == 3)
            {
                dataa.Position = Node.Position + new Size(0, -(NodeSize + 20 + LinkLength));
                dataa.Direction = TreeDirection.Up;
                dataa.Parent = this;
            }
            return tree;
        }
Esempio n. 11
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        private static NTree GetHighTree()
        {
            var pos = new Point(UI.WIDTH / 2 - NTree.NodeCenter.Width, UI.HEIGHT / 2 - NTree.NodeCenter.Height * 3);

            var startingNode = new Node("Get High", new GTASprite("mpinventory", "mp_specitem_weed"), NodeType.Skill).WithUnusable();

            var tree = new NTree("Get High", startingNode, TreeType.SkillMod, pos);
            tree.AddChild(new Node("Slow I", new GTASprite("mpinventory","team_deathmatch"), NodeType.SkillMod)
                .WithUnlockAction(o => { var skill = (Skill)o; skill.SetParam("Slow Time", 7000); })
                .WithDescription("Increases slow time to 7 seconds"));
            tree.AddChild(new Node("Slow II", new GTASprite("mpinventory", "team_deathmatch"), NodeType.SkillMod)
                .WithUnlockAction(o => { var skill = (Skill)o; skill.SetParam("Slow Time", 8000);})
                .WithDescription("Increases slow time to 8 seconds"));
            return tree;
        }
Esempio n. 12
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 private void GetTitle(NTree tree, out string title, out string subText, out string activateText)
 {
     var type = tree.Type;
     switch(type)
     {
         case TreeType.Skill:
             title = "SKILLS";
             subText = "SP: " + RPG.PlayerData.SkillExp.ToString("N0");
             activateText = "unlock skill / customise skill";
             break;
         case TreeType.SkillMod:
             var s = RPG.PlayerData.GetSkill(tree.TreeRef);
             title = s.Name;
             subText = "SP: " + RPG.PlayerData.SkillExp.ToString("N0");
             activateText = "unlock skill mod";
             break;
         default:
             throw new ArgumentOutOfRangeException(type.ToString());
     }
 }
Esempio n. 13
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        public override void OnChangeItem(bool right)
        {
            var dir = right ? TreeDirection.Right : TreeDirection.Left;
            var nextTree = Branch.children.FirstOrDefault(c => c.Node.Direction == dir);
            if (nextTree != null)
            {
                Branch = nextTree;
            }
            else
            {
                var parentDirToThis = dir == TreeDirection.Right ? TreeDirection.Left : TreeDirection.Right;
                var parentInDir = SelectedObj.Direction == parentDirToThis;
                if (parentInDir)
                {
                    Branch = SelectedObj.Parent;
                }

            }
        }
Esempio n. 14
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        public TreeMenu GetSkillMenu()
        {
            var skillTree = new NTree(new Node("Get High", new GTASprite("mpinventory", "mp_specitem_weed"), NodeType.Skill),TreeType.Skill, new Point(50, 120));
            skillTree.AddChild(new Node("Blazed Off Glory", new GTASprite("mpcarhud", "ocelot"), NodeType.Skill))
                .AddChild(new Node("Reject Nonsense", new GTASprite("mpinventory", "mp_specitem_heroin"), NodeType.Skill))
                .AddChild(new Node("Get Hammered", new GTASprite("mpinventory", "survival"), NodeType.Skill));
            var toughen = skillTree.AddChild(new Node("Toughen Up", new GTASprite("mpinventory", "drug_trafficking"), NodeType.Skill))
                .AddChild(new Node("Reinforcements", new GTASprite("mpinventory", "team_deathmatch"), NodeType.Skill));
            toughen.AddChild(new Node("Rampage", new GTASprite("heisthud", "hc_trevor"), NodeType.Skill,TreeDirection.Down));

            return new TreeMenu(skillTree);
        }
Esempio n. 15
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        private static NTree ReinforcementTree()
        {
            var pos = new Point(UI.WIDTH / 2 - NTree.NodeCenter.Width, UI.HEIGHT / 2 - NTree.NodeCenter.Height * 3);

            var startingNode = new Node("Reinforcements", new GTASprite("mpinventory", "mp_specitem_weed"), NodeType.Skill).WithUnusable();

            var tree = new NTree("Reinforcements", startingNode, TreeType.SkillMod, pos);
            tree.AddChild(new Node("Additional Flyers", new GTASprite("mpinventory", "team_deathmatch"), NodeType.SkillMod)
                .WithUnlockAction(o => { var skill = (Skill)o; skill.SetParam("Crew Size", 3); })
                .WithDescription("Distribute more flyers to increase crew size to 3"));
            tree.AddChild(new Node("Fund Kevlar", new GTASprite("mpinventory", "team_deathmatch"), NodeType.SkillMod)
                .WithUnlockAction(o => { var skill = (Skill)o; skill.SetParam("Member HP", 60);})
                .WithDescription("Crew members survive longer"));
            tree.AddChild(new Node("Fund Weapons", new GTASprite("mpinventory", "team_deathmatch"), NodeType.SkillMod)
                .WithUnlockAction(o => { var skill = (Skill)o; skill.SetParam("Weapon", WeaponHash.AssaultRifle);})
                .WithDescription("Fund your reinforcements to carry rifles instead of pistols"));
            return tree;
        }
Esempio n. 16
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        private static NTree ToughenUpTree()
        {
            var pos = new Point(UI.WIDTH / 2 - NTree.NodeCenter.Width, UI.HEIGHT / 2 - NTree.NodeCenter.Height * 3);

            var startingNode = new Node("Toughen Up", new GTASprite("mpinventory", "drug_trafficking"), NodeType.Skill).WithUnusable();

            var tree = new NTree("Toughen Up", startingNode, TreeType.SkillMod, pos);
            tree.AddChild(new Node("Increased Armor", new GTASprite("mpinventory","team_deathmatch"), NodeType.SkillMod)
                .WithUnlockAction(o => { var skill = (Skill)o; skill.SetParam("Armor Amount", 20); })
                .WithDescription("Increases armor gain to 20"));
            tree.AddChild(new Node("Swift Change", new GTASprite("mpinventory", "team_deathmatch"), NodeType.SkillMod)
                .WithUnlockAction(o => { var skill = (Skill)o; skill.CoolDownMs = 15000;})
                .WithDescription("Decreases cooldown time to 15 seconds"));
            return tree;
        }
Esempio n. 17
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        private static NTree RejectNonsenseTree()
        {
            var pos = new Point(UI.WIDTH / 2 - NTree.NodeCenter.Width, UI.HEIGHT / 2 - NTree.NodeCenter.Height * 3);

            var startingNode = new Node("Reject Nonsense", new GTASprite("mpinventory", "drug_trafficking"), NodeType.Skill).WithUnusable();

            var tree = new NTree("Reject Nonsense", startingNode, TreeType.SkillMod, pos);
            tree.AddChild(new Node("Reach For The Stars", new GTASprite("mpinventory", "team_deathmatch"), NodeType.SkillMod)
                .WithUnlockAction(o => { var skill = (Skill)o; skill.SetParam("Knockup Height", 50); })
                .WithDescription("Increases knockup height"));
            tree.AddChild(new Node("Knocked Up", new GTASprite("mpinventory", "team_deathmatch"), NodeType.SkillMod)
                .WithUnlockAction(o => { var skill = (Skill)o; skill.SetParam("Radius", 10); })
                .WithDescription("Target more nearby characters"));
            return tree;
        }
Esempio n. 18
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        public TreeMenu GetWeaponMenu()
        {
            var weaponTree = new NTree(new Node("Pistol", WeaponHash.Pistol, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon), TreeType.Weapon, new Point(110, 350));
            weaponTree.AddChild(new Node("AP Pistol", WeaponHash.APPistol, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Up));
            weaponTree.AddChild(new Node("Stun Gun", WeaponHash.StunGun, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Down));

            var rifles = weaponTree.AddChild(new Node("Assault Rifle", WeaponHash.AssaultRifle, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Right));
            var throwables = rifles.AddChild(new Node("Sticky Bomb", WeaponHash.StickyBomb, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Right));
            var smg = throwables.AddChild(new Node("Micro SMG", WeaponHash.MicroSMG, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Right));
            var shotgun = smg.AddChild(new Node("Shotgun", WeaponHash.PumpShotgun, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Right));
            var snipers = shotgun.AddChild(new Node("Sniper", WeaponHash.SniperRifle, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Right));
            var heavy = snipers.AddChild(new Node("RPG", WeaponHash.RPG, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Right));
            var melee = heavy.AddChild(new Node("Knife", WeaponHash.Knife, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Right));
            var railgun = melee.AddChild(new Node("Railgun MK 3000", WeaponHash.Railgun, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Right));

            rifles.AddChild(new Node("Bullpup Rifle", WeaponHash.BullpupRifle, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Down))
                .AddChild(new Node("Advanced Rifle", WeaponHash.AdvancedRifle, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Down));
            rifles.AddChild(new Node("Carbine Rifle", WeaponHash.CarbineRifle, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Up))
                .AddChild(new Node("Special Carbine", WeaponHash.SpecialCarbine, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Up));

            throwables.AddChild(new Node("Grenade", WeaponHash.Grenade, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Down))
                .AddChild(new Node("Smoke Grenade", WeaponHash.SmokeGrenade, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Down));
            throwables.AddChild(new Node("Molotov", WeaponHash.Molotov, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Up));

            smg.AddChild(new Node("SMG", WeaponHash.SMG, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Down));
            smg.AddChild(new Node("MG", WeaponHash.MG, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Up))
                .AddChild(new Node("Combat MG", WeaponHash.CombatMG, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Up));

            shotgun.AddChild(new Node("Assault Shotgun", WeaponHash.AssaultShotgun, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Down));
            shotgun.AddChild(new Node("Bullpup Shotgun", WeaponHash.BullpupShotgun, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Up))
                .AddChild(new Node("Sawn-Off Shotgun", WeaponHash.SawnOffShotgun, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Up));

            snipers.AddChild(new Node("Heavy Sniper", WeaponHash.HeavySniper, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Down));
            snipers.AddChild(new Node("Marksman Rifle", WeaponHash.MarksmanRifle, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Up));

            heavy.AddChild(new Node("Firework Launcher", WeaponHash.Firework, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Down))
                .AddChild(new Node("Homing Launcher", WeaponHash.HomingLauncher, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Down));
            heavy.AddChild(new Node("Grenade Launcher", WeaponHash.GrenadeLauncher, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Up))
                .AddChild(new Node("Minigun", WeaponHash.Minigun, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Up));

            melee.AddChild(new Node("Nightstick", WeaponHash.Nightstick, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Down))
                .AddChild(new Node("Hammer", WeaponHash.Hammer, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Down));
            melee.AddChild(new Node("Golf Club", WeaponHash.GolfClub, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Up))
                .AddChild(new Node("Hatchet", WeaponHash.Hatchet, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Up));
            //var weaponTree = new NTree(new Node("Pistol", WeaponHash.Pistol, new GTASprite("srange_weap", "weap_hg_1"), NodeType.Weapon), TreeType.Weapon, new Point(110, 350));
            //weaponTree.AddChild(new Node("AP Pistol", WeaponHash.APPistol, new GTASprite("srange_weap", "weap_hg_2"), NodeType.Weapon, TreeDirection.Up));
            //weaponTree.AddChild(new Node("Stun Gun", WeaponHash.StunGun, new GTASprite("mpweaponsgang0_small", "w_pi_stungun"), NodeType.Weapon, TreeDirection.Down));
            //
            //var rifles = weaponTree.AddChild(new Node("Assault Rifle", WeaponHash.AssaultRifle, new GTASprite("srange_weap", "weap_ar_1"), NodeType.Weapon, TreeDirection.Right));
            //var throwables = rifles.AddChild(new Node("Sticky Bomb", WeaponHash.StickyBomb, new GTASprite("mpweaponscommon_small", "w_ex_pe"), NodeType.Weapon, TreeDirection.Right));
            //var smg = throwables.AddChild(new Node("Micro SMG", WeaponHash.MicroSMG, new GTASprite("srange_weap2", "weap_smg_1"), NodeType.Weapon, TreeDirection.Right));
            //var shotgun = smg.AddChild(new Node("Shotgun", WeaponHash.PumpShotgun, new GTASprite("srange_weap2", "weap_sg_1"), NodeType.Weapon, TreeDirection.Right));
            //var snipers = shotgun.AddChild(new Node("Sniper", WeaponHash.SniperRifle, new GTASprite("mpweaponsgang0_small", "w_sr_sniperrifle"), NodeType.Weapon, TreeDirection.Right));
            //var heavy = snipers.AddChild(new Node("RPG", WeaponHash.RPG, new GTASprite("mpweaponscommon_small", "w_lr_rpg"), NodeType.Weapon, TreeDirection.Right));
            //var melee = heavy.AddChild(new Node("Knife", WeaponHash.Knife, new GTASprite("mpweaponsunusedfornow", "w_me_knife_01"), NodeType.Weapon, TreeDirection.Right));
            //var railgun = melee.AddChild(new Node("Railgun MK 3000", WeaponHash.Railgun, new GTASprite("mpweaponscommon_small", "weap_rg_1"), NodeType.Weapon, TreeDirection.Right));
            //
            //
            //rifles.AddChild(new Node("Bullpup Rifle", WeaponHash.BullpupRifle, new GTASprite("srange_weap", "weap_ar_5"), NodeType.Weapon, TreeDirection.Down))
            //    .AddChild(new Node("Advanced Rifle", WeaponHash.AdvancedRifle, new GTASprite("srange_weap", "weap_ar_3"), NodeType.Weapon, TreeDirection.Down));
            //rifles.AddChild(new Node("Carbine Rifle", WeaponHash.CarbineRifle, new GTASprite("srange_weap", "weap_ar_2"), NodeType.Weapon, TreeDirection.Up))
            //    .AddChild(new Node("Special Carbine", WeaponHash.SpecialCarbine, new GTASprite("srange_weap", "weap_ar_6"), NodeType.Weapon, TreeDirection.Up));
            //
            //throwables.AddChild(new Node("Grenade", WeaponHash.Grenade, new GTASprite("mpweaponsgang0_small", "w_ex_grenadefrag"), NodeType.Weapon, TreeDirection.Down))
            //    .AddChild(new Node("Smoke Grenade", WeaponHash.SmokeGrenade, new GTASprite("mpweaponscommon_small", "w_ex_grenadesmoke"), NodeType.Weapon, TreeDirection.Down));
            //throwables.AddChild(new Node("Molotov", WeaponHash.Molotov, new GTASprite("mpweaponsunusedfornow", "w_ex_molotov"), NodeType.Weapon, TreeDirection.Up));
            //
            //
            //smg.AddChild(new Node("SMG", WeaponHash.SMG, new GTASprite("srange_weap2", "weap_smg_2"), NodeType.Weapon, TreeDirection.Down));
            //smg.AddChild(new Node("MG", WeaponHash.MG, new GTASprite("srange_weap2", "weap_lmg_1"), NodeType.Weapon, TreeDirection.Up))
            //    .AddChild(new Node("Combat MG", WeaponHash.CombatMG, new GTASprite("srange_weap2", "weap_lmg_2"), NodeType.Weapon, TreeDirection.Up));
            //
            //
            //shotgun.AddChild(new Node("Assault Shotgun", WeaponHash.AssaultShotgun, new GTASprite("srange_weap2", "weap_sg_3"), NodeType.Weapon, TreeDirection.Down));
            //shotgun.AddChild(new Node("Bullpup Shotgun", WeaponHash.BullpupShotgun, new GTASprite("srange_weap2", "weap_sg_4"), NodeType.Weapon, TreeDirection.Up))
            //    .AddChild(new Node("Sawn-Off Shotgun", WeaponHash.SawnOffShotgun, new GTASprite("srange_weap2", "weap_sg_2"), NodeType.Weapon, TreeDirection.Up));
            //
            //
            //snipers.AddChild(new Node("Heavy Sniper", WeaponHash.HeavySniper, new GTASprite("mpweaponsgang0_small", "w_sr_heavysniper"), NodeType.Weapon, TreeDirection.Down));
            //snipers.AddChild(new Node("Marksman Rifle", WeaponHash.MarksmanRifle, new GTASprite("mpweaponsgang0_small", "ocelot"), NodeType.Weapon, TreeDirection.Up));
            //
            //
            //heavy.AddChild(new Node("Firework Launcher", WeaponHash.Firework, new GTASprite("mpawards1", "parachut1min"), NodeType.Weapon, TreeDirection.Down))
            //    .AddChild(new Node("Homing Launcher", WeaponHash.HomingLauncher, new GTASprite("mpweaponscommon_small", "rocket"), NodeType.Weapon, TreeDirection.Down));
            //heavy.AddChild(new Node("Grenade Launcher", WeaponHash.GrenadeLauncher, new GTASprite("mpweaponscommon_small", "w_r_grenadelauncher"), NodeType.Weapon, TreeDirection.Up))
            //    .AddChild(new Node("Minigun", WeaponHash.Minigun, new GTASprite("mpweaponscommon_small", "weap_hvy_1"), NodeType.Weapon, TreeDirection.Up));
            //
            //melee.AddChild(new Node("Nightstick", WeaponHash.Nightstick, new GTASprite("mpweaponsunusedfornow", "w_me_nightstick"), NodeType.Weapon, TreeDirection.Down))
            //    .AddChild(new Node("Hammer", WeaponHash.Hammer, new GTASprite("mpweaponsunusedfornow", "w_me_hammer"), NodeType.Weapon, TreeDirection.Down));
            //melee.AddChild(new Node("Golf Club", WeaponHash.GolfClub, new GTASprite("mpweaponsunusedfornow", "w_me_gclub"), NodeType.Weapon, TreeDirection.Up))
            //    .AddChild(new Node("Hatchet", WeaponHash.Hatchet, new GTASprite("mpweaponsunusedfornow", "w_me_fireaxe"), NodeType.Weapon, TreeDirection.Up));

            return new TreeMenu(weaponTree);
        }
Esempio n. 19
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 public string GetFooter(NTree dataTree)
 {
     switch(Type)
     {
         case NodeType.Skill:
             var skill = RPG.PlayerData.Skills.FirstOrDefault(s => s.Name == Ref);
             return skill.Unlocked ? "unlocked" : skill.PointsToUnlock + " SP";
         case NodeType.Weapon:
             var wep = RPG.PlayerData.Weapons.FirstOrDefault(s => s.WeaponHash == WepHash);
             return wep.Unlocked ? "unlocked" : wep.PointsToUnlock + " SP at Level " + wep.LevelToUnlock;
         case NodeType.SkillMod:
             var skillForMod = RPG.PlayerData.Skills.FirstOrDefault(s => s.Name == dataTree.TreeRef);
             var mod = skillForMod.UsedMods.FirstOrDefault(s => s == Ref);
             return mod != null ? "unlocked" : skillForMod.Mods[Ref] + " SP";
         default:
             throw new ArgumentOutOfRangeException();
     }
 }
Esempio n. 20
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        public override void OnChangeSelection(bool down)
        {
            var dir = down ? TreeDirection.Down : TreeDirection.Up;
            var nextTree = Branch.children.FirstOrDefault(c => c.Node.Direction == dir);
            if(nextTree != null)
            {
                Branch = nextTree;
            }
            else
            {
                var parentDirToThis = dir == TreeDirection.Down ? TreeDirection.Up : TreeDirection.Down;
                var parentInDir = SelectedObj.Direction == parentDirToThis;
                if(parentInDir)
                {
                    Branch = SelectedObj.Parent;
                }

            }
        }
Esempio n. 21
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        public bool Unlocked(NTree dataTree)
        {
            if (Type == NodeType.Skill)
            {
                var skill = RPG.PlayerData.Skills.First(s => s.Name == Ref);
                return skill.Unlocked;
            }

            if (Type == NodeType.Weapon)
            {
                var wep = RPG.PlayerData.Weapons.First(s => s.WeaponHash == WepHash);
                return wep.Unlocked;
            }

            if (Type == NodeType.SkillMod)
            {
                var skillForMod = RPG.PlayerData.Skills.FirstOrDefault(s => s.Name == dataTree.TreeRef);
                var mod = skillForMod.UsedMods.FirstOrDefault(s => s == Ref);
                return  mod != null;
            }

            return false;
        }
Esempio n. 22
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 public TreeMenu(NTree tree)
 {
     DataTree = tree;
     Branch = tree;
 }
Esempio n. 23
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        private static NTree BlazedOffGloryTree()
        {
            var pos = new Point(UI.WIDTH / 2 - NTree.NodeCenter.Width, UI.HEIGHT / 2 - NTree.NodeCenter.Height * 3);

            var startingNode = new Node("Blazed Off Glory", new GTASprite("mpinventory", "mp_specitem_weed"), NodeType.Skill).WithUnusable();

            var tree = new NTree("Blazed Off Glory", startingNode, TreeType.SkillMod, pos);
            tree.AddChild(new Node("Two Puffs", new GTASprite("mpinventory", "team_deathmatch"), NodeType.SkillMod)
                    .WithUnlockAction(o => { var skill = (Skill)o; skill.SetParam("Blaze Time", 20000); })
                    .WithDescription("Increases blaze time to 20 seconds"));
            tree.AddChild(new Node("Lethal Dose", new GTASprite("mpinventory", "team_deathmatch"), NodeType.SkillMod)
                .WithUnlockAction(o => { var skill = (Skill)o; skill.SetParam("Damage Buff", 2.0f);})
                .WithDescription("Increases damage buff to 200%"));
            return tree;
        }