コード例 #1
0
        private void Boosts_Load(object sender, EventArgs e)
        {
            ColourChanger.Enabled = true;
            ColourChanger.Start();

            MoneyCount.Enabled = true;
            MoneyCount.Start();
        }
コード例 #2
0
        public async Task <MoneyCount> Create(MoneyCount kasa)
        {
            using (var context = new MineContext())
            {
                context.Kasa.Add(kasa);
                await context.SaveChangesAsync();
            }

            return(kasa);
        }
コード例 #3
0
 public Stats(MoneyCount MoneyAmount)
 {
     MONEY       = MoneyCount.Moneycount;
     F1          = UnlockingCar.F1CarIsLocked;
     MuscleCar   = UnlockingCar.MuscleCarIsLocked;
     Hellcat     = UnlockingCar.DodgeHellcatCarIsLocked;
     Camaro      = UnlockingCar.CamaroCarIsLocked;
     Mustang     = UnlockingCar.MustangCarIsLocked;
     Stingray    = UnlockingCar.StingrayCarIsLocked;
     Mclaren     = UnlockingCar.MclarenCarIsLocked;
     Lamborghini = UnlockingCar.LamborghiniIsLocked;
 }
コード例 #4
0
    public static void SavePlayer(MoneyCount MoneyAmount)
    {
        Debug.Log("Saving!");
        BinaryFormatter formatter = new BinaryFormatter();
        string          path      = Application.persistentDataPath + "/PLAYERSAVEDATAMAIN1.dat";
        FileStream      stream    = new FileStream(path, FileMode.Create);

        Stats data = new Stats(MoneyAmount);

        formatter.Serialize(stream, data);
        stream.Close();
    }
コード例 #5
0
        private async void button1_Click(object sender, EventArgs e)
        {
            var koszt = textBox1.Text;

            if (!decimal.TryParse(koszt, out var stanKasy))
            {
                MessageBox.Show("Koszt ma niewłaściwy format.");
                return;
            }

            if (_lokalizacja != Lokalizacja.Dynow && _lokalizacja != Lokalizacja.Dubiecko)
            {
                MessageBox.Show("Dodajesz stan kasy dla złej lokalizacji.");
                return;
            }

            var dialogResult = MessageBox.Show("Czy na pewno chcesz zaktualizować stan kasy?", "Tak", MessageBoxButtons.YesNo);

            if (dialogResult == DialogResult.Yes)
            {
                var kasa = new MoneyCount
                {
                    Amount      = stanKasy,
                    CreatedOn   = DateTime.Now,
                    Lokalizacja = _lokalizacja
                };

                await _moneyCountService.Create(kasa);
            }
            else if (dialogResult == DialogResult.No)
            {
                return;
            }

            Close();
        }
コード例 #6
0
        private void CornerPlayerSaidHandler(object sender, SaidEventArgs e)
        {
            //Brak TransactionLevel bot przychodzi i pyta o narkotyk
            //TransactionLevel == 1 PedEntity czeka na cenę
            //TransactionLevel == 2 Podana cena była za wysoka i bot wynegocjował zgodnie z tym co może dać, czeka aż gracz powie tak lub poda cenę

            //Jeśli gracz powie że nie ma
            if ((!BotHandle.HasData("TransactionLevel") || BotHandle.GetData("TransactionLevel") == 2) &&
                e.Character == Seller &&
                (e.ChatMessageType == ChatMessageType.Normal || e.ChatMessageType == ChatMessageType.Quiet || e.ChatMessageType == ChatMessageType.Loud) &&
                Messages.NoMessagesList.Any(e.Message.Contains))
            {
                GoAllPoints(true);
            }
            else if (BotHandle.HasData("TransactionLevel") &&
                     BotHandle.GetData("TransactionLevel") == 1 &&
                     e.Character == Seller &&
                     (e.ChatMessageType == ChatMessageType.Normal || e.ChatMessageType == ChatMessageType.Quiet || e.ChatMessageType == ChatMessageType.Loud) &&
                     !e.Message.All(char.IsDigit))
            {
                //Jeśli gracz nie napisze zadnej liczby
                Seller.SendInfo("Aby podać cenę kupującemu NPC musisz używać liczb np. 70.");
            }
            //Jeśli gracz powie tak
            else if (!BotHandle.HasData("TransactionLevel") && e.Character == Seller && (e.ChatMessageType == ChatMessageType.Normal || e.ChatMessageType == ChatMessageType.Quiet || e.ChatMessageType == ChatMessageType.Loud) && Messages.YesMessagesList.Any(e.Message.Contains))
            {
                BotHandle.SetData("TransactionLevel", 1);
                SendMessageToNerbyPlayers("Ile za to cudo?", ChatMessageType.Normal);
            }
            //Jeśli gracz poda za wysoką cenę, ale w granicach rozsądku
            else if (BotHandle.HasData("TransactionLevel") &&
                     BotHandle.GetData("TransactionLevel") == 1 &&
                     e.Character == Seller &&
                     (e.ChatMessageType == ChatMessageType.Normal || e.ChatMessageType == ChatMessageType.Quiet || e.ChatMessageType == ChatMessageType.Loud) &&
                     MostlyGoodMoneyCounts.Any(Convert.ToDecimal(e.Message).Equals))
            {
                SendMessageToNerbyPlayers($"Co powiesz na ${MoneyCount}?", ChatMessageType.Normal);
                BotHandle.SetData("TransactionLevel", 2);
            }
            //Jeśli gracz poda właściwą lub niższą cenę
            else if (BotHandle.HasData("TransactionLevel") &&
                     BotHandle.GetData("TransactionLevel") == 1 &&
                     e.Character == Seller &&
                     (e.ChatMessageType == ChatMessageType.Normal || e.ChatMessageType == ChatMessageType.Quiet || e.ChatMessageType == ChatMessageType.Loud) &&
                     (e.Message.Contains(MoneyCount.ToString(CultureInfo.InvariantCulture)) || LowerMoneyCounts.Any(Convert.ToDecimal(e.Message).Equals)))
            {
                //Sprawdzamy czy gracz posiada dany narkotyk
                if (Seller.DbModel.Items.Any(i => i.ItemEntityType == ItemEntityType.Drug && i.FirstParameter == (int)DrugType))
                {
                    EndTransaction(LowerMoneyCounts.Any(Convert.ToDecimal(e.Message).Equals) ? LowerMoneyCounts.First(Convert.ToDecimal(e.Message).Equals) : MoneyCount);
                }
                //Jeśli gracz nie ma narkotyku
                else
                {
                    SendFailMessage();
                }
                GoAllPoints(true);
            }
            //Po negocjacji
            else if (BotHandle.HasData("TransactionLevel") &&
                     BotHandle.GetData("TransactionLevel") == 2 &&
                     e.Character == Seller &&
                     (e.ChatMessageType == ChatMessageType.Normal || e.ChatMessageType == ChatMessageType.Quiet || e.ChatMessageType == ChatMessageType.Loud) &&
                     (Messages.YesMessagesList.Any(e.Message.Contains) || e.Message.Contains(MoneyCount.ToString(CultureInfo.InvariantCulture)) || LowerMoneyCounts.Any(Convert.ToDecimal(e.Message).Equals)))
            {
                //Jeśli gracz zgodzi się na cenę bota
                //Sprawdzamy czy gracz posiada dany narkotyk
                if (Seller.DbModel.Items.Any(i => i.ItemEntityType == ItemEntityType.Drug && i.FirstParameter == (int)DrugType))
                {
                    if (!e.Message.All(char.IsDigit))
                    {
                        EndTransaction(MoneyCount);
                    }
                    else
                    {
                        EndTransaction(LowerMoneyCounts.Any(Convert.ToDecimal(e.Message).Equals) ? LowerMoneyCounts.First(Convert.ToDecimal(e.Message).Equals) : MoneyCount);
                    }
                }
                //Jeśli gracz nie ma narkotyku po negocjacji
                else
                {
                    SendFailMessage();
                }
                GoAllPoints(true);
            }
            else
            {
                SendMessageToNerbyPlayers(BadFarewell, ChatMessageType.Normal);
                GoAllPoints(true);
            }
        }
コード例 #7
0
 private void Start()
 {
     StageText.text = StageName;
     SeatText.text  = SeatCount.ToString();
     MoneyText.text = MoneyCount.ToString();
 }
コード例 #8
0
        public override void Draw(SpriteBatch spriteBatch)
        {
            ScreenService.Instance.GraphicsDevice.Viewport = ScreenService.Instance.DefaultScreenCamera.CurrentViewport;
            spriteBatch.Begin(
                SpriteSortMode.FrontToBack, // this is also the order for building the screen.
                null,
                SamplerState.PointClamp,
                null,
                null,
                null,
                ScreenService.Instance.DefaultScreenCamera.TransformMatrix);
            base.Draw(spriteBatch);

            if (!Images.Any())
            {
                Messages.Add("no image received from server");
            }
            foreach (var img in Images.ToList())
            {
                img.Draw(spriteBatch);
            }

            if (!InventoryImages.Any())
            {
                Messages.Add("no inventory image received from server");
            }
            foreach (var img in InventoryImages.ToList())
            {
                img.Draw(spriteBatch);
            }

            MultiplayerText.Draw(spriteBatch);
            HealthImage.Draw(spriteBatch);
            SpeedImage.Draw(spriteBatch);
            StrenghImage.Draw(spriteBatch);
            DialogImage.Draw(spriteBatch);
            CursorImage.Draw(spriteBatch);

            //LerpMouseImage.Draw(spriteBatch);

            if (InfoWindow?.IsVisible == true)
            {
                InfoWindow?.Draw(spriteBatch);
            }

            if (DialogWindow?.IsVisible == true)
            {
                DialogWindow?.Draw(spriteBatch);
            }

            if (InventoryWindow?.IsVisible == true)
            {
                InventoryWindow.Draw(spriteBatch);
            }

            if (CharacterWindow?.IsVisible == true)
            {
                MoneyCount.Draw(spriteBatch);
                CharacterWindow?.Draw(spriteBatch);
            }

            if (CharacterWindow?.IsVisible == true)
            {
                CharacterWindow?.Draw(spriteBatch);
            }

            if (ChatWindow?.IsVisible == true)
            {
                ChatWindow?.Draw(spriteBatch);
            }

            spriteBatch.End();
        }