/// <summary> /// 将字条串解析为类 /// </summary> /// <param name="value"></param> public static StatueMaterial StrToClass(string value) { StatueMaterial result = new StatueMaterial(0, "", 0); Dictionary <string, string> buff = All.Class.SSFile.Text2Dictionary(value); if (buff.ContainsKey("WorkStation")) { result.WorkStation = All.Class.Num.ToInt(buff["WorkStation"]); } if (buff.ContainsKey("Material")) { result.Material = buff["Material"]; } if (buff.ContainsKey("MaterialNum")) { result.MaterialNum = All.Class.Num.ToInt(buff["MaterialNum"]); } if (buff.ContainsKey("MaterialCount")) { result.MaterialCount = All.Class.Num.ToInt(buff["MaterialCount"]); } if (buff.ContainsKey("SendTime")) { result.SendTime = All.Class.Num.ToDateTime(buff["SendTime"]); } return(result); }
private int GetMaterialNumber(StatueType type, StatueMaterial material) { switch (material) { case StatueMaterial.Antique: { switch (type) { case StatueType.Bronze: return(1076187); case StatueType.Jade: return(1076186); case StatueType.Marble: return(1076182); } return(1076187); } case StatueMaterial.Dark: { if (type == StatueType.Marble) { return(1076183); } return(1076182); } case StatueMaterial.Medium: return(1076184); case StatueMaterial.Light: return(1076185); default: return(1076187); } }
private string GetMaterialNumber(StatueType type, StatueMaterial material) { switch (material) { case StatueMaterial.Antique: switch (type) { case StatueType.Bronze: return("Bronze"); case StatueType.Jade: return("Jade"); case StatueType.Marble: return("Marble"); } return("Bronze"); case StatueMaterial.Dark: if (type == StatueType.Marble) { return("Dark"); } return("Dark"); case StatueMaterial.Medium: return("Medium"); case StatueMaterial.Light: return("Light"); default: return("Bronze"); } }
public override void Deserialize(GenericReader reader) { base.Deserialize(reader); int version = reader.ReadEncodedInt(); m_Type = (StatueType)reader.ReadInt(); m_Pose = (StatuePose)reader.ReadInt(); m_Material = (StatueMaterial)reader.ReadInt(); m_SculptedBy = reader.ReadMobile(); m_SculptedOn = reader.ReadDateTime(); m_Plinth = reader.ReadItem() as CharacterStatuePlinth; m_IsRewardItem = reader.ReadBool(); InvalidatePose(); Frozen = true; if (m_SculptedBy == null || Map == Map.Internal) { Timer.DelayCall(TimeSpan.Zero, new TimerCallback(Delete)); } }
private int GetMaterialNumber( StatueType type, StatueMaterial material ) { switch ( material ) { case StatueMaterial.Antique: switch ( type ) { case StatueType.Bronze: return 1076187; case StatueType.Jade: return 1076186; case StatueType.Marble: return 1076182; } return 1076187; case StatueMaterial.Dark: if ( type == StatueType.Marble ) return 1076183; return 1076182; case StatueMaterial.Medium: return 1076184; case StatueMaterial.Light: return 1076185; default: return 1076187; } }
private int GetMaterialNumber(StatueType type, StatueMaterial material) { switch (material) { case StatueMaterial.Antique: return(type switch { StatueType.Bronze => 1076187, StatueType.Jade => 1076186, StatueType.Marble => 1076182, _ => 1076187 });
public void Restore(CharacterStatue from) { this.m_Material = from.Material; this.m_Pose = from.Pose; this.Direction = from.Direction; this.CloneBody(from); this.CloneClothes(from); this.InvalidateHues(); this.InvalidatePose(); }
public void Restore(CharacterStatue from) { m_Material = from.Material; m_Pose = from.Pose; Direction = from.Direction; CloneBody(from); CloneClothes(from); InvalidateHues(); InvalidatePose(); }
private int GetMaterialNumber(StatueMaterial material) { switch (material) { case StatueMaterial.Antique: return(1076187); case StatueMaterial.Dark: return(1076182); case StatueMaterial.Medium: return(1076184); case StatueMaterial.Light: return(1076185); default: return(1076187); } }
public CharacterStatue(Mobile from, StatueType type) : base() { m_Type = type; m_Pose = StatuePose.Ready; m_Material = StatueMaterial.Antique; Direction = Direction.South; AccessLevel = AccessLevel.Counselor; Hits = HitsMax; Blessed = true; Frozen = true; CloneBody(from); CloneClothes(from); InvalidateHues(); }
public CharacterStatue(Mobile from, StatueType type) : base() { this.m_Type = type; this.m_Pose = StatuePose.Ready; this.m_Material = StatueMaterial.Antique; this.Direction = Direction.South; this.AccessLevel = AccessLevel.Counselor; this.Hits = this.HitsMax; this.Blessed = true; this.Frozen = true; this.CloneBody(from); this.CloneClothes(from); this.InvalidateHues(); }
public CharacterStatue( Mobile from, StatueType type ) : base() { m_Type = type; m_Pose = StatuePose.Ready; m_Material = StatueMaterial.Antique; Direction = Direction.South; AccessLevel = AccessLevel.Counselor; Hits = HitsMax; Blessed = true; Frozen = true; CloneBody( from ); CloneClothes( from ); InvalidateHues(); }
public override void Deserialize(GenericReader reader) { base.Deserialize(reader); int version = reader.ReadEncodedInt(); m_Type = (StatueType)reader.ReadInt(); m_Pose = (StatuePose)reader.ReadInt(); m_Material = (StatueMaterial)reader.ReadInt(); m_SculptedBy = reader.ReadMobile(); m_SculptedOn = reader.ReadDateTime(); m_Plinth = reader.ReadItem() as CharacterStatuePlinth; InvalidatePose(); Frozen = true; }
/// <summary> /// 获取当前呼叫物料 /// </summary> /// <param name="WorkStation"></param> /// <returns></returns> public List <StatueMaterial> GetStatueMaterial(int WorkStation) { List <StatueMaterial> result = new List <StatueMaterial>(); using (DataTable dt = ReadData.Read(string.Format("select * from StatueMaterial Where WorkStation={0} and CallOver='False'", WorkStation))) { if (dt != null && dt.Rows.Count > 0) { StatueMaterial tmp; for (int i = 0; i < dt.Rows.Count; i++) { tmp = new StatueMaterial(0, "", 0); tmp.WorkStation = All.Class.Num.ToInt(dt.Rows[i]["WorkStation"]); tmp.Material = All.Class.Num.ToString(dt.Rows[i]["Material"]); tmp.MaterialNum = All.Class.Num.ToInt(dt.Rows[i]["MaterialNum"]); tmp.MaterialCount = All.Class.Num.ToInt(dt.Rows[i]["MaterialCount"]); tmp.SendTime = All.Class.Num.ToDateTime(dt.Rows[i]["SendTime"]); result.Add(tmp); } } } return(result); }
public void Restore( CharacterStatue from ) { m_Material = from.Material; m_Pose = from.Pose; Direction = from.Direction; CloneBody( from ); CloneClothes( from ); InvalidateHues(); InvalidatePose(); }
public override void Deserialize( GenericReader reader ) { base.Deserialize( reader ); int version = reader.ReadEncodedInt(); m_Type = (StatueType) reader.ReadInt(); m_Pose = (StatuePose) reader.ReadInt(); m_Material = (StatueMaterial) reader.ReadInt(); m_SculptedBy = reader.ReadMobile(); m_SculptedOn = reader.ReadDateTime(); m_Plinth = reader.ReadItem() as CharacterStatuePlinth; m_IsRewardItem = reader.ReadBool(); InvalidatePose(); Frozen = true; if( m_SculptedBy == null || Map == Map.Internal ) { Timer.DelayCall( TimeSpan.Zero, new TimerCallback( Delete ) ); } }
private static StatueMaterialGroups GetGroup(StatueMaterial material) { for (int i = 0; i < 4; i++) { StatueMaterial[] ms = GetMaterials((StatueMaterialGroups)i); for (int j = 0; j < 4; j++) { if (ms[j] == material) { return (StatueMaterialGroups)i; } } } return StatueMaterialGroups.AlltheOther; }
public BaseStatueDeed(StatueMaterial material) : this( GetGroup(material) ) { }
public virtual void PlaceStatue(Mobile owner, StatueMaterial material, StatuePoses pose, Direction dir, bool plinth) { owner.Target = new PlaceStatueTarget(this, material, pose, dir, plinth); }
public PlaceStatueTarget(BaseStatueDeed deed, StatueMaterial material, StatuePoses pose, Direction dir, bool plinth) : base(15, true, TargetFlags.None) { m_deed = deed; m_Material = material; m_Pose = pose; m_Dir = dir; m_Plinth = plinth; }
public override void Deserialize( GenericReader reader ) { base.Deserialize( reader ); int version = reader.ReadEncodedInt(); m_Type = (StatueType) reader.ReadInt(); m_Pose = (StatuePose) reader.ReadInt(); m_Material = (StatueMaterial) reader.ReadInt(); m_SculptedBy = reader.ReadMobile(); m_SculptedOn = reader.ReadDateTime(); m_Plinth = reader.ReadItem() as CharacterStatuePlinth; m_IsRewardItem = reader.ReadBool(); InvalidatePose(); Frozen = true; }
public override void Deserialize(GenericReader reader) { base.Deserialize(reader); int version = reader.ReadInt(); Pose = (StatuePoses)reader.ReadInt(); Material = (StatueMaterial)reader.ReadInt(); if (version >= 1) { m_Plinth = reader.ReadItem() as Plinth; } if (version >= 2) { Engraving = reader.ReadString(); } if (version >= 3) { Owner = reader.ReadMobile(); } if (!Statues.StatuesList.Contains(this)) { Statues.StatuesList.Add(this); } StartUpdateStatue(); }