コード例 #1
0
		public void InitStats(MyStatsDefinition definition)
		{
			if (definition == null)
				return;
			
			foreach(var statId in definition.Stats)
			{
				MyEntityStatDefinition statDefinition = null;
				if (!MyDefinitionManager.Static.TryGetDefinition(statId, out statDefinition))
					continue;

			if (!statDefinition.Enabled || (!statDefinition.EnabledInCreative && MySession.Static.CreativeMode))
					continue;

				var builder = new MyObjectBuilder_EntityStat();
				builder.MaxValue = statDefinition.MaxValue;
				builder.MinValue = statDefinition.MinValue;
				builder.Value = statDefinition.MaxValue;
				AddStat(statId.SubtypeId, builder);
			}

			Type scriptType;
			foreach (var scriptName in definition.Scripts)
			{
				if (MyScriptManager.Static.StatScripts.TryGetValue(scriptName, out scriptType))
				{
					var script = (MyStatLogic)Activator.CreateInstance(scriptType);
					script.Init(Entity as MyCharacter, m_stats);
					m_scripts.Add(script);
				}
			}
		}
コード例 #2
0
		public void InitStats(MyStatsDefinition definition)
		{
			if (definition == null || !definition.Enabled || (!definition.AvailableInSurvival && MySession.Static.SurvivalMode))
				return;

			foreach (var statId in definition.Stats)
			{
				MyEntityStatDefinition statDefinition = null;
				if (!MyDefinitionManager.Static.TryGetDefinition(statId, out statDefinition))
					continue;

				if (!statDefinition.Enabled
					|| (!statDefinition.EnabledInCreative && MySession.Static.CreativeMode)
					|| (!statDefinition.AvailableInSurvival && MySession.Static.SurvivalMode))
					continue;

				var nameHash = MyStringHash.GetOrCompute(statDefinition.Name);
				MyEntityStat existingStat = null;
				if (m_stats.TryGetValue(statId.SubtypeId, out existingStat) && existingStat.StatId == nameHash)
					continue;

				var builder = new MyObjectBuilder_EntityStat();
				builder.SubtypeName = statId.SubtypeName;
				builder.MaxValue = 1.0f;
				builder.Value = statDefinition.DefaultValue / statDefinition.MaxValue;
				AddStat(nameHash, builder);
			}

			if (Sync.IsServer)	// Only init scripts on server
			{
                // MW: remove all scripts because of the broken saves (Medieval character has multiple scripts (peasant's and player's))
                foreach (var script in m_scripts)
                {
                    script.Close();
                }
                m_scripts.Clear();

				foreach (var scriptName in definition.Scripts)
				{
					InitScript(scriptName);
				}
			}
			else
			{
				RequestStatActions();	// Only request the stat actions from the server
			}
		}
コード例 #3
0
		public void InitStats(MyStatsDefinition definition)
		{
			if (definition == null || !definition.Enabled || (!definition.AvailableInSurvival && MySession.Static.SurvivalMode))
				return;

			foreach (var statId in definition.Stats)
			{
				MyEntityStatDefinition statDefinition = null;
				if (!MyDefinitionManager.Static.TryGetDefinition(statId, out statDefinition))
					continue;

				if (!statDefinition.Enabled
					|| (!statDefinition.EnabledInCreative && MySession.Static.CreativeMode)
					|| (!statDefinition.AvailableInSurvival && MySession.Static.SurvivalMode))
					continue;

				var nameHash = MyStringHash.GetOrCompute(statDefinition.Name);
				MyEntityStat existingStat = null;
				if (m_stats.TryGetValue(statId.SubtypeId, out existingStat) && existingStat.StatId == nameHash)
					continue;

				var builder = new MyObjectBuilder_EntityStat();
				builder.SubtypeName = statId.SubtypeName;
				builder.MaxValue = 1.0f;
				builder.Value = 1.0f;
				AddStat(nameHash, builder);
			}

			if (Sync.IsServer)	// Only init scripts on server
			{
				foreach (var scriptName in definition.Scripts)
				{
					MyStatLogic script = null;
					if ((script = m_scripts.Find((otherScript) => { return otherScript.Name == scriptName; })) != null)
					{
						script.Close();
						m_scripts.Remove(script);	// On load we might've had less stats to consider (moving from creative to survival for example) so replace the old script
					}

					InitScript(scriptName);
				}
			}
			else
			{
				RequestStatActions();	// Only request the stat actions from the server
			}
		}