public void UnSet(int ItemID) { AccessoryItem Item = ItemManager.returnAccessoryItem(ItemID); Item.UnEquip(); DataManager.Save(); }
private void SetNewHat() { Accessories.AccessoryItems.Clear(); AccessoryItem hat = new AccessoryItem(AccessoryPositon.Hat, _currentOffer.Category.CategoryId, _gender == "Female" ? true : false); Accessories.AccessoryItems.Add(hat); }
/// <summary> /// Execute startup tasks /// </summary> /// <param name="sender">object sending the event</param> /// <param name="e">event arguments</param> private void WindowLoaded(object sender, RoutedEventArgs e) { // Look through all sensors and start the first connected one. // This requires that a Kinect is connected at the time of app startup. // To make your app robust against plug/unplug, // it is recommended to use KinectSensorChooser provided in Microsoft.Kinect.Toolkit foreach (var potentialSensor in KinectSensor.KinectSensors) { if (potentialSensor.Status == KinectStatus.Connected) { this.sensor = potentialSensor; break; } } if (null != this.sensor) { // Turn on the color stream to receive color frames this.sensor.ColorStream.Enable(ColorImageFormat.RgbResolution1280x960Fps12); // Allocate space to put the pixels we'll receive this.colorPixels = new byte[this.sensor.ColorStream.FramePixelDataLength]; // This is the bitmap we'll display on-screen this.colorBitmap = new WriteableBitmap(this.sensor.ColorStream.FrameWidth, this.sensor.ColorStream.FrameHeight, 96.0, 96.0, PixelFormats.Bgr32, null); // Set the image we display to point to the bitmap where we'll put the image data this.Image.Source = this.colorBitmap; // Add an event handler to be called whenever there is new color frame data this.sensor.ColorFrameReady += this.SensorColorFrameReady; this.sensor.SkeletonStream.Enable(); this.sensor.SkeletonFrameReady += this.SkeletonFrameReady; AccessoryItem hat = new AccessoryItem(AccessoryPositon.Hat, "4.png"); Accessories.AccessoryItems.Add(hat); Accessories.Start(sensor); // Start the sensor! try { this.sensor.Start(); } catch (IOException) { this.sensor = null; } } if (null == this.sensor) { this.statusBarText.Text = Properties.Resources.NoKinectReady; } }
public void Set(int itemid) { ItemId = itemid; if (itemid != 9999) { AccessoryItem Item = ItemManager.returnAccessoryItem(itemid); Item.Equip(); } DataManager.Save(); }
private void StartGreenScreenAndHat() { var helper = KinectHelper.Instance; GreenScreen.Start(helper.Sensor, false);// TODO wieder auf true sonst kein antialiasing Accessories.AccessoryItems.Clear(); AccessoryItem hat = new AccessoryItem(AccessoryPositon.Hat, _currentOffer.Category.CategoryId, false); Accessories.AccessoryItems.Add(hat); Accessories.Start(helper.Sensor); helper.ReadyEvent += (s, _) => HelperReady(); }
/// <summary> /// This function does the work and actually sets the UI labels, sprites, etc for this entry based on /// the incoming item data. /// </summary> public void Init(Item newItemData) { // set the proper values on the entry gameObject.name = newItemData.ID; // Cache this information itemData = (AccessoryItem)newItemData; string costText = newItemData.Cost.ToString(); labelCost.text = costText; labelName.text = newItemData.Name; spriteIcon.sprite = SpriteCacheManager.GetSprite(newItemData.TextureName); CheckState(); }
/// <summary> /// Gets the type of the accessory node. /// Given a accessory(ID), check the xml to see which type it is. /// </summary> /// <returns>The accessory node type.</returns> /// <param name="accessoryID">Accessory ID.</param> public string GetAccessoryNodeType(string accessoryID) { AccessoryItem itemDeco = (AccessoryItem)DataLoaderItems.GetItem(accessoryID); return(itemDeco.AccessoryType.ToString()); }
public static void SetupData() { allItems = new Dictionary <ItemType, Dictionary <string, Item> >(); //Load all item xml files UnityEngine.Object[] files = Resources.LoadAll("Items", typeof(TextAsset)); foreach (TextAsset file in files) { string xmlString = file.text; //Create XMLParser instance XMLParser xmlParser = new XMLParser(xmlString); //Call the parser to build the IXMLNode objects XMLElement xmlElement = xmlParser.Parse(); //Get item type ItemType itemType = (ItemType)Enum.Parse(typeof(ItemType), xmlElement.value); //Create dictionary to store data Dictionary <string, Item> categoryItem = new Dictionary <string, Item>(); //Go through all child node of xmlElement (the parent of the file) for (int i = 0; i < xmlElement.Children.Count; i++) { IXMLNode childNode = xmlElement.Children[i]; //Get id Hashtable hashAttr = XMLUtils.GetAttributes(childNode); string itemID = (string)hashAttr["ID"]; //Get Item properties from xml node Hashtable hashItemData = XMLUtils.GetChildren(childNode); Item item = null; switch (itemType) { case ItemType.Foods: item = new FoodItem(itemID, itemType, hashItemData); break; case ItemType.Usables: item = new UsableItem(itemID, itemType, hashItemData); break; case ItemType.Decorations: item = new DecorationItem(itemID, itemType, hashItemData); break; case ItemType.Accessories: item = new AccessoryItem(itemID, itemType, hashItemData); break; } if (!categoryItem.ContainsKey(itemID)) { categoryItem.Add(itemID, item); } else { Debug.LogError(itemID + " already in items dict"); } } //Store dictionary into all Items allItems.Add(itemType, categoryItem); } }
/// <summary> /// Gets the name of the accessory item prefab. /// </summary> /// <returns>The accessory item prefab name.</returns> /// <param name="itemID">Item ID.</param> public static string GetAccessoryItemPrefabName(string itemID) { AccessoryItem item = (AccessoryItem)GetItem(itemID); return(item.PrefabName); }
private void _loadData() { try { var data1 = _multiGrf.GetData(ProjectConfiguration.SyncAccId); var data2 = _multiGrf.GetData(ProjectConfiguration.SyncAccName); var accId = new LuaParser(data1, true, p => new Lub(p).Decompile(), EncodingService.DetectEncoding(data1), EncodingService.DisplayEncoding); var accName = new LuaParser(data2, true, p => new Lub(p).Decompile(), EncodingService.DetectEncoding(data2), EncodingService.DisplayEncoding); var accIdT = LuaHelper.GetLuaTable(accId, "ACCESSORY_IDs"); var accNameT = LuaHelper.GetLuaTable(accName, "AccNameTable"); Dictionary <int, AccessoryItem> viewIds = new Dictionary <int, AccessoryItem>(); foreach (var pair in accIdT) { int ival; if (Int32.TryParse(pair.Value, out ival)) { viewIds[ival] = new AccessoryItem { Id = ival, AccId = pair.Key }; } } int notFound = -1; foreach (var pair in accNameT) { int ival; string key = pair.Key.Replace("ACCESSORY_IDs.", "").Trim('[', ']'); var bind = viewIds.Values.FirstOrDefault(p => p.AccId == key); string texture = pair.Value.Replace("\"_", "").Trim('\"'); if (bind.Id == 0 && bind.Texture == null && bind.AccId == null) { string id = pair.Key.Trim('[', ']'); if (Int32.TryParse(id, out ival)) { bind.Texture = texture; bind.Id = ival; viewIds[bind.Id] = bind; } else { viewIds[notFound] = new AccessoryItem { Id = notFound, AccId = key, Texture = texture }; notFound--; } } else { bind.Texture = texture; viewIds[bind.Id] = bind; } } _obItems = new ObservableCollection <AccessoryItemView>(viewIds.OrderBy(p => p.Key).ToList().Select(p => new AccessoryItemView(p.Value)).ToList()); _dataGrid.ItemsSource = _obItems; _dataGrid.CanUserAddRows = true; _dataGrid.CanUserDeleteRows = true; _dataGrid.IsReadOnly = false; _dataGrid.CanUserReorderColumns = false; _dataGrid.CanUserResizeColumns = false; _dataGrid.CanUserSortColumns = true; _dataGrid.SelectionMode = Microsoft.Windows.Controls.DataGridSelectionMode.Extended; _dataGrid.SelectionUnit = Microsoft.Windows.Controls.DataGridSelectionUnit.CellOrRowHeader; _dataGrid.CanUserResizeRows = false; _dataGrid.KeyDown += new KeyEventHandler(_dataGrid_KeyDown); if (_obItems.Count > 0) { _dataGrid.ScrollIntoView(_obItems.Last()); } } catch (Exception err) { ErrorHandler.HandleException("Couldn't load the table files.", err); } }