Exemplo n.º 1
0
                static void Refresh(ICharacter character)
                {
                    var newAchievements = PlayerCharacter.GetPrivateState(character)?.Achievements;

                    if (newAchievements is null ||
                        clientCurrentAchievements == newAchievements)
                    {
                        return;
                    }

                    if (clientCurrentAchievements is not null)
                    {
                        var list = clientCurrentAchievements.UnlockedAchievements;
                        list.ClientElementInserted -= ClientUnlockedAchievementAdded;
                    }

                    clientCurrentAchievements = newAchievements;

                    if (clientCurrentAchievements is not null)
                    {
                        var list = clientCurrentAchievements.UnlockedAchievements;
                        list.ClientElementInserted += ClientUnlockedAchievementAdded;
                    }

                    Logger.Important("Achievements received from the server: "
                                     + Environment.NewLine
                                     + clientCurrentAchievements.UnlockedAchievements
                                     .Select(a => a.Achievement.AchievementId)
                                     .Select(a => "* " + a)
                                     .GetJoinedString(Environment.NewLine));
                    ClientSyncAchievements();
                }
Exemplo n.º 2
0
            public override void ClientInitialize()
            {
                BootstrapperClientGame.InitCallback += Refresh;

                void Refresh(ICharacter character)
                {
                    var newAchievements = PlayerCharacter.GetPrivateState(character)?.Achievements;

                    if (newAchievements is null ||
                        clientCurrentAchievements == newAchievements)
                    {
                        return;
                    }

                    if (clientCurrentAchievements != null)
                    {
                        var list = clientCurrentAchievements.UnlockedAchievements;
                        list.ClientElementInserted -= this.ClientUnlockedAchievementAdded;
                    }

                    clientCurrentAchievements = newAchievements;

                    if (clientCurrentAchievements != null)
                    {
                        var list = clientCurrentAchievements.UnlockedAchievements;
                        list.ClientElementInserted += this.ClientUnlockedAchievementAdded;
                    }

                    ClientSyncAchievements();
                }
            }
Exemplo n.º 3
0
 public static void ServerInitCharacterAchievements(PlayerCharacterAchievements characterAchievements)
 {
     // add all achievements as locked
     foreach (var protoAchievement in AllAchievements)
     {
         characterAchievements.ServerTryAddAchievement(protoAchievement, isUnlocked: false);
     }
 }