Пример #1
0
        /// <summary>
        /// Adds a new checkpoints
        /// </summary>
        /// <param name="coords">Coordinates for the checkpoint</param>
        /// <param name="type">Type of the checkpoint to add</param>
        protected void AddCheckpoint(Vector3 coords, int type)
        {
            ClientCheckpoint checkpoint = new ClientCheckpoint(checkpointId, character.owner.client, coords, type, this.OnEnterCheckpoint, this.OnExitCheckpoint);

            checkpoints.Add(checkpoint);
            checkpointId++;
        }
Пример #2
0
 /// <summary>
 /// Loads trash from a trash collection point
 /// </summary>
 /// <param name="cp">Trash collection point</param>
 private void LoadTrash(ClientCheckpoint cp)
 {
     workVehicle.freezePosition = true;
     trashLoadTimer.Interval    = 5000;
     trashLoadTimer.Enabled     = true;
     currentCheckPoint          = cp;
     character.SendNotification("Loading trash...");
 }
Пример #3
0
 public override void OnEnterCheckpoint(ClientCheckpoint cp, NetHandle e)
 {
     // Job complete, unload cargo
     if (!finished)
     {
         this.finished = true;
         character.PlayFrontendSound("FLIGHT_SCHOOL_LESSON_PASSED", "HUD_AWARDS");
         this.character.SetMoney(this.character.money + salary);
         this.FinishJob();
     }
 }
Пример #4
0
        /// <summary>
        /// Is ran when trash loading is finished
        /// </summary>
        /// <param name="source">Timer</param>
        /// <param name="args">Timer arguments</param>
        public void FinishedLoadingTrash(System.Object source, ElapsedEventArgs args)
        {
            Timer t = (Timer)source;

            t.Enabled = false;
            character.SendNotification("Trash loaded");
            this.RemoveCheckpoint(currentCheckPoint);
            currentCheckPoint          = null;
            workVehicle.freezePosition = false;
            character.PlayFrontendSound("SELECT", "HUD_LIQUOR_STORE_SOUNDSET");
            CheckMissionComplete();
        }
Пример #5
0
 /// <summary>
 /// Is ran when player enters checkpoint
 /// </summary>
 /// <param name="cp">Checkpoint entered</param>
 /// <param name="e">Handle of entered thing, for example vehicle or player</param>
 public override void OnEnterCheckpoint(ClientCheckpoint cp, NetHandle e)
 {
     if (IsPlayerInWorkVehicle())
     {
         if (jobStage == 0)
         {
             LoadTrash(cp);
         }
         else if (jobStage == 1)
         {
             UnloadTrash();
         }
     }
 }
Пример #6
0
 /// <summary>
 /// Is triggered when player exits a checkpoint
 /// </summary>
 /// <param name="checkpoint">Checkpoint that player(or vehicle) exited</param>
 /// <param name="handle">Handle of object that exited</param>
 virtual public void OnExitCheckpoint(ClientCheckpoint checkpoint, NetHandle handle)
 {
 }
Пример #7
0
 /// <summary>
 /// Removes a checkpoint
 /// </summary>
 /// <param name="checkpoint">Checkpoint to remove</param>
 protected void RemoveCheckpoint(ClientCheckpoint checkpoint)
 {
     checkpoints.Remove(checkpoint);
     checkpoint.Destroy();
 }
Пример #8
0
 /// <summary>
 /// Cleans up the job when it ends
 /// </summary>
 private void CleanUp()
 {
     currentCheckPoint = null;
     jobStage          = 0;
 }
Пример #9
0
 /// <summary>
 /// Is ran when player exits checkpoint
 /// </summary>
 /// <param name="cp">Checkpoint exited</param>
 /// <param name="e">Handle of exited thing, for example vehicle or player</param>
 public override void OnExitCheckpoint(ClientCheckpoint cp, NetHandle e)
 {
 }
Пример #10
0
 /// <summary>
 /// Is triggered when player exits a checkpoint
 /// </summary>
 /// <param name="cp">Checkpoint that player(or vehicle) exited</param>
 /// <param name="e">Handle of object that exited</param>
 virtual public void OnExitCheckpoint(ClientCheckpoint cp, NetHandle e)
 {
 }
Пример #11
0
 /// <summary>
 /// Removes a checkpoint
 /// </summary>
 /// <param name="cp">Checkpoint to remove</param>
 protected void RemoveCheckpoint(ClientCheckpoint cp)
 {
     checkpoints.Remove(cp);
     cp.Destroy();
 }
Пример #12
0
 /// <summary>
 /// Is ran when player exits checkpoint
 /// </summary>
 /// <param name="checkpoint">Checkpoint exited</param>
 /// <param name="handle">Handle of exited thing, for example vehicle or player</param>
 public override void OnExitCheckpoint(ClientCheckpoint checkpoint, NetHandle handle)
 {
 }