Пример #1
0
 private void GlobalVariables_CollectionChanged(object sender, NotifyCollectionChangedEventArgs e)
 {
     switch (TheEditor.GetGlobalId(e.NewStartingIndex))
     {
     case GlobalVariable.CameraModeOnFoot:
         OnPropertyChanged(nameof(OnFootCameraMode));
         break;
     }
 }
        private void GlobalVariables_CollectionChanged(object sender, NotifyCollectionChangedEventArgs e)
        {
            GlobalVariable g = TheEditor.GetGlobalId(e.NewStartingIndex);

            switch (g)
            {
            case GlobalVariable.PlayerX:
            case GlobalVariable.PlayerY:
            case GlobalVariable.PlayerZ:
                OnPropertyChanged(nameof(SpawnPoint));
                break;

            case GlobalVariable.PlayerOutfit:
                OnPropertyChanged(nameof(Outfit));
                break;

            case GlobalVariable.PlayerArmor:
                OnPropertyChanged(nameof(Armor));
                break;

            case GlobalVariable.PlayerMoney:
                OnPropertyChanged(nameof(Money));
                break;

            case GlobalVariable.PlayerWeapon:
                OnPropertyChanged(nameof(Weapon));
                break;
            }

            if (m_isWritingWeaponSlot)
            {
                return;
            }
            switch (g)
            {
            case GlobalVariable.Weapon1Ammo:            // Brass Knuckles
                ReadSlot(0);
                break;

            case GlobalVariable.Weapon2Ammo:            // Melee
            case GlobalVariable.Weapon3Ammo:
            case GlobalVariable.Weapon4Ammo:
            case GlobalVariable.Weapon5Ammo:
            case GlobalVariable.Weapon6Ammo:
            case GlobalVariable.Weapon7Ammo:
            case GlobalVariable.Weapon8Ammo:
            case GlobalVariable.Weapon9Ammo:
            case GlobalVariable.Weapon10Ammo:
            case GlobalVariable.Weapon11Ammo:
                ReadSlot(1);
                break;

            case GlobalVariable.Weapon12Ammo:           // Projectiles
            case GlobalVariable.Weapon13Ammo:
            case GlobalVariable.Weapon14Ammo:
            case GlobalVariable.Weapon15Ammo:
                ReadSlot(2);
                break;

            case GlobalVariable.Weapon17Ammo:           // Pistols
            case GlobalVariable.Weapon18Ammo:
                ReadSlot(3);
                break;

            case GlobalVariable.Weapon19Ammo:           // Shotguns
            case GlobalVariable.Weapon20Ammo:
            case GlobalVariable.Weapon21Ammo:
                ReadSlot(4);
                break;

            case GlobalVariable.Weapon22Ammo:           // Sub-machine Guns
            case GlobalVariable.Weapon23Ammo:
            case GlobalVariable.Weapon24Ammo:
            case GlobalVariable.Weapon25Ammo:
                ReadSlot(5);
                break;

            case GlobalVariable.Weapon26Ammo:           // Assault Rifles
            case GlobalVariable.Weapon27Ammo:
                ReadSlot(6);
                break;

            case GlobalVariable.Weapon28Ammo:           // Sniper Rifles
            case GlobalVariable.Weapon29Ammo:
                ReadSlot(8);
                break;

            case GlobalVariable.Weapon30Ammo:           // Heavy Weapons
            case GlobalVariable.Weapon31Ammo:
            case GlobalVariable.Weapon32Ammo:
            case GlobalVariable.Weapon33Ammo:
                ReadSlot(7);
                break;

            case GlobalVariable.Weapon36Ammo:           // Special
                ReadSlot(9);
                break;
            }
        }