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C# GameData.defaultfill方法代码示例

本文整理汇总了C#中GameData.defaultfill方法的典型用法代码示例。如果您正苦于以下问题:C# GameData.defaultfill方法的具体用法?C# GameData.defaultfill怎么用?C# GameData.defaultfill使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在GameData的用法示例。


在下文中一共展示了GameData.defaultfill方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: LoadfilesBackground

        private void LoadfilesBackground(System.Object sender, DoWorkEventArgs e)
        {
            string aerror = string.Empty;
            try {
                if (sender != null) {
                    BackgroundWorker worker = (BackgroundWorker)sender;
                    worker.DoWork -= LoadfilesBackground;
                }

                if (File.Exists(mPluginConfigfilename)) {
                    this.mPluginConfig = (PluginSettings)Util.DeSerializeObject(mPluginConfigfilename, typeof(PluginSettings));
                }

                //create default file
                if (mPluginConfig == null) {
                    mPluginConfig = new PluginSettings();
                    mPluginConfig.Shortcuts = new SDictionary<string, string>();
                    mPluginConfig.Shortcuts.Add("hr", "House Recall");
                    mPluginConfig.Shortcuts.Add("mr", "House Mansion_Recall");
                    mPluginConfig.Shortcuts.Add("ah", "Allegiance Hometown");
                    mPluginConfig.Shortcuts.Add("ls", "Lifestone");
                    mPluginConfig.Shortcuts.Add("mp", "Marketplace");
                    mPluginConfig.Alerts = getbaseAlerts();
                    mPluginConfig.AlertKeyMob = "Monster";
                    mPluginConfig.AlertKeyPortal = "Portal";
                    mPluginConfig.AlertKeySalvage = "Salvage";
                    mPluginConfig.AlertKeyScroll = "Salvage";
                    mPluginConfig.AlertKeyThropy = "Trophy";
                    mPluginConfig.Alertwawfinished = "finished.wav";
                }
                //HACK:  Still hating the sounds
            //				mplayer = new mediaplayer();
            //				mplayer.Volume = mPluginConfig.wavVolume;
                loadcolortable();

                //Check for Gamedata.xml
                if (!File.Exists(Util.docPath + "\\GameData.xml")) {
                    //Create it if !exists
                    iGameData.defaultfill();
                    Util.SerializeObject(Util.docPath + "\\GameData.xml", iGameData);
                }

                //Now that it exists, check version and update if needed
                if (File.Exists(Util.docPath + "\\GameData.xml")) {
                    iGameData = (AlincoVVS.PluginCore.GameData)Util.DeSerializeObject(Util.docPath + "\\GameData.xml", typeof(GameData));
                    //Look to code this for a single line revision of Gamedata version, currently must update in 2 locations
                    if (iGameData.version < 10) {
                        iGameData.defaultfill();
                        Util.SerializeObject(Util.docPath + "\\GameData.xml", iGameData);
                    }
                }

                mWorldConfigfilename = Util.docPath + "\\" + Util.normalizePath(Core.CharacterFilter.Server);
                if (!Directory.Exists(mWorldConfigfilename)) {
                    Directory.CreateDirectory(mWorldConfigfilename);
                }

                mExportInventoryname = Util.docPath + "\\Inventory";
                if (!Directory.Exists(mExportInventoryname)) {
                    Directory.CreateDirectory(mExportInventoryname);
                    writebasexslt(mExportInventoryname + "\\Inventory.xslt");
                }

                mExportInventoryname += "\\" + Core.CharacterFilter.Server + ".xml";
                mWorldInventoryname = Util.docPath + "\\" + Util.normalizePath(Core.CharacterFilter.Server) + "\\Inventory.xml";
                if (File.Exists(mWorldInventoryname)) {
                    object tobj = Util.DeSerializeObject(mWorldInventoryname, typeof(SDictionary<int, InventoryItem>));
                    if (tobj != null) {
                        mGlobalInventory = (global::AlincoVVS.PluginCore.SDictionary<int, global::AlincoVVS.PluginCore.InventoryItem>)tobj;
                        mStorageInfo = (global::AlincoVVS.PluginCore.SDictionary<int, string>)Util.DeSerializeObject(mWorldInventoryname + "storage", typeof(SDictionary<int, string>));
                    } else {
                        mGlobalInventory = new SDictionary<int, InventoryItem>();
                    }
                } else {
                    writebasexslt(Util.docPath + "\\" + Util.normalizePath(Core.CharacterFilter.Server) + "\\Inventory.xslt");
                }

                mCharConfigfilename = mWorldConfigfilename;
                mWorldConfigfilename += "\\Settings.xml";
                if (File.Exists(mWorldConfigfilename)) {
                    mWorldConfig = (WorldSettings)Util.DeSerializeObject(mWorldConfigfilename, typeof(WorldSettings));
                }

                mCharConfigfilename += "\\" + Util.normalizePath(Core.CharacterFilter.Name) + ".xml";
                if (File.Exists(mCharConfigfilename)) {
                    mCharconfig = (CharSettings)Util.DeSerializeObject(mCharConfigfilename, typeof(CharSettings));
                }

                if (mWorldConfig == null) {
                    mWorldConfig = new WorldSettings();
                }

                if (mCharconfig == null) {
                    mCharconfig = new CharSettings();
                }

                mProtectedCorpses.Add("Corpse of " + Core.CharacterFilter.Name);
                mFilesLoaded = true;

            } catch (Exception ex) {
//.........这里部分代码省略.........
开发者ID:Kkarinisme,项目名称:GearTemp,代码行数:101,代码来源:PluginCore.cs.back.cs


注:本文中的GameData.defaultfill方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。