本文整理汇总了C#中LoadMode.ToString方法的典型用法代码示例。如果您正苦于以下问题:C# LoadMode.ToString方法的具体用法?C# LoadMode.ToString怎么用?C# LoadMode.ToString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类LoadMode
的用法示例。
在下文中一共展示了LoadMode.ToString方法的4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: OnLevelLoaded
public override void OnLevelLoaded(LoadMode mode)
{
base.OnLevelLoaded(mode);
CurrentLoadMode = mode;
try
{
if (Mod.DEBUG_LOG_ON && Mod.DEBUG_LOG_LEVEL > 0) { Helper.dbgLog("LoadMode:" + mode.ToString()); }
if (Mod.IsEnabled == true)
{
// only setup redirect when in a real game
/* NewScenarioFromGame,8
NewScenarioFromMap,9
LoadScenario,10
NewGameFromScenario,11
UpdateScenarioFromGame,12
UpdateScenarioFromMap,13
*/
if (mode == LoadMode.LoadGame || mode == LoadMode.NewGame || mode==LoadMode.LoadMap ||mode==LoadMode.NewMap || mode== LoadMode.NewGame
|| (int)mode == 8 || (int)mode == 9 || (int)mode == 10 || (int)mode == 11 || (int)mode == 12 || (int)mode == 13)
{
if (Mod.DEBUG_LOG_ON) { Helper.dbgLog("Asset modes not detcted"); }
if (Mod.IsGuiEnabled) { SetupGui(); } //setup gui if we're enabled.
}
int a = (int)CurrentLoadMode;
}
else
{
//This should never happen.
if (Mod.DEBUG_LOG_ON) { Helper.dbgLog("We fired when we were not even enabled active??"); }
if (Mod.IsGuiEnabled) { RemoveGui(); }
}
}
catch(Exception ex)
{ Helper.dbgLog("Error:", ex, true); }
}
示例2: OnLevelLoaded
public override void OnLevelLoaded(LoadMode mode)
{
base.OnLevelLoaded(mode);
CurrentLoadMode = mode;
try
{
if (Mod.DEBUG_LOG_ON && Mod.DEBUG_LOG_LEVEL > 0) { Helper.dbgLog("LoadMode:" + mode.ToString()); }
if (Mod.IsEnabled == true)
{
// only setup redirect when in a real game
if (mode == LoadMode.LoadGame || mode == LoadMode.NewGame || mode==LoadMode.LoadMap ||mode==LoadMode.NewMap )
{
if (Mod.DEBUG_LOG_ON) { Helper.dbgLog("Asset modes not detcted"); }
if (Mod.IsGuiEnabled) { SetupGui(); } //setup gui if we're enabled.
}
}
else
{
//This should never happen.
if (Mod.DEBUG_LOG_ON) { Helper.dbgLog("We fired when we were not even enabled active??"); }
if (Mod.IsGuiEnabled) { RemoveGui(); }
}
}
catch(Exception ex)
{ Helper.dbgLog("Error:", ex, true); }
}
示例3: OnLevelLoaded
public override void OnLevelLoaded(LoadMode mode)
{
base.OnLevelLoaded(mode);
try
{
if (Mod.DEBUG_LOG_ON && Mod.DEBUG_LOG_LEVEL > 0) { Helper.dbgLog("LoadMode:" + mode.ToString()); }
if (Mod.IsEnabled == true & Mod.IsRedirectActive == false)
{
// only setup redirect when in a real game
if (mode == LoadMode.LoadGame || mode == LoadMode.NewGame)
{
if (Mod.DEBUG_LOG_ON) { Helper.dbgLog("Map or Asset modes not detcted"); }
Mod.SetupRedirects(); //setup the redirects.
if (Mod.IsGuiEnabled) { SetupGui(); } //setup gui if we're enabled.
}
}
else if (Mod.IsEnabled == false & Mod.IsRedirectActive == true)
{
//This should never happen.
if (Mod.DEBUG_LOG_ON) { Helper.dbgLog("Redirects were active when mod disabled?"); }
Mod.ReverseRedirects(); //attempt to revert redirects
if (Mod.IsGuiEnabled) { RemoveGui(); }
}
}
catch(Exception ex)
{ Helper.dbgLog("Error:", ex, true); }
}
示例4: OnLevelLoaded
/// <summary>
/// Optional
/// This core function will get called just after the Level - aka your map has been fully loaded.
/// That means the game data has all been read from your file and the simulation is ready to go.
/// </summary>
/// <param name="mode">a LoadMode enum (ie newgame,newmap,loadgame,loadmap,newasset,loadassett)</param>
public override void OnLevelLoaded(LoadMode mode)
{
base.OnLevelLoaded(mode); //call the original implemenation first if does anything... it doesn't actually but whatever maybe some day it might.
CurrentLoadMode = mode; //save this guy for later.
try
{
if (SomeModName.DEBUG_LOG_ON && SomeModName.DEBUG_LOG_LEVEL > 0) { Logger.dbgLog("LoadMode:" + mode.ToString()); }
if (SomeModName.isEnabled == true)
{
// only setup gui when in a real game, not in the asset editor
if (mode == LoadMode.LoadGame || mode == LoadMode.NewGame || mode==LoadMode.LoadMap ||mode==LoadMode.NewMap )
{
if (SomeModName.DEBUG_LOG_ON) { Logger.dbgLog("Asset modes not detcted, setting up gui."); }
SetupGui(); //setup gui
}
}
else
{
//This should technically never happen, but why not account for it anyway.
if (SomeModName.DEBUG_LOG_ON) { Logger.dbgLog("We fired when we were not even enabled active??"); }
RemoveGui();
}
}
catch(Exception ex)
{ Logger.dbgLog("Error:", ex, true); }
}