本文整理汇总了C#中Weapon.AllowMode方法的典型用法代码示例。如果您正苦于以下问题:C# Weapon.AllowMode方法的具体用法?C# Weapon.AllowMode怎么用?C# Weapon.AllowMode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Weapon
的用法示例。
在下文中一共展示了Weapon.AllowMode方法的2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: RefreshSelectedVehicle
//.........这里部分代码省略.........
{
chkVehicleHomeNode.Visible = true;
chkVehicleHomeNode.Checked = objGear.HomeNode;
}
}
else
{
// Look for the selected Vehicle Weapon.
Weapon objWeapon = new Weapon(_objCharacter);
Vehicle objCurrentVehicle = new Vehicle(_objCharacter);
foreach (Vehicle objVehicle in _objCharacter.Vehicles)
{
objWeapon = _objFunctions.FindWeapon(treVehicles.SelectedNode.Tag.ToString(), objVehicle.Weapons);
if (objWeapon != null)
{
objCurrentVehicle = objVehicle;
break;
}
}
lblVehicleWeaponName.Text = objWeapon.DisplayNameShort;
lblVehicleWeaponCategory.Text = objWeapon.DisplayCategory;
lblVehicleWeaponDamage.Text = objWeapon.CalculatedDamage();
lblVehicleWeaponAP.Text = objWeapon.TotalAP;
lblVehicleWeaponAmmo.Text = objWeapon.CalculatedAmmo();
lblVehicleWeaponMode.Text = objWeapon.CalculatedMode;
if (objWeapon.WeaponType == "Ranged" || (objWeapon.WeaponType == "Melee" && objWeapon.Ammo != "0"))
{
cmdFireVehicleWeapon.Enabled = true;
cmdReloadVehicleWeapon.Enabled = true;
lblVehicleWeaponAmmoRemaining.Text = objWeapon.AmmoRemaining.ToString();
cmsVehicleAmmoSingleShot.Enabled = objWeapon.AllowMode("SS") || objWeapon.AllowMode("SA");
cmsVehicleAmmoShortBurst.Enabled = objWeapon.AllowMode("BF");
cmsVehicleAmmoLongBurst.Enabled = objWeapon.AllowMode("FA");
cmsVehicleAmmoFullBurst.Enabled = objWeapon.AllowMode("FA");
cmsVehicleAmmoSuppressiveFire.Enabled = objWeapon.AllowMode("FA");
// Melee Weapons with Ammo are considered to be Single Shot.
if (objWeapon.WeaponType == "Melee" && objWeapon.Ammo != "0")
cmsVehicleAmmoSingleShot.Enabled = true;
if (cmsVehicleAmmoFullBurst.Enabled)
cmsVehicleAmmoFullBurst.Text = LanguageManager.Instance.GetString("String_FullBurst").Replace("{0}", objWeapon.FullBurst.ToString());
if (cmsVehicleAmmoSuppressiveFire.Enabled)
cmsVehicleAmmoSuppressiveFire.Text = LanguageManager.Instance.GetString("String_SuppressiveFire").Replace("{0}", objWeapon.Suppressive.ToString());
List<ListItem> lstAmmo = new List<ListItem>();
int intCurrentSlot = objWeapon.ActiveAmmoSlot;
for (int i = 1; i <= objWeapon.AmmoSlots; i++)
{
Gear objVehicleGear = new Gear(_objCharacter);
ListItem objAmmo = new ListItem();
objWeapon.ActiveAmmoSlot = i;
objVehicleGear = _objFunctions.FindGear(objWeapon.AmmoLoaded, objCurrentVehicle.Gear);
objAmmo.Value = i.ToString();
string strPlugins = "";
foreach (Vehicle objVehicle in _objCharacter.Vehicles)
{
foreach (Gear objCurrentAmmo in objVehicle.Gear)
{
if (objCurrentAmmo.InternalId == objWeapon.AmmoLoaded)
{
foreach (Gear objChild in objCurrentAmmo.Children)
示例2: RefreshSelectedWeapon
/// <summary>
/// Refresh the information for the currently displayed Weapon.
/// </summary>
public void RefreshSelectedWeapon()
{
lblWeaponDeviceRating.Text = "";
lblWeaponAttack.Text = "";
lblWeaponSleaze.Text = "";
lblWeaponDataProcessing.Text = "";
lblWeaponFirewall.Text = "";
bool blnClear = false;
try
{
if (treWeapons.SelectedNode.Level == 0)
blnClear = true;
}
catch
{
blnClear = true;
}
if (blnClear)
{
lblWeaponName.Text = "";
lblWeaponCategory.Text = "";
lblWeaponAvail.Text = "";
lblWeaponCost.Text = "";
lblWeaponConceal.Text = "";
lblWeaponAccuracy.Text = "";
lblWeaponDamage.Text = "";
lblWeaponRC.Text = "";
lblWeaponAP.Text = "";
lblWeaponReach.Text = "";
lblWeaponMode.Text = "";
lblWeaponAmmo.Text = "";
lblWeaponSource.Text = "";
cboWeaponAmmo.Enabled = false;
tipTooltip.SetToolTip(lblWeaponSource, null);
chkWeaponAccessoryInstalled.Enabled = false;
chkIncludedInWeapon.Enabled = false;
chkIncludedInWeapon.Checked = false;
// Disable the fire button.
cmdFireWeapon.Enabled = false;
cmdReloadWeapon.Enabled = false;
cmdWeaponBuyAmmo.Enabled = false;
cboWeaponAmmo.Enabled = false;
// Hide Weapon Ranges.
lblWeaponRangeShort.Text = "";
lblWeaponRangeMedium.Text = "";
lblWeaponRangeLong.Text = "";
lblWeaponRangeExtreme.Text = "";
return;
}
lblWeaponDicePool.Text = "";
tipTooltip.SetToolTip(lblWeaponDicePool, "");
cmdWeaponMoveToVehicle.Enabled = false;
// Locate the selected Weapon.
if (treWeapons.SelectedNode.Level == 1)
{
Weapon objWeapon = _objFunctions.FindWeapon(treWeapons.SelectedNode.Tag.ToString(), _objCharacter.Weapons);
if (objWeapon == null)
return;
_blnSkipRefresh = true;
lblWeaponName.Text = objWeapon.DisplayNameShort;
lblWeaponCategory.Text = objWeapon.DisplayCategory;
string strBook = _objOptions.LanguageBookShort(objWeapon.Source);
string strPage = objWeapon.Page;
lblWeaponSource.Text = strBook + " " + strPage;
tipTooltip.SetToolTip(lblWeaponSource, _objOptions.LanguageBookLong(objWeapon.Source) + " " + LanguageManager.Instance.GetString("String_Page") + " " + objWeapon.Page);
chkWeaponAccessoryInstalled.Enabled = false;
chkIncludedInWeapon.Enabled = false;
chkIncludedInWeapon.Checked = false;
// Do not allow Cyberware of Gear Weapons to be moved.
if (!objWeapon.Cyberware && objWeapon.Category != "Gear")
{
if (_objCharacter.Vehicles.Count > 0)
cmdWeaponMoveToVehicle.Enabled = true;
else
cmdWeaponMoveToVehicle.Enabled = false;
}
// Enable the fire button if the Weapon is Ranged.
if (objWeapon.WeaponType == "Ranged" || (objWeapon.WeaponType == "Melee" && objWeapon.Ammo != "0"))
{
cmdFireWeapon.Enabled = true;
cmdReloadWeapon.Enabled = true;
cmdWeaponBuyAmmo.Enabled = true;
lblWeaponAmmoRemaining.Text = objWeapon.AmmoRemaining.ToString();
//lblWeaponAmmoType.Text = "External Source";
cmsAmmoSingleShot.Enabled = objWeapon.AllowMode(LanguageManager.Instance.GetString("String_ModeSingleShot")) || objWeapon.AllowMode(LanguageManager.Instance.GetString("String_ModeSemiAutomatic"));
cmsAmmoShortBurst.Enabled = objWeapon.AllowMode(LanguageManager.Instance.GetString("String_ModeBurstFire")) || objWeapon.AllowMode(LanguageManager.Instance.GetString("String_ModeFullAutomatic"));
cmsAmmoLongBurst.Enabled = objWeapon.AllowMode(LanguageManager.Instance.GetString("String_ModeFullAutomatic"));
cmsAmmoFullBurst.Enabled = objWeapon.AllowMode(LanguageManager.Instance.GetString("String_ModeFullAutomatic"));
//.........这里部分代码省略.........