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C# Event.LoadArchitctureCondFromString方法代码示例

本文整理汇总了C#中GameObjects.Event.LoadArchitctureCondFromString方法的典型用法代码示例。如果您正苦于以下问题:C# Event.LoadArchitctureCondFromString方法的具体用法?C# Event.LoadArchitctureCondFromString怎么用?C# Event.LoadArchitctureCondFromString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GameObjects.Event的用法示例。


在下文中一共展示了Event.LoadArchitctureCondFromString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: LoadGameDataFromDataBase


//.........这里部分代码省略.........
                {
                }
                te.LaunchPerson = this.Persons.GetGameObject((short)reader["LaunchPerson"]) as Person;
                te.Conditions.LoadFromString(this.GameCommonData.AllConditions, reader["Conditions"].ToString());
                te.HappenChance = (short)reader["Chance"];
                te.CheckArea = (EventCheckAreaKind)((short)reader["CheckAreaKind"]);
                te.LoadTargetPersonFromString(this.AllPersons, reader["TargetPersons"].ToString());
                te.LoadDialogFromString(this.AllPersons, reader["Dialogs"].ToString());
                te.LoadSelfEffectFromString(this.GameCommonData.AllTroopEventEffects, reader["EffectSelf"].ToString());
                te.LoadEffectPersonFromString(this.AllPersons, this.GameCommonData.AllTroopEventEffects, reader["EffectPersons"].ToString());
                te.LoadEffectAreaFromString(this.GameCommonData.AllTroopEventEffects, reader["EffectAreas"].ToString());
                this.TroopEvents.AddTroopEventWithEvent(te);
            }
            DbConnection.Close();
            try
            {
                DbConnection.Open();
                reader = new OleDbCommand("Select * From Event", DbConnection).ExecuteReader();

                while (reader.Read())
                {
                    try
                    {
                        Event e = new Event();
                        e.Scenario = this;
                        e.ID = (short)reader["ID"];
                        e.Name = reader["Name"].ToString();
                        e.repeatable = (bool)reader["Repeatable"];
                        e.AfterEventHappened = (short)reader["AfterEventHappened"];
                        e.happenChance = (short)reader["Chance"];
                        e.LoadPersonIdFromString(this.Persons, reader["PersonId"].ToString());
                        e.LoadPersonCondFromString(this.GameCommonData.AllConditions, reader["PersonCond"].ToString());
                        e.LoadArchitectureFromString(this.Architectures, reader["ArchitectureID"].ToString());
                        e.LoadArchitctureCondFromString(this.GameCommonData.AllConditions, reader["ArchitectureCond"].ToString());
                        e.LoadFactionFromString(this.Factions, reader["FactionID"].ToString());
                        e.LoadFactionCondFromString(this.GameCommonData.AllConditions, reader["FactionCond"].ToString());
                        e.LoadDialogFromString(reader["Dialog"].ToString());
                        e.LoadEffectFromString(this.GameCommonData.AllEventEffects, reader["Effect"].ToString());
                        e.LoadArchitectureEffectFromString(this.GameCommonData.AllEventEffects, reader["ArchitectureEffect"].ToString());
                        e.LoadFactionEffectFromString(this.GameCommonData.AllEventEffects, reader["FactionEffect"].ToString());
                        this.AllEvents.AddEventWithEvent(e);
                    }
                    catch
                    {
                        //ignore this event
                    }
                }
            }
            catch
            {
                //ignore, let there be empty event list
            }
            finally
            {
                DbConnection.Close();
            }
            try
            {
                DbConnection.Open();
                reader = new OleDbCommand("Select * From YearTable", DbConnection).ExecuteReader();
                while (reader.Read())
                {
                    int id = (int)reader["ID"];
                    int year = (short)reader["GYear"];
                    int month = (short)reader["GMonth"];
                    int day = (short)reader["GDay"];
开发者ID:ptmaster,项目名称:ZhongHuaSanGuoZhi,代码行数:67,代码来源:GameScenario.cs

示例2: LoadGameDataFromDataBase


//.........这里部分代码省略.........
                        te.Image = "";
                        te.Sound = "";
                    }
                    this.TroopEvents.AddTroopEventWithEvent(te);
                }
                catch (FormatException ex)
                {
                    errorMsg.Add("部队事件ID" + te.ID + ":读取字串转化成数字出错,请检查所有字串格式,对话里数字与字串以半型空格分隔");
                }
            }
            DbConnection.Close();
            try
            {
                DbConnection.Open();
                reader = new OleDbCommand("Select * From Event", DbConnection).ExecuteReader();

                while (reader.Read())
                {
                    try
                    {
                        Event e = new Event();
                        e.Scenario = this;
                        e.ID = (short)reader["ID"];
                        try
                        {
                            e.Name = reader["Name"].ToString();
                            e.happened = (bool)reader["Happened"];
                            e.repeatable = (bool)reader["Repeatable"];
                            e.AfterEventHappened = (short)reader["AfterEventHappened"];
                            e.happenChance = (short)reader["Chance"];
                            e.LoadPersonIdFromString(this.Persons, reader["PersonId"].ToString());
                            e.LoadPersonCondFromString(this.GameCommonData.AllConditions, reader["PersonCond"].ToString());
                            e.LoadArchitectureFromString(this.Architectures, reader["ArchitectureID"].ToString());
                            e.LoadArchitctureCondFromString(this.GameCommonData.AllConditions, reader["ArchitectureCond"].ToString());
                            e.LoadFactionFromString(this.Factions, reader["FactionID"].ToString());
                            e.LoadFactionCondFromString(this.GameCommonData.AllConditions, reader["FactionCond"].ToString());
                            e.LoadDialogFromString(reader["Dialog"].ToString());
                            e.LoadEffectFromString(this.GameCommonData.AllEventEffects, reader["Effect"].ToString());
                            e.LoadArchitectureEffectFromString(this.GameCommonData.AllEventEffects, reader["ArchitectureEffect"].ToString());
                            e.LoadFactionEffectFromString(this.GameCommonData.AllEventEffects, reader["FactionEffect"].ToString());
                            try
                            {
                                e.nextScenario = reader["NextScenario"].ToString();
                            }
                            catch
                            {
                                e.nextScenario = "";
                            }
                            try
                            {
                                e.Image = reader["ShowImage"].ToString();
                                e.Sound = reader["ShowSound"].ToString();
                                e.GloballyDisplayed = (bool)reader["GloballyDisplayed"];
                                e.StartYear = (int)reader["StartYear"];
                                e.StartMonth = (int)reader["StartMonth"];
                                e.EndYear = (int)reader["EndYear"];
                                e.EndMonth = (int)reader["EndMonth"];
                            }
                            catch
                            {
                                e.Image = "";
                                e.Sound = "";
                            }
                            this.AllEvents.AddEventWithEvent(e);
                        }
                        catch (FormatException)
开发者ID:hero1991,项目名称:ZhongHuaSanGuoZhi,代码行数:67,代码来源:GameScenario.cs


注:本文中的GameObjects.Event.LoadArchitctureCondFromString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。