using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Windows.Forms; using Newtonsoft.Json; namespace TJAPlayer3 { class NamePlateConfig { public void tNamePlateConfig() { if (!File.Exists("NamePlate.json")) tSaveFile(); tLoadFile(); } #region [Medals] public void tEarnCoins(int[] amounts) { if (amounts.Length < 2) return; for (int i = 0; i < 2; i++) { int p = TJAPlayer3.GetActualPlayer(i); data.Medals[p] += amounts[i]; } tSaveFile(); } // Return false if the current amount of coins is to low public bool tSpendCoins(int amount, int player) { if (player > 1 || player < 0) return false; if (data.Medals[player] < amount) return false; data.Medals[player] -= amount; tSaveFile(); return true; } #endregion #region [Dan titles] public bool tUpdateDanTitle(string title, bool isGold, int clearStatus, int player) { bool changed = false; bool iG = isGold; int cs = clearStatus; if (TJAPlayer3.NamePlateConfig.data.DanTitles[player] == null) TJAPlayer3.NamePlateConfig.data.DanTitles[player] = new Dictionary(); if (TJAPlayer3.NamePlateConfig.data.DanTitles[player].ContainsKey(title)) { if (TJAPlayer3.NamePlateConfig.data.DanTitles[player][title].clearStatus > cs) cs = TJAPlayer3.NamePlateConfig.data.DanTitles[player][title].clearStatus; if (TJAPlayer3.NamePlateConfig.data.DanTitles[player][title].isGold) iG = true; } // Automatically set the dan to nameplate if new // Add a function within the NamePlate.cs file to update the title texture if (!TJAPlayer3.NamePlateConfig.data.DanTitles[player].ContainsKey(title) || cs != clearStatus || iG != isGold) { changed = true; /* TJAPlayer3.NamePlateConfig.data.Dan[player] = title; TJAPlayer3.NamePlateConfig.data.DanGold[player] = iG; TJAPlayer3.NamePlateConfig.data.DanType[player] = cs; */ } CDanTitle danTitle = new CDanTitle(iG, cs); TJAPlayer3.NamePlateConfig.data.DanTitles[player][title] = danTitle; tSaveFile(); return changed; } #endregion #region [Auxilliary classes] public class CDanTitle { public CDanTitle(bool iG, int cs) { isGold = iG; clearStatus = cs; } [JsonProperty("isGold")] public bool isGold; [JsonProperty("clearStatus")] public int clearStatus; } public class CNamePlateTitle { public CNamePlateTitle(int type) { iType = type; } [JsonProperty("iType")] public int iType; } #endregion #region [Heya] public void tReindexCharacter(int p, string[] characterNamesList) { string character = this.data.CharacterName[p]; if (characterNamesList.Contains(character)) this.data.Character[p] = characterNamesList.ToList().IndexOf(character); } public void tUpdateCharacterName(int p, string newChara) { this.data.CharacterName[p] = newChara; } public void tApplyHeyaChanges() { this.tSaveFile(); } #endregion public class Data { [JsonProperty("name")] public string[] Name = { "プレイヤー1", "プレイヤー2" }; [JsonProperty("title")] public string[] Title = { "初心者", "初心者" }; [JsonProperty("dan")] public string[] Dan = { "新人", "新人" }; [JsonProperty("danGold")] public bool[] DanGold = { false, false }; [JsonProperty("danType")] public int[] DanType = { 0, 0 }; [JsonProperty("titleType")] public int[] TitleType = { 0, 0 }; [JsonProperty("puchiChara")] public string[] PuchiChara = { "0", "0" }; [JsonProperty("medals")] public int[] Medals = { 0, 0 }; [JsonProperty("character")] public int[] Character = { 0, 0 }; [JsonProperty("characterName")] public string[] CharacterName = { "0", "0" }; [JsonProperty("danTitles")] public Dictionary[] DanTitles = new Dictionary[2]; [JsonProperty("namePlateTitles")] public Dictionary[] NamePlateTitles = new Dictionary[2]; [JsonProperty("unlockedPuchicharas")] public List[] UnlockedPuchicharas = new List[2] { new List(), new List() }; } public Data data = new Data(); #region [private] private void tSaveFile() { ConfigManager.SaveConfig(data, "NamePlate.json"); } private void tLoadFile() { data = ConfigManager.GetConfig(@"NamePlate.json"); } #endregion } }