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