2012-02-25 156 views
1

我完全迷失在C#中,因爲我以前從未使用它。然而,我試圖在下面的代碼中添加一個功能,其中自定義變量可以從文本文件導入(如果可能的話,導出,但並不重要。有人可以請我指導我如何完成這項任務嗎?導入和導出到文件

using System; 
using System.IO; 
using System.Text; 
using System.Threading; 
using System.Reflection; 
using System.Collections.Generic; 
using System.Data; 
using System.Text.RegularExpressions; 

using PRoCon.Core; 
using PRoCon.Core.Plugin; 
using PRoCon.Core.Plugin.Commands; 
using PRoCon.Core.Players; 
using PRoCon.Core.Players.Items; 
using PRoCon.Core.Battlemap; 
using PRoCon.Core.Maps; 

namespace PRoConEvents 
{ 
    public class CSettingChangeOnMap : PRoConPluginAPI, IPRoConPluginInterface 
    { 
    private int m_mapIndex; 
    private int m_nextIndex; 
    private List<string> myMapList; 
    private List<string> gameMode; 
    private List<int> numRounds; 
    private List<string> variableNames; 
    private List<List<string>> customVariables; 
    private List<string> defaultVariables; 
    private List<string> defaultVariablesBackup; 

    private bool cameFromRunNext; 
    private bool needsMapInitialization; 
    private bool needsModeChange; 
    private List<bool> variableHasBeenSet; 
    private enumBoolYesNo refreshMapList; 

    private void setNormalMode() 
    { 
     // Normal Preset Variables 
     this.ExecuteCommand("procon.protected.send", "vars.autoBalance", "true"); 
     this.ExecuteCommand("procon.protected.send", "vars.friendlyFire", "false"); 
     this.ExecuteCommand("procon.protected.send", "vars.killCam", "true"); 
     this.ExecuteCommand("procon.protected.send", "vars.miniMap", "true"); 
     this.ExecuteCommand("procon.protected.send", "vars.hud", "true"); 
     this.ExecuteCommand("procon.protected.send", "vars.3dSpotting", "true"); 
     this.ExecuteCommand("procon.protected.send", "vars.nameTag", "true"); 
     this.ExecuteCommand("procon.protected.send", "vars.3pCam", "true"); 
     this.ExecuteCommand("procon.protected.send", "vars.regenerateHealth", "true"); 
     this.ExecuteCommand("procon.protected.send", "vars.vehicleSpawnAllowed", "true"); 
     this.ExecuteCommand("procon.protected.send", "vars.soldierHealth", "100"); 
     this.ExecuteCommand("procon.protected.send", "vars.playerRespawnTime", "100"); 
     this.ExecuteCommand("procon.protected.send", "vars.onlySquadLeaderSpawn", "false"); 

     // Remaining Variables Set From User's Default Variable List 
     for (int i = 13; i < defaultVariables.Count; i++) 
     { 
     if (defaultVariables[i] != "YOUR_SERVER_NAME_HERE (Skip to Ignore)" && defaultVariables[i] != "YOUR_MAX_PLAYERS_HERE (Skip to Ignore)" && defaultVariables[i] != "YOUR_SERVER PASSWORD_HERE (Skip to Ignore)") 
      this.ExecuteCommand("procon.protected.send", variableNames[i], defaultVariables[i]); 
     } 
    } 

    private void setInfantryMode() 
    { 
     // Infantry Only Preset Variables 
     this.ExecuteCommand("procon.protected.send", "vars.autoBalance", "true"); 
     this.ExecuteCommand("procon.protected.send", "vars.friendlyFire", "false"); 
     this.ExecuteCommand("procon.protected.send", "vars.killCam", "true"); 
     this.ExecuteCommand("procon.protected.send", "vars.miniMap", "true"); 
     this.ExecuteCommand("procon.protected.send", "vars.hud", "true"); 
     this.ExecuteCommand("procon.protected.send", "vars.3dSpotting", "true"); 
     this.ExecuteCommand("procon.protected.send", "vars.nameTag", "true"); 
     this.ExecuteCommand("procon.protected.send", "vars.3pCam", "false"); 
     this.ExecuteCommand("procon.protected.send", "vars.regenerateHealth", "true"); 
     this.ExecuteCommand("procon.protected.send", "vars.vehicleSpawnAllowed", "false"); 
     this.ExecuteCommand("procon.protected.send", "vars.soldierHealth", "100"); 
     this.ExecuteCommand("procon.protected.send", "vars.playerRespawnTime", "100"); 
     this.ExecuteCommand("procon.protected.send", "vars.onlySquadLeaderSpawn", "false"); 

     // Remaining Variables Set From User's Default Variable List 
     for (int i = 13; i < defaultVariables.Count; i++) 
     { 
     if (defaultVariables[i] != "YOUR_SERVER_NAME_HERE (Skip to Ignore)" && defaultVariables[i] != "YOUR_MAX_PLAYERS_HERE (Skip to Ignore)" && defaultVariables[i] != "YOUR_SERVER PASSWORD_HERE (Skip to Ignore)") 
      this.ExecuteCommand("procon.protected.send", variableNames[i], defaultVariables[i]); 
     } 
    } 

    private void setHardcoreMode() 
    { 
     // Hardcore Preset Variables 
     this.ExecuteCommand("procon.protected.send", "vars.autoBalance", "true"); 
     this.ExecuteCommand("procon.protected.send", "vars.friendlyFire", "true"); 
     this.ExecuteCommand("procon.protected.send", "vars.killCam", "false"); 
     this.ExecuteCommand("procon.protected.send", "vars.miniMap", "true"); 
     this.ExecuteCommand("procon.protected.send", "vars.hud", "false"); 
     this.ExecuteCommand("procon.protected.send", "vars.3dSpotting", "false"); 
     this.ExecuteCommand("procon.protected.send", "vars.nameTag", "false"); 
     this.ExecuteCommand("procon.protected.send", "vars.3pCam", "false"); 
     this.ExecuteCommand("procon.protected.send", "vars.regenerateHealth", "false"); 
     this.ExecuteCommand("procon.protected.send", "vars.vehicleSpawnAllowed", "true"); 
     this.ExecuteCommand("procon.protected.send", "vars.soldierHealth", "60"); 
     this.ExecuteCommand("procon.protected.send", "vars.playerRespawnTime", "100"); 
     this.ExecuteCommand("procon.protected.send", "vars.onlySquadLeaderSpawn", "true"); 

     // Remaining Variables Set From User's Default Variable List 
     for (int i = 13; i < defaultVariables.Count; i++) 
     { 
     if (defaultVariables[i] != "YOUR_SERVER_NAME_HERE (Skip to Ignore)" && defaultVariables[i] != "YOUR_MAX_PLAYERS_HERE (Skip to Ignore)" && defaultVariables[i] != "YOUR_SERVER PASSWORD_HERE (Skip to Ignore)") 
      this.ExecuteCommand("procon.protected.send", variableNames[i], defaultVariables[i]); 
     } 
    } 

    private void setCustomMode(int mapIndex) 
    { 
     // User's Map Specific Custom Variables 
     for (int i = 0; i < variableNames.Count; i++) 
     { 
     if (customVariables[mapIndex][i] != "Enter Value Here! (Skip to Ignore)") 
     { 
      this.ExecuteCommand("procon.protected.send", variableNames[i], customVariables[mapIndex][i]); 
      variableHasBeenSet.Add(true); 
     } 
     else 
     { 
      variableHasBeenSet.Add(false); 
     } 
     } 

     // Remaining Variables Set From User's Default Variable List 
     for (int i = 0; i < variableNames.Count; i++) 
     { 
     if (!variableHasBeenSet[i]) 
     { 
      if (defaultVariables[i] != "YOUR_SERVER_NAME_HERE (Skip to Ignore)" && defaultVariables[i] != "YOUR_MAX_PLAYERS_HERE (Skip to Ignore)" && defaultVariables[i] != "YOUR_SERVER PASSWORD_HERE (Skip to Ignore)") 
      this.ExecuteCommand("procon.protected.send", variableNames[i], defaultVariables[i]); 
     } 
     } 

     variableHasBeenSet.Clear(); 
    } 

    public void setVariableList() 
    { 
     variableNames.Add("vars.autoBalance"); 
     variableNames.Add("vars.friendlyFire"); 
     variableNames.Add("vars.killCam"); 
     variableNames.Add("vars.miniMap"); 
     variableNames.Add("vars.hud"); 
     variableNames.Add("vars.3dSpotting"); 
     variableNames.Add("vars.3pCam"); 
     variableNames.Add("vars.nameTag"); 
     variableNames.Add("vars.regenerateHealth"); 
     variableNames.Add("vars.vehicleSpawnAllowed"); 
     variableNames.Add("vars.soldierHealth"); 
     variableNames.Add("vars.playerRespawnTime"); 
     variableNames.Add("vars.onlySquadLeaderSpawn"); 
     variableNames.Add("vars.roundStartPlayerCount"); 
     variableNames.Add("vars.roundRestartPlayerCount"); 
     variableNames.Add("vars.gameModeCounter"); 
     variableNames.Add("vars.teamKillCountForKick"); 
     variableNames.Add("vars.teamKillValueForKick"); 
     variableNames.Add("vars.teamKillValueIncrease"); 
     variableNames.Add("vars.teamKillValueDecreasePerSecond"); 
     variableNames.Add("vars.teamKillKickForBan"); 
     variableNames.Add("vars.idleTimeout"); 
     variableNames.Add("vars.idleBanRounds"); 
     variableNames.Add("vars.serverName"); 
     variableNames.Add("vars.maxPlayers"); 
     variableNames.Add("vars.gamePassword"); 
     variableNames.Add("vars.vehicleSpawnDelay"); 
    } 

    public void setDefaultVariables() 
    { 
     defaultVariables.Add("true"); 
     defaultVariables.Add("false"); 
     defaultVariables.Add("true"); 
     defaultVariables.Add("true"); 
     defaultVariables.Add("true"); 
     defaultVariables.Add("true"); 
     defaultVariables.Add("true"); 
     defaultVariables.Add("true"); 
     defaultVariables.Add("true"); 
     defaultVariables.Add("true"); 
     defaultVariables.Add("100"); 
     defaultVariables.Add("100"); 
     defaultVariables.Add("false"); 
     defaultVariables.Add("1"); 
     defaultVariables.Add("1"); 
     defaultVariables.Add("100"); 
     defaultVariables.Add("5"); 
     defaultVariables.Add("4.1"); 
     defaultVariables.Add("1"); 
     defaultVariables.Add("0.05"); 
     defaultVariables.Add("0"); 
     defaultVariables.Add("300"); 
     defaultVariables.Add("0"); 
     defaultVariables.Add("YOUR_SERVER_NAME_HERE (Skip to Ignore)"); 
     defaultVariables.Add("YOUR_MAX_PLAYERS_HERE (Skip to Ignore)"); 
     defaultVariables.Add("YOUR_SERVER PASSWORD_HERE (Skip to Ignore)"); 
     defaultVariables.Add("100"); 

     defaultVariablesBackup.Add("true"); 
     defaultVariablesBackup.Add("false"); 
     defaultVariablesBackup.Add("true"); 
     defaultVariablesBackup.Add("true"); 
     defaultVariablesBackup.Add("true"); 
     defaultVariablesBackup.Add("true"); 
     defaultVariablesBackup.Add("true"); 
     defaultVariablesBackup.Add("true"); 
     defaultVariablesBackup.Add("true"); 
     defaultVariablesBackup.Add("true"); 
     defaultVariablesBackup.Add("100"); 
     defaultVariablesBackup.Add("100"); 
     defaultVariablesBackup.Add("false"); 
     defaultVariablesBackup.Add("1"); 
     defaultVariablesBackup.Add("1"); 
     defaultVariablesBackup.Add("100"); 
     defaultVariablesBackup.Add("5"); 
     defaultVariablesBackup.Add("4.1"); 
     defaultVariablesBackup.Add("1"); 
     defaultVariablesBackup.Add("0.05"); 
     defaultVariablesBackup.Add("0"); 
     defaultVariablesBackup.Add("300"); 
     defaultVariablesBackup.Add("0"); 
     defaultVariablesBackup.Add("YOUR_SERVER_NAME_HERE (Skip to Ignore)"); 
     defaultVariablesBackup.Add("YOUR_MAX_PLAYERS_HERE (Skip to Ignore)"); 
     defaultVariablesBackup.Add("YOUR_SERVER PASSWORD_HERE (Skip to Ignore)"); 
     defaultVariablesBackup.Add("100"); 
    } 

    public List<string> getListOfDefaults() 
    { 
     List<string> myListReturn = new List<string>(); 

     myListReturn.Add("Enter Value Here! (Skip to Ignore)"); 
     myListReturn.Add("Enter Value Here! (Skip to Ignore)"); 
     myListReturn.Add("Enter Value Here! (Skip to Ignore)"); 
     myListReturn.Add("Enter Value Here! (Skip to Ignore)"); 
     myListReturn.Add("Enter Value Here! (Skip to Ignore)"); 
     myListReturn.Add("Enter Value Here! (Skip to Ignore)"); 
     myListReturn.Add("Enter Value Here! (Skip to Ignore)"); 
     myListReturn.Add("Enter Value Here! (Skip to Ignore)"); 
     myListReturn.Add("Enter Value Here! (Skip to Ignore)"); 
     myListReturn.Add("Enter Value Here! (Skip to Ignore)"); 
     myListReturn.Add("Enter Value Here! (Skip to Ignore)"); 
     myListReturn.Add("Enter Value Here! (Skip to Ignore)"); 
     myListReturn.Add("Enter Value Here! (Skip to Ignore)"); 
     myListReturn.Add("Enter Value Here! (Skip to Ignore)"); 
     myListReturn.Add("Enter Value Here! (Skip to Ignore)"); 
     myListReturn.Add("Enter Value Here! (Skip to Ignore)"); 
     myListReturn.Add("Enter Value Here! (Skip to Ignore)"); 
     myListReturn.Add("Enter Value Here! (Skip to Ignore)"); 
     myListReturn.Add("Enter Value Here! (Skip to Ignore)"); 
     myListReturn.Add("Enter Value Here! (Skip to Ignore)"); 
     myListReturn.Add("Enter Value Here! (Skip to Ignore)"); 
     myListReturn.Add("Enter Value Here! (Skip to Ignore)"); 
     myListReturn.Add("Enter Value Here! (Skip to Ignore)"); 
     myListReturn.Add("Enter Value Here! (Skip to Ignore)"); 
     myListReturn.Add("Enter Value Here! (Skip to Ignore)"); 
     myListReturn.Add("Enter Value Here! (Skip to Ignore)"); 
     myListReturn.Add("Enter Value Here! (Skip to Ignore)"); 

     return myListReturn; 
    } 

    public void getMapIndices() 
    { 
     this.ExecuteCommand("procon.protected.send", "mapList.getMapIndices"); 
    } 

    public void getMapRounds() 
    { 
     this.ExecuteCommand("procon.protected.send", "mapList.getRounds"); 
    } 

    public void getMapList() 
    { 
     this.ExecuteCommand("procon.protected.send", "mapList.list"); 
    } 

    public void initializeMapList() 
    { 
     myMapList.Clear(); 
     gameMode.Clear(); 
     numRounds.Clear(); 
     customVariables.Clear(); 

     needsMapInitialization = true; 
     getMapList(); 
    } 

    public CSettingChangeOnMap() 
    { 
     this.myMapList = new List<string>(); 
     this.gameMode = new List<string>(); 
     this.numRounds = new List<int>(); 
     this.variableNames = new List<string>(); 
     this.customVariables = new List<List<string>>(); 
     this.defaultVariables = new List<string>(); 
     this.defaultVariablesBackup = new List<string>(); 

     this.cameFromRunNext = false; 
     this.needsMapInitialization = true; 
     this.needsModeChange = false; 
     this.variableHasBeenSet = new List<bool>(); 
     this.refreshMapList = enumBoolYesNo.No; 

     this.setVariableList(); 
     this.setDefaultVariables(); 
    } 

    public string GetPluginName() 
    { 
     return "Server Settings Change On Map"; 
    } 

    public string GetPluginVersion() 
    { 
     return "1.4.5"; 
    } 

    public string GetPluginAuthor() 
    { 
     return "TimSad"; 
    } 

    public string GetPluginWebsite() 
    { 
     return "www.phogue.net/forumvb/showthread.php?3388-Settings-Change-on-Specific-Map-%281.1.0-12-13-2011%29-BF3"; 
    } 

    public string GetPluginDescription() 
    { 
     return @"<h2>Description</h2> 
     <p>This plugin allows you to set different game modes and custom variables throughout your map rotation. You have the option of Normal Mode, Infantry Only Mode, Hardcore Mode, and Custom Settings mode.</p> 
     <h2>Settings</h2> 
     <p><b>Default Variables (Server Startup Variables)</b> - Set each of these to match whatever your server starts up with using the Startup.txt file. Each one starts with their default values in their fields. 
     This is used to change the unspecified variables <i>back</i> to your server's startup values. For example, when you leave a custom variable field blank for one map, it won't use the same value that was defined for the previous map 
     and will instead revert it back to default per this Default Variables list.</p> 
     <p><b>Get/Refresh Your Map List?</b> - Use this to load each of your maps from your map list into a variable to assign a game mode to. (Plugin must be enabled for this to work)</p> 
     <p>Set your maps under <b>Your Map Rotation</b> to whichever game settings you would like to be played for that map.</p> 
     "; 
    } 

    public void OnPluginLoaded(string strHostName, string strPort, string strPRoConVersion) 
    { 
     this.RegisterEvents(this.GetType().Name, "OnMaplistGetMapIndices", "OnRoundOver", "OnMaplistGetRounds", "OnRunNextLevel", "OnMaplistList"); 
    } 

    public void OnPluginEnable() 
    { 
     this.ExecuteCommand("procon.protected.pluginconsole.write", "^bServer Settings Change On Map ^2Enabled!"); 
    } 

    public void OnPluginDisable() 
    { 
     this.ExecuteCommand("procon.protected.pluginconsole.write", "^bServer Settings Change On Map ^1Disabled =("); 
    } 

    public List<CPluginVariable> GetDisplayPluginVariables() 
    { 
     List<CPluginVariable> lstReturn = new List<CPluginVariable>(); 

     for (int i = 0; i < defaultVariables.Count; i++) 
     { 
     lstReturn.Add(new CPluginVariable("Default Variables (Server Startup Variables)|" + variableNames[i], defaultVariables[i].GetType(), defaultVariables[i])); 
     } 

     lstReturn.Add(new CPluginVariable("Refresh Map List|Get/Refresh Your Map List?", typeof(enumBoolYesNo), refreshMapList)); 

     for(int i = 0; i < myMapList.Count; i++) 
     { 
     lstReturn.Add(new CPluginVariable("Your Map Rotation|" + myMapList[i], "enum.Actions(Normal Mode|Infantry Only Mode|Hardcore Mode|Custom Settings)", gameMode[i])); 
     } 

     for (int i = 0; i < myMapList.Count; i++) 
     { 
     if (gameMode[i] == "Custom Settings") 
     { 
      for (int j = 0; j < this.variableNames.Count; j++) 
      { 
      lstReturn.Add(new CPluginVariable("Custom Variables: " + myMapList[i] + "|" + "Map #" + ((i + 1).ToString()) + ": " + this.variableNames[j], customVariables[i][j].GetType(), customVariables[i][j])); 
      } 
     } 
     } 

     return lstReturn; 
    } 

    public List<CPluginVariable> GetPluginVariables() 
    { 
     List<CPluginVariable> lstReturn = new List<CPluginVariable>(); 

     for (int i = 0; i < defaultVariables.Count; i++) 
     { 
     lstReturn.Add(new CPluginVariable(variableNames[i], defaultVariables[i].GetType(), defaultVariables[i])); 
     } 

     lstReturn.Add(new CPluginVariable("Get/Refresh Your Map List?", typeof(enumBoolYesNo), refreshMapList)); 

     for(int i = 0; i < myMapList.Count; i++) 
     { 
     lstReturn.Add(new CPluginVariable(myMapList[i], "enum.Actions(Normal Mode|Infantry Only Mode|Hardcore Mode|Custom Settings)", gameMode[i])); 
     } 

     for (int i = 0; i < myMapList.Count; i++) 
     { 
     if (gameMode[i] == "Custom Settings") 
     { 
      for (int j = 0; j < variableNames.Count; j++) 
      { 
      lstReturn.Add(new CPluginVariable("Map #" + ((i + 1).ToString()) + ": " + this.variableNames[j], customVariables[i][j].GetType(), customVariables[i][j])); 
      } 
     } 
     } 

     return lstReturn; 
    } 

    public void SetPluginVariable(string strVariable, string strValue) 
    { 
     for (int i = 0; i < defaultVariables.Count; i++) 
     { 
     if (strVariable.CompareTo(variableNames[i]) == 0) 
     { 
      defaultVariables[i] = strValue; 

      if (defaultVariables[i] == "") 
      defaultVariables[i] = defaultVariablesBackup[i]; 
     } 
     } 

     if (strVariable.CompareTo("Get/Refresh Your Map List?") == 0) 
     { 
     if (strValue == "Yes") 
     { 
      initializeMapList(); 
      Thread.Sleep(200); 
     } 
     } 

     for(int i = 0; i < myMapList.Count; i++) 
     { 
     if (strVariable.CompareTo(myMapList[i]) == 0) 
     { 
      gameMode[i] = strValue; 
     } 
     } 

     for (int i = 0; i < myMapList.Count; i++) 
     { 
     if (gameMode[i] == "Custom Settings") 
     { 
      for (int j = 0; j < variableNames.Count; j++) 
      { 
      if (strVariable.CompareTo("Map #" + ((i + 1).ToString()) + ": " + this.variableNames[j]) == 0) 
      { 
       customVariables[i][j] = strValue; 

       if (customVariables[i][j] == "") 
       customVariables[i][j] = "Enter Value Here! (Skip to Ignore)"; 
      } 
      } 
     } 
     } 
    } 

    public override void OnMaplistList(List<MaplistEntry> lstMaplist) 
    { 
     if (needsMapInitialization) 
     { 
     int mapNumber = 0; 

     for (int i = 0; i < lstMaplist.Count; i++) 
     { 
      mapNumber++; 
      numRounds.Add(lstMaplist[i].Rounds); 

      if (lstMaplist[i].MapFileName == "MP_Subway") 
      { 
      myMapList.Add("Operation Metro - Map #" + mapNumber.ToString()); 
      gameMode.Add("Normal Mode"); 
      } 
      else if (lstMaplist[i].MapFileName == "MP_001") 
      { 
      myMapList.Add("Grand Bazaar - Map #" + mapNumber.ToString()); 
      gameMode.Add("Normal Mode"); 
      } 
      else if (lstMaplist[i].MapFileName == "MP_003") 
      { 
      myMapList.Add("Teheran Highway - Map #" + mapNumber.ToString()); 
      gameMode.Add("Normal Mode"); 
      } 
      else if (lstMaplist[i].MapFileName == "MP_007") 
      { 
      myMapList.Add("Caspian Border - Map #" + mapNumber.ToString()); 
      gameMode.Add("Normal Mode"); 
      } 
      else if (lstMaplist[i].MapFileName == "MP_011") 
      { 
      myMapList.Add("Seine Crossing - Map #" + mapNumber.ToString()); 
      gameMode.Add("Normal Mode"); 
      } 
      else if (lstMaplist[i].MapFileName == "MP_012") 
      { 
      myMapList.Add("Operation Firestorm - Map #" + mapNumber.ToString()); 
      gameMode.Add("Normal Mode"); 
      } 
      else if (lstMaplist[i].MapFileName == "MP_013") 
      { 
      myMapList.Add("Damavand Peak - Map #" + mapNumber.ToString()); 
      gameMode.Add("Normal Mode"); 
      } 
      else if (lstMaplist[i].MapFileName == "MP_017") 
      { 
      myMapList.Add("Noshahr Canals - Map #" + mapNumber.ToString()); 
      gameMode.Add("Normal Mode"); 
      } 
      else if (lstMaplist[i].MapFileName == "MP_018") 
      { 
      myMapList.Add("Kharg Island - Map #" + mapNumber.ToString()); 
      gameMode.Add("Normal Mode"); 
      } 
      else if (lstMaplist[i].MapFileName == "XP1_001") 
      { 
      myMapList.Add("Strike at Karkand - Map #" + mapNumber.ToString()); 
      gameMode.Add("Normal Mode"); 
      } 
      else if (lstMaplist[i].MapFileName == "XP1_002") 
      { 
      myMapList.Add("Gulf of Oman - Map #" + mapNumber.ToString()); 
      gameMode.Add("Normal Mode"); 
      } 
      else if (lstMaplist[i].MapFileName == "XP1_003") 
      { 
      myMapList.Add("Sharqi Peninsula - Map #" + mapNumber.ToString()); 
      gameMode.Add("Normal Mode"); 
      } 
      else if (lstMaplist[i].MapFileName == "XP1_004") 
      { 
      myMapList.Add("Wake Island - Map #" + mapNumber.ToString()); 
      gameMode.Add("Normal Mode"); 
      } 
     } 

     for (int i = 0; i < myMapList.Count; i++) 
      customVariables.Add(getListOfDefaults()); 

     this.ExecuteCommand("procon.protected.pluginconsole.write", "Successfully Retrieved Map List!"); 
     needsMapInitialization = false; 
     } 
    } 

    public void OnMaplistGetRounds(int currentRound, int totalRounds) 
    { 
     if (needsModeChange) 
     { 
     if (cameFromRunNext) // Came from OnRunNextLevel 
     { 
      if (gameMode[m_mapIndex] == "Normal Mode") 
      setNormalMode(); 
      else if (gameMode[m_mapIndex] == "Infantry Only Mode") 
      setInfantryMode(); 
      else if (gameMode[m_mapIndex] == "Hardcore Mode") 
      setHardcoreMode(); 
      else if (gameMode[m_mapIndex] == "Custom Settings") 
      setCustomMode(m_mapIndex); 

      cameFromRunNext = false; 
     } 
     else if (!cameFromRunNext) // Came from OnRoundOver 
     { 
      if (gameMode[m_nextIndex] == "Normal Mode" && currentRound == numRounds[m_mapIndex] - 1) 
      setNormalMode(); 
      else if (gameMode[m_nextIndex] == "Infantry Only Mode" && currentRound == numRounds[m_mapIndex] - 1) 
      setInfantryMode(); 
      else if (gameMode[m_nextIndex] == "Hardcore Mode" && currentRound == numRounds[m_mapIndex] - 1) 
      setHardcoreMode(); 
      else if (gameMode[m_nextIndex] == "Custom Settings" && currentRound == numRounds[m_mapIndex] - 1) 
      setCustomMode(m_nextIndex); 
     } 

     needsModeChange = false; 
     } 

    } 

    public void OnMaplistGetMapIndices(int mapIndex, int nextIndex) 
    { 
     m_mapIndex = mapIndex; 
     m_nextIndex = nextIndex; 
     getMapRounds(); 
    } 

    public override void OnRoundOver(int iWinningTeamID) 
    { 
     needsModeChange = true; 
     getMapIndices(); 
    } 

    public override void OnRunNextLevel() 
    { 
     needsModeChange = true; 
     cameFromRunNext = true; 
     getMapIndices(); 
    } 
    } 
} 
+0

我基本上想要的東西像setDefaultVariables方法,但可以檢測到一個文本文件,並從該文件導入這些變量,然後告訴程序使用這些變量。 – n0shadow 2012-02-25 02:57:33

回答

1

聽起來像是你想你的C#狀態序列化爲文本格式的XML序列化:http://msdn.microsoft.com/en-us/library/system.xml.serialization.xmlserializer.aspx

序列化基礎知識: http://msdn.microsoft.com/en-us/library/ms233843.aspx

編輯

使用XmlSerializer的示例實現:

public struct MyData 
{ 
    public List<string> myMapList; 
    public List<string> gameMode; 
    public List<int> numRounds; 
    public List<string> variableNames; 
    public List<List<string>> customVariables; 
    public List<string> defaultVariables; 
    public List<string> defaultVariablesBackup; 
} 
private void SaveAllData() 
{ 
    string dataFile = Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.MyDocuments), "MyData.txt"); 

    MyData myData = new MyData() 
    { 
     myMapList = myMapList, 
     gameMode = gameMode, 
     numRounds = numRounds, 
     variableNames = variableNames, 
     customVariables = customVariables, 
     defaultVariables = defaultVariables, 
     defaultVariablesBackup = defaultVariablesBackup 
    }; 
    XmlSerializer serializer = new XmlSerializer(typeof(MyData)); 
    TextWriter writer = new StreamWriter(dataFile); 
    serializer.Serialize(writer, myData); 
    writer.Dispose(); 
    writer = null; 
} 
private void LoadAllData() 
{ 
    string dataFile = Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.MyDocuments), "MyData.txt"); 

    XmlSerializer serializer = new XmlSerializer(typeof(MyData)); 
    TextReader reader = new StreamReader(dataFile); 
    MyData myData = (MyData)serializer.Deserialize(reader); 
    reader.Dispose(); 
    reader = null; 

    myMapList = myData.myMapList; 
    gameMode = myData.gameMode; 
    numRounds = myData.numRounds; 
    variableNames = myData.variableNames; 
    customVariables = myData.customVariables; 
    defaultVariables = myData.defaultVariables; 
    defaultVariablesBackup = myData.defaultVariablesBackup; 
} 

你需要這些using聲明:

using System.Xml.Serialization; 
using System.IO; 

廣場這個地方在你的 「CSettingChangeOnMap」 級。你可能想重新命名一些東西。我希望這有助於:)

+0

那麼這與Java中的BufferedReader類似嗎?我對這些信息很困惑。請記住,我對C#非常陌生。 – n0shadow 2012-02-25 02:40:01

+2

@ProgramFun編號這與'BufferedReader'不相似。在C#中的等價物將是'StreamReader'與'BufferedStream'的組合。 'XmlSerializer'提供了使用聲明性語法向/從XML存儲/檢索數據模型的功能 - 即向屬性添加屬性 – yas4891 2012-02-25 06:45:02

+0

@ yas4891感謝您澄清這一點。對我來說,使用'StreamReader'並只是將所有變量值輸出到文本文件並在需要時按相同順序讀取它們會不會更容易?或者你會推薦一個比文本文件更多的XML嗎?另外,你是否可以指導我如何在程序中包含文件輸出的代碼?再次感謝。 – n0shadow 2012-02-25 11:23:44