2012-02-25 268 views
1

我完全迷失在C#中,因为我以前从未使用它。然而,我试图在下面的代码中添加一个功能,其中自定义变量可以从文本文件导入(如果可能的话,导出,但并不重要。有人可以请我指导我如何完成这项任务吗?导入和导出到文件

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

我基本上想要的东西像setDefaultVariables方法,但可以检测到一个文本文件,并从该文件导入这些变量,然后告诉程序使用这些变量。 – n0shadow 2012-02-25 02:57:33

回答

1

听起来像是你想你的C#状态序列化为文本格式的XML序列化:http://msdn.microsoft.com/en-us/library/system.xml.serialization.xmlserializer.aspx

序列化基础知识: http://msdn.microsoft.com/en-us/library/ms233843.aspx

编辑

使用XmlSerializer的示例实现:

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; 
} 

你需要这些using声明:

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

广场这个地方在你的 “CSettingChangeOnMap” 级。你可能想重新命名一些东西。我希望这有助于:)

+0

那么这与Java中的BufferedReader类似吗?我对这些信息很困惑。请记住,我对C#非常陌生。 – n0shadow 2012-02-25 02:40:01

+2

@ProgramFun编号这与'BufferedReader'不相似。在C#中的等价物将是'StreamReader'与'BufferedStream'的组合。 'XmlSerializer'提供了使用声明性语法向/从XML存储/检索数据模型的功能 - 即向属性添加属性 – yas4891 2012-02-25 06:45:02

+0

@ yas4891感谢您澄清这一点。对我来说,使用'StreamReader'并只是将所有变量值输出到文本文件并在需要时按相同顺序读取它们会不会更容易?或者你会推荐一个比文本文件更多的XML吗?另外,你是否可以指导我如何在程序中包含文件输出的代码?再次感谢。 – n0shadow 2012-02-25 11:23:44