Gangwar-System base Structure

This commit is contained in:
Lukas Moungos
2019-11-30 23:48:28 +01:00
parent a4303a1a01
commit af9a1b5c12
4 changed files with 114 additions and 20 deletions

View File

@@ -9,7 +9,7 @@ using Newtonsoft.Json;
namespace ReallifeGamemode.Server.Gangwar
{
public class Gangwar
public class Gangwar : Script
{
public static Turf[] _loadedTurfs;
private static List<Turfs> turfs;
@@ -40,5 +40,33 @@ namespace ReallifeGamemode.Server.Gangwar
return _loadedTurfs;
}
[RemoteEvent("SERVER:SetTurf")]
public void RmtEvent_SetTurf(Client client, string jsonX, string jsonY, string jsonRot, string jsonRange, string Name)
{
float pX = JsonConvert.DeserializeObject<float>(jsonX);
float pY = (float)JsonConvert.DeserializeObject<float>(jsonY);
float Rot = (float)JsonConvert.DeserializeObject<float>(jsonRot);
float Range = (float)JsonConvert.DeserializeObject<float>(jsonRange);
var newTurf = new Turfs
{
Name = Name,
X = pX,
Y = pY,
Rotation = client.Heading,
Range = Range,
Owner = "Neutral",
Color = 0
};
using(var dbContext = new DatabaseContext())
{
dbContext.Turfs.Add(newTurf);
dbContext.SaveChanges();
}
loadTurfs();
NAPI.ClientEvent.TriggerClientEventForAll("GangAreas:Create", JsonConvert.SerializeObject(turfs.ToArray()));
}
}
}