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看到以上的程式碼你可能會想, 那不是每一個插件也要弄一個 json?  其實不是, 你可以只在一個插件中讀取一次json, 再把那個資源物件的id 分享給其他插件使用
以下是使用 XVar 把物件 id 分享給其他插件的方法
需要載入 json 的插件這樣寫: 複製程式
#include <amxmodx>
#include <oo_assets>
public Assets:AssetsObject;
public plugin_precache()
{
AssetsObject = oo_new("Assets");
AssetsLoadJson(AssetsObject, "assets/test.json");
}
用於簡化程序的一個stock function (可寫在你的自定義inc中) 複製程式
stock any:GetXVarObject(const name[])
{
new xvar = get_xvar_id(name);
if (xvar == -1)
set_fail_state("XVar does not exist: %s", name);
new any:object = get_xvar_num(xvar);
if (!oo_object_exists(object))
set_fail_state("Object does not exist: %d", object);
return object;
}
這是其他插件A: 複製程式
new Assets:g_oAssets;
public plugin_init()
{
g_oAssets = GetXVarObject("AssetsObject");
register_clcmd("test_mp3", "CmdTestMp3");
}
public CmdTestMp3(id)
{
static music[64];
if (AssetsGetRandomGeneric(g_oAssets, "music", music, charsmax(music)))
client_cmd(id, "mp3 play %s", music);
return PLUGIN_HANDLED;
}
這是其他插件B: 複製程式
new Assets:g_oAssets;
public plugin_init()
{
g_oAssets = GetXVarObject("AssetsObject");
register_clcmd("test_spk", "CmdTestSpk");
}
public CmdTestSpk(id)
{
static spk[64];
if (AssetsGetRandomGeneric(g_oAssets, "spk", spk, charsmax(spk)))
client_cmd(id, "spk %s", spk);
return PLUGIN_HANDLED;
}
JSON檔案設定 (這只是個範例) 複製程式
{
"generics" : {
"music" : "sound/test/resident_evil.mp3",
"spk" : "sound/test/door_stuck.wav"
}
}
XVar 的詳細使用方法可以看看 a78 大的教學
[ 此文章被11922911在2024-06-19 15:03重新編輯 ]
此文章被評分,最近評分記錄威望:5 (by amore12) | 理由: 辛苦了!! | |
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From:香港沒有資料 | Posted:2024-05-16 05:25 |
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11922911

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如果擔心效能問題其實可以有一些應對方案 譬如在 plugin_init() 一開始就預先用一個變數來獲取某個檔案, 以後就用那個變數來設定 (只針對 model 或 sprite) 複製程式
new g_KnifeModel[64];
new g_ShockwaveSpr;
...
public plugin_init()
{
...
AssetsGetModel(g_oAssets, "v_knife", g_KnifeModel, charsmax(g_KnifeModel));
g_ShockwaveSpr = AssetsGetSprite(g_oAssets, "shockwave");
}
public OnKnifeDeploy_Post(ent)
{
...
if (g_KnifeModel[0])
set_pev(player, pev_viewmodel2, g_KnifeModel);
}
public OnWorldSpawnTraceAttack_Post(ent, attacker, Float:damage, Float:direction[3], tr, damagebits)
{
...
if (g_ShockwaveSpr)
{
message_begin_f(MSG_PVS, SVC_TEMPENTITY, origin);
write_byte(TE_BEAMCYLINDER); // TE id
...
write_short(g_ShockwaveSpr);
message_end();
}
}
而 sound 及 generic 則可以預先獲取 Array 的 handle 複製程式
new Array:g_aHitWallSound;
new Array:g_aSlashSound;
...
public plugin_init()
{
...
g_aHitWallSound = AssetsGetSound(g_oAssets, "knife_hitwall");
g_aSlashSound = AssetsGetGeneric(g_oAssets, "knife_spk");
}
複製程式
public OnEmitSound(id, channel, const sample[], Float:volume, Float:attn, flags, pitch)
{
...
if (equal(sample[8], "knife_hitwall", 13))
{
if (g_aHitWallSound != Invalid_Array)
{
static sound[64];
ArrayGetRandomString(g_aHitWallSound, sound, charsmax(sound));
emit_sound(id, channel, sound, volume, attn, flags, pitch);
return FMRES_SUPERCEDE;
}
}
if (equal(sample[8], "knife_slash", 11))
{
if (g_aSlashSound != Invalid_Array)
{
static sound[64];
ArrayGetRandomString(g_aSlashSound, sound, charsmax(sound));
client_cmd(0, "spk %s", sound);
return FMRES_SUPERCEDE;
}
}
}
複製程式
stock ArrayGetRandomString(Array:handle, sound[], maxlen)
{
ArrayGetString(handle, random(ArraySize(handle)), sound, maxlen);
}
[ 此文章被11922911在2024-05-16 18:55重新編輯 ]
此文章被評分,最近評分記錄支持度:100 (by amore12) | 理由: 辛苦了!! | |
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From:香港沒有資料 | Posted:2024-05-16 13:23 |
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