House.House.LoadHouseData C# (CSharp) Méthode

LoadHouseData() private méthode

private LoadHouseData ( ) : void
Résultat void
        private void LoadHouseData()
        {
            XmlNode playerNode, houseNode, dataNode;
            XmlNodeList playerNodes;
            IEnumerator playerEnum, houseEnum, dataEnum;
            PlayerHouses playerHouse;
            PlayerHouseCoords playerHouseCoords;
            bool lockChests = true, lockDoors = true, lockSigns = true;

            xmlFilename = pluginFolder + Path.DirectorySeparatorChar + xmlFilename;
            if (!File.Exists(xmlFilename))
            {
                houseXML = new XmlDocument();
                XmlNode node = houseXML.CreateNode(XmlNodeType.XmlDeclaration, "xml", xmlNamespace);
                houseXML.AppendChild(node);
                node = houseXML.CreateNode(XmlNodeType.Element, "players", xmlNamespace);
                houseXML.AppendChild(node);
                houseXML.Save(xmlFilename);
                Program.tConsole.WriteLine(houseXML.InnerText);
            }

            houseXML.Load(xmlFilename);

            playerNodes = houseXML.GetElementsByTagName("player");
            playerEnum = playerNodes.GetEnumerator();
            while (playerEnum.MoveNext())
            {
                // Set player information
                playerNode = (XmlNode)playerEnum.Current;
                playerHouse = new PlayerHouses();
                playerHouse.PlayerName = playerNode.Attributes["id"].Value;
                playerHouse.Houses = new List<PlayerHouseCoords>();

                // Loop through player data
                dataEnum = playerNode.ChildNodes.GetEnumerator();
                while (dataEnum.MoveNext())
                {
                    // Set House Information
                    dataNode = (XmlNode)dataEnum.Current;

                    switch (dataNode.Name.ToUpper())
                    {
                        case "LOCKCHESTS":
                            lockChests = Boolean.Parse(dataNode.InnerXml);
                            break;
                        case "LOCKDOORS":
                            lockDoors = Boolean.Parse(dataNode.InnerXml);
                            break;
                        case "LOCKSIGNS":
                            lockSigns = Boolean.Parse(dataNode.InnerXml);
                            break;

                        case "HOUSES":
                            // Loop through house data
                            int houseCount = 0;
                            houseEnum = dataNode.ChildNodes.GetEnumerator();
                            while (houseEnum.MoveNext())
                            {
                                string houseName = null;
                                houseNode = (XmlNode)houseEnum.Current;
                                for (int i = 0; i < houseNode.Attributes.Count; i++)
                                {
                                    if (houseNode.Attributes[i].Name.ToUpper() == "NAME")
                                        houseName = houseNode.Attributes[i].Value;
                                }
                                if (houseName == null)
                                    houseName = "house" + houseCount;

                                playerHouseCoords = new PlayerHouseCoords(houseName);

                                playerHouseCoords.TopLeft.X = Int32.Parse(houseNode["topleft"]["x"].InnerXml);
                                playerHouseCoords.TopLeft.Y = Int32.Parse(houseNode["topleft"]["y"].InnerXml);
                                playerHouseCoords.BottomRight.X = Int32.Parse(houseNode["bottomright"]["x"].InnerXml);
                                playerHouseCoords.BottomRight.Y = Int32.Parse(houseNode["bottomright"]["y"].InnerXml);
                                playerHouseCoords.LockChests = lockChests;
                                playerHouseCoords.LockDoors = lockDoors;
                                playerHouseCoords.LockSigns = lockSigns;

                                for (int i = 0; i < houseNode.ChildNodes.Count; i++)
                                {
                                    switch (houseNode.ChildNodes[i].Name.ToUpper())
                                    {
                                        case "ALLOW":
                                            for (int j = 0; j < houseNode.ChildNodes[i].ChildNodes.Count; j++)
                                            {
                                                playerHouseCoords.Allowed.Add(houseNode.ChildNodes[i].ChildNodes[j].InnerXml);
                                            }
                                            break;

                                        case "LOCKCHESTS":
                                            playerHouseCoords.LockChests = Boolean.Parse(houseNode.ChildNodes[i].InnerXml);
                                            break;
                                        case "LOCKDOORS":
                                            playerHouseCoords.LockDoors = Boolean.Parse(houseNode.ChildNodes[i].InnerXml);
                                            break;
                                        case "LOCKSIGNS":
                                            playerHouseCoords.LockSigns = Boolean.Parse(houseNode.ChildNodes[i].InnerXml);
                                            break;

                                        case "TELEPORTPOINT":
                                            playerHouseCoords.TeleportPoint.X = Int32.Parse(houseNode.ChildNodes[i]["x"].InnerXml);
                                            playerHouseCoords.TeleportPoint.Y = Int32.Parse(houseNode.ChildNodes[i]["y"].InnerXml);
                                            break;
                                    }
                                }

                                playerHouse.Houses.Add(playerHouseCoords);

                                houseCount++;
                            }

                            break;
                    }
                }

                playerHouses.Add(playerHouse);
            }
        }