使用範例:插件
複製程式
#include <amxmodx>
#include <cstrike>
#include <engine>
#include <fakemeta>
#include <hamsandwich>
#include <asset_api>
new Array:g_soundSpk;
new g_soundEmit[64];
new g_playerModel[32];
new g_knifeModel[64];
new g_sprDisk;
public plugin_precache()
{
// 載入 JSON
// 若載入失敗它也會至少以 Invalid_JSON 來呼叫一次 asset_OnHandleJson 來預載預設的資源檔案
asset_loadJson("test", "test.json")
}
public asset_OnHandleJson(JSON:json, const name[])
{
// 檢查識別的名字
if (!equal(name, "test")) return;
// 載入 spk 音效
g_soundSpk = asset_toArray(Asset_Generic, json, "spk", 64,
.defaultFile="sound/events/enemy_died.wav");
// 載入 emit 音效
asset_toString(Asset_Sound, json, "emit", g_soundEmit, charsmax(g_soundEmit),
.defaultFile="player/headshot1.wav");
// 載入玩家模組
asset_toString(Asset_PlayerModel, json, "playermodel", g_playerModel, charsmax(g_playerModel),
.defaultFile="terror");
// 載入小刀模組
asset_toString(Asset_Model, json, "v_knife", g_knifeModel, charsmax(g_knifeModel),
.defaultFile="models/v_knife.mdl");
// 載入 SPR
g_sprDisk = asset_toString(Asset_Model, json, "spr_disk",
.defaultFile="sprites/zbeam1.spr");
}
public plugin_init()
{
register_plugin("Asset API Test", "0.1", "holla");
register_clcmd("test_spk", "CmdTestSpk");
register_clcmd("test_emit", "CmdTestEmit");
register_clcmd("test_spr", "CmdTestSpr");
RegisterHam(Ham_Spawn, "player", "OnPlayerSpawn_Post", 1);
RegisterHam(Ham_Item_Deploy, "weapon_knife", "OnKnifeDeploy_Post", 1);
}
public CmdTestSpk()
{
ARRAY_RANDOM_STR(g_soundSpk, sound[64]) // 獲得隨機音效 (這是 INC 裡面的 macro)
client_cmd(0, "spk %s", sound); // 用 spk 方式播放
}
public CmdTestEmit(id)
{
// 用 emit_sound 播放音效在玩家身上
emit_sound(id, CHAN_AUTO, g_soundEmit, VOL_NORM, ATTN_NORM, 0, PITCH_NORM);
}
public CmdTestSpr(id)
{
new origin[3];
get_user_origin(id, origin, 3);
origin[2] += 1;
message_begin(MSG_BROADCAST ,SVC_TEMPENTITY) //message begin
write_byte(TE_BEAMDISK)
write_coord(origin[0]) // center position
write_coord(origin[1])
write_coord(origin[2])
write_coord(origin[0]) // axis and radius
write_coord(origin[1])
write_coord(origin[2] + 250)
write_short(g_sprDisk) // sprite index
write_byte(0) // starting frame
write_byte(0) // frame rate in 0.1's
write_byte(10) // life in 0.1's
write_byte(10) // line width in 0.1's
write_byte(0) // noise amplitude in 0.01's
write_byte(0) //colour
write_byte(100)
write_byte(200)
write_byte(255) // brightness
write_byte(0) // scroll speed in 0.1's
message_end()
}
public OnPlayerSpawn_Post(id)
{
if (!is_user_alive(id)) return;
cs_set_user_model(id, g_playerModel); // 改變玩家模組
}
public OnKnifeDeploy_Post(ent)
{
if (!is_valid_ent(ent)) return;
new id = get_ent_data_entity(ent, "CBasePlayerItem", "m_pPlayer");
if (id)
entity_set_string(id, EV_SZ_viewmodel, g_knifeModel); // 改變小刀模組
}
測試用的 JSON 設定檔
複製程式
{
"spk": ["sound/hostage/hos1.wav", "sound/hostage/hos2.wav", "sound/hostage/hos3.wav"],
"emit": "scientist/scream1.wav",
"playermodel": "vip",
"v_knife": "models/v_knife_r.mdl",
"spr_disk": "sprites/laserbeam.spr"
}
假如你的東西在JSON是寫了在一個物件裡面, 像這樣
複製程式
{
"object" : {
"test_model" : "models/head.mdl"
}
}
因為支援 dot notation, 所以你可以這樣寫
複製程式
asset_toString(Asset_Model, json, "object.test_model", g_testModel, charsmax(g_testModel));