本文整理汇总了C++中instance_halls_of_stone::SetData方法的典型用法代码示例。如果您正苦于以下问题:C++ instance_halls_of_stone::SetData方法的具体用法?C++ instance_halls_of_stone::SetData怎么用?C++ instance_halls_of_stone::SetData使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类instance_halls_of_stone
的用法示例。
在下文中一共展示了instance_halls_of_stone::SetData方法的7个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: JustStartedEscort
void JustStartedEscort() override
{
if (m_pInstance)
m_pInstance->SetData(TYPE_TRIBUNAL, IN_PROGRESS);
DoScriptText(SAY_ESCORT_START, m_creature);
}
示例2: Aggro
void Aggro(Unit* /*pWho*/) override
{
DoScriptText(SAY_AGGRO, m_creature);
if (m_pInstance)
m_pInstance->SetData(TYPE_MAIDEN, IN_PROGRESS);
}
示例3: JustDied
void JustDied(Unit* /*pKiller*/) override
{
DoScriptText(SAY_DEATH, m_creature);
if (m_pInstance)
m_pInstance->SetData(TYPE_MAIDEN, DONE);
}
示例4: JustDied
void JustDied(Unit* /*pKiller*/) override
{
DoScriptText(SAY_DEATH, m_creature);
if (m_pInstance)
{
m_pInstance->SetData(TYPE_TRIBUNAL, FAIL);
// Continue at right state after respawn
if (m_bHasContinued)
m_pInstance->SetData(TYPE_TRIBUNAL, IN_PROGRESS);
}
for (GuidList::const_iterator itr = m_luiDwarfGUIDs.begin(); itr != m_luiDwarfGUIDs.end(); ++itr)
{
if (Creature* pDwarf = m_creature->GetMap()->GetCreature(*itr))
pDwarf->ForcedDespawn();
}
m_luiDwarfGUIDs.clear();
}
示例5: UpdateEscortAI
//.........这里部分代码省略.........
m_pInstance->DoFaceSpeak(FACE_ABEDNEUM, SAY_EVENT_D_2_ABED);
SpawnDwarf(NPC_DARK_RUNE_PROTECTOR);
m_uiPhaseTimer = 5000;
break;
case 24:
SpawnDwarf(NPC_DARK_RUNE_STORMCALLER);
m_uiPhaseTimer = 15000;
break;
case 25:
DoScriptText(SAY_EVENT_D_3, m_creature);
SpawnDwarf(NPC_IRON_GOLEM_CUSTODIAN);
m_uiPhaseTimer = 5000;
break;
case 26:
SpawnDwarf(NPC_DARK_RUNE_PROTECTOR);
m_uiPhaseTimer = 5000;
break;
case 27:
SpawnDwarf(NPC_DARK_RUNE_STORMCALLER);
m_uiPhaseTimer = 10000;
break;
case 28:
if (m_pInstance)
m_pInstance->DoFaceSpeak(FACE_ABEDNEUM, SAY_EVENT_D_4_ABED);
SpawnDwarf(NPC_DARK_RUNE_PROTECTOR);
m_uiPhaseTimer = 10000;
break;
// End Event
case 29:
DoScriptText(SAY_EVENT_END_01, m_creature);
m_creature->SetStandState(UNIT_STAND_STATE_STAND);// TODO TODO
if (m_pInstance)
m_pInstance->SetData(TYPE_TRIBUNAL, SPECIAL); // Kill remaining npcs
// ToDo: the loot and the achiev should be triggered at this point
// Brann should get the gossip option "There will be plenty of time for this later Brann, we need to get moving!"
// This will allow Brann to continue the escort to the last encounter
// When reaching the last door he has the gossip "We're with you Brann! Open it!"
SetEscortPaused(false);
m_uiPhaseTimer = 3000;
// break;
// case 30:
if (m_pInstance)
m_pInstance->ActivateFace(FACE_ABEDNEUM, true);
m_uiPhaseTimer = 0;
break;
case 30:
DoScriptText(SAY_EVENT_END_02, m_creature);
m_uiPhaseTimer = 5500;
break;
case 31:
if (m_pInstance)
m_pInstance->DoFaceSpeak(FACE_ABEDNEUM, SAY_EVENT_END_03_ABED);
m_uiPhaseTimer = 8500;
break;
case 32:
DoScriptText(SAY_EVENT_END_04, m_creature);
m_uiPhaseTimer = 11500;
break;
case 33:
if (m_pInstance)
m_pInstance->DoFaceSpeak(FACE_ABEDNEUM, SAY_EVENT_END_05_ABED);
m_uiPhaseTimer = 11500;
break;
示例6: JustReachedHome
void JustReachedHome() override
{
if (m_pInstance)
m_pInstance->SetData(TYPE_MAIDEN, FAIL);
}
示例7: UpdateEscortAI
//.........这里部分代码省略.........
m_pInstance->DoFaceSpeak(FACE_ABEDNEUM, SAY_EVENT_D_2_ABED);
SpawnDwarf(NPC_DARK_RUNE_PROTECTOR);
m_uiPhaseTimer = 5000;
break;
case 24:
SpawnDwarf(NPC_DARK_RUNE_STORMCALLER);
m_uiPhaseTimer = 15000;
break;
case 25:
DoScriptText(SAY_EVENT_D_3, m_creature);
SpawnDwarf(NPC_IRON_GOLEM_CUSTODIAN);
m_uiPhaseTimer = 5000;
break;
case 26:
SpawnDwarf(NPC_DARK_RUNE_PROTECTOR);
m_uiPhaseTimer = 5000;
break;
case 27:
SpawnDwarf(NPC_DARK_RUNE_STORMCALLER);
m_uiPhaseTimer = 10000;
break;
case 28:
if (m_pInstance)
m_pInstance->DoFaceSpeak(FACE_ABEDNEUM, SAY_EVENT_D_4_ABED);
SpawnDwarf(NPC_DARK_RUNE_PROTECTOR);
m_uiPhaseTimer = 10000;
break;
// End Event
case 29:
DoScriptText(SAY_EVENT_END_01, m_creature);
m_creature->SetStandState(UNIT_STAND_STATE_STAND);// TODO TODO
if (m_pInstance)
m_pInstance->SetData(TYPE_TRIBUNAL, SPECIAL); // Kill remaining npcs
SetEscortPaused(false);
m_uiPhaseTimer = 3000;
// break;
// case 30:
if (m_pInstance)
m_pInstance->ActivateFace(FACE_ABEDNEUM, true);
m_uiPhaseTimer = 0;
break;
case 30:
DoScriptText(SAY_EVENT_END_02, m_creature);
m_uiPhaseTimer = 5500;
break;
case 31:
if (m_pInstance)
m_pInstance->DoFaceSpeak(FACE_ABEDNEUM, SAY_EVENT_END_03_ABED);
m_uiPhaseTimer = 8500;
break;
case 32:
DoScriptText(SAY_EVENT_END_04, m_creature);
m_uiPhaseTimer = 11500;
break;
case 33:
if (m_pInstance)
m_pInstance->DoFaceSpeak(FACE_ABEDNEUM, SAY_EVENT_END_05_ABED);
m_uiPhaseTimer = 11500;
break;
case 34:
DoScriptText(SAY_EVENT_END_06, m_creature);
m_uiPhaseTimer = 4500;
break;
case 35:
if (m_pInstance)