本文整理汇总了C#中BasePlayer.CanBuild方法的典型用法代码示例。如果您正苦于以下问题:C# BasePlayer.CanBuild方法的具体用法?C# BasePlayer.CanBuild怎么用?C# BasePlayer.CanBuild使用的例子?那么恭喜您, 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BasePlayer
的用法示例。
在下文中一共展示了BasePlayer.CanBuild方法的1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: OnStructureRepair
void OnStructureRepair(BaseCombatEntity entity, BasePlayer player)
{
BuildingBlock block = entity as BuildingBlock;
if (PlayerHasFlag(player.userID, PlayerFlags.PLUGIN_DISABLED) || block == null)
return;
if (playersInfo[player.userID].upgradeInfo == BuildingGrade.Enum.Count
|| playersInfo[player.userID].upgradeInfo <= block.currentGrade.gradeBase.type
|| !player.CanBuild())
{
if (playersInfo[player.userID].upgradeInfo != BuildingGrade.Enum.Count && playersInfo[player.userID].upgradeInfo <= block.currentGrade.gradeBase.type)
{
if(!PlayerHasFlag(player.userID, PlayerFlags.MESSAGES_DISABLED))
SendReply(player, pluginPrefix + "You are now in REPAIR mode.");
playersInfo[player.userID].upgradeInfo = BuildingGrade.Enum.Count;
RenderMode(player, true);
}
else if (!player.CanBuild())
{
SendReply(player, pluginPrefix + "Building is blocked!");
}
}
else
{
BindingFlags flags = BindingFlags.Instance | BindingFlags.NonPublic;
MethodInfo dynMethod = block.GetType().GetMethod("CanChangeToGrade", flags);
bool canChangeGrade = (bool)dynMethod.Invoke(block, new object[] { playersInfo[player.userID].upgradeInfo, player });
if (!canChangeGrade)
{
SendReply(player, pluginPrefix + "You can't upgrade it, something is blocking it's way.");
return;
}
if (block.name.ToLower().Contains("wall.external"))
{
SendReply(player, pluginPrefix + "Can't upgrade walls! Switching to REPAIR mode.");
playersInfo[player.userID].upgradeInfo = BuildingGrade.Enum.Count;
return;
}
float currentHealth = block.health;
var currentGradeType = block.currentGrade.gradeBase.type;
block.SetGrade(playersInfo[player.userID].upgradeInfo);
var TwigsDecay = plugins.Find("TwigsDecay");
TwigsDecay?.Call("OnStructureUpgrade", block, player, playersInfo[player.userID].upgradeInfo);
block.UpdateSkin(false);
var cost = block.currentGrade.gradeBase.baseCost;
int hasEnough = 0;
foreach (var itemCost in cost)
{
int itemCostAmount = Convert.ToInt32((float)itemCost.amount*block.blockDefinition.costMultiplier);
var foundItems = player.inventory.FindItemIDs(itemCost.itemid);
var amountFound = foundItems?.Sum(item => item.amount) ?? 0;
if (amountFound >= itemCostAmount)
hasEnough++;
}
if (hasEnough >= cost.Count)
{
foreach (var itemCost in cost)
{
int itemCostAmount = Convert.ToInt32((float)itemCost.amount * block.blockDefinition.costMultiplier);
var foundItems = player.inventory.FindItemIDs(itemCost.itemid);
player.inventory.Take(foundItems, itemCost.itemid, itemCostAmount);
}
block.SetHealthToMax();
block.SetFlag(BaseEntity.Flags.Reserved1, true); // refresh rotation
block.Invoke("StopBeingRotatable", 600f);
Effect.server.Run("assets/bundled/prefabs/fx/build/promote_" + playersInfo[player.userID].upgradeInfo.ToString().ToLower() + ".prefab", block, 0u, Vector3.zero, Vector3.zero, null, false);
}
else
{
block.SetGrade(currentGradeType);
TwigsDecay?.Call("OnStructureUpgrade", block, player, currentGradeType);
block.UpdateSkin(false);
block.health = currentHealth;
SendReply(player, pluginPrefix + "Can't afford to upgrade!");
}
}
RefreshTimer(player);
}