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C# BasePlayer.CancelInvoke方法代码示例

本文整理汇总了C#中BasePlayer.CancelInvoke方法的典型用法代码示例。如果您正苦于以下问题:C# BasePlayer.CancelInvoke方法的具体用法?C# BasePlayer.CancelInvoke怎么用?C# BasePlayer.CancelInvoke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BasePlayer的用法示例。


在下文中一共展示了BasePlayer.CancelInvoke方法的9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: EjectPlayer

 void EjectPlayer(BasePlayer player)
 {
     if (player.IsAlive())
     {
         player.SetPlayerFlag(BasePlayer.PlayerFlags.Wounded, false);
         player.CancelInvoke("WoundingEnd");
         player.health = 100f;
         player.metabolism.bleeding.value = 0f;
     }
 }
开发者ID:stuffedmotion,项目名称:plugins,代码行数:10,代码来源:EventDead.cs

示例2: joinevent

        private void joinevent(BasePlayer player, string command, string[] args)
        {
            if (EventOpen && player.IsAlive() )
            {
                if((bool)checkCeiling.Call("isCeiling", new object[] { player })){
                    SendReply(player, "You need to be on the ground floor before teleporting to the event! (This avoids potential death on respawn)");
                    return;
                }
               // MeshBatchPhysics.Raycast(player.transform.position + new Vector3(0f, -1.15f, 0f), Vector3Down, out cachedRaycast, out cachedBoolean, out cachedhitInstance);

                if (maxSpawns != 0 && EventPlayers.Count >= maxSpawns){
                    SendReply(player, "Event is full.");
                    return;
                }
                if (player.GetComponent<EventPlayer>())
                {
                    if (EventPlayers.Contains(player.GetComponent<EventPlayer>())){
                       SendReply(player, "You are already in the event.");
                       return;
                    }
                }

                EventPlayer event_player = player.GetComponent<EventPlayer>();
                if (event_player == null) event_player = player.gameObject.AddComponent<EventPlayer>();

                event_player.inEvent = true;
                event_player.enabled = true;
                EventPlayers.Add(event_player);

                if (player.IsWounded()){ // wounded prior to teleport
                    player.SetPlayerFlag(BasePlayer.PlayerFlags.Wounded, false);
                    player.CancelInvoke("WoundingEnd");
                    player.metabolism.bleeding.value = 0f;
                }

                player.CancelInvoke("InventoryUpdate"); // bug fix: players who were crafting joined with said crafting items/materials
                player.inventory.crafting.CancelAll(true);

                SaveHomeLocation(player);
                SaveInventory(player);
                player.inventory.Strip();

                player.SetPlayerFlag(BasePlayer.PlayerFlags.VoiceMuted, true);
                //Interface.CallHook("OnEventPlayerSpawn", new object[] { player });

                event_player.spawnVec = spawns.First();
                ForcePlayerPosition(player, event_player.spawnVec);

                if (player.IsWounded()){ // wounded from teleport bug
                    player.SetPlayerFlag(BasePlayer.PlayerFlags.Wounded, false);
                    player.CancelInvoke("WoundingEnd");
                    player.metabolism.bleeding.value = 0f;
                }

                player.health = 100f;

                if(!EventLimitPlayers)
                    spawns.Remove(event_player.spawnVec);
                //updateGUI();
                updateGUI(player);

                BroadcastToChat(string.Format("{0} has joined the Event! (#<color=red>{1}</color>)", player.displayName, EventPlayers.Count.ToString()));
                return;
            }
            else{
                SendReply(player, "Event not open.");
                return;
            }
        }
开发者ID:stuffedmotion,项目名称:plugins,代码行数:69,代码来源:EventDead.cs

示例3: TeleportPlayerPosition

        void TeleportPlayerPosition(BasePlayer player, Vector3 destination)
        {
            player.gameObject.AddComponent<EventPlayerTeleporting>();

            player.SetPlayerFlag(BasePlayer.PlayerFlags.Sleeping, true);
            if (!BasePlayer.sleepingPlayerList.Contains(player)) BasePlayer.sleepingPlayerList.Add(player);

            player.CancelInvoke("InventoryUpdate");
            player.inventory.crafting.CancelAll(true);

            player.MovePosition(destination);
            player.ClientRPCPlayer(null, player, "ForcePositionTo", destination, null, null, null, null);
            player.TransformChanged();
            player.SetPlayerFlag(BasePlayer.PlayerFlags.ReceivingSnapshot, true);
            player.UpdateNetworkGroup();

            player.SendNetworkUpdateImmediate(false);
            player.ClientRPCPlayer(null, player, "StartLoading", null, null, null, null, null);
            player.SendFullSnapshot();

            timer.Once(3, () =>
            {
                UnityEngine.GameObject.Destroy(player.gameObject.GetComponent<EventPlayerTeleporting>());
            });
        }
开发者ID:danniehansen,项目名称:EdgePlugins,代码行数:25,代码来源:SkyEvent.cs

示例4: PutToSleep

 static void PutToSleep(BasePlayer player)
 {
     if (!player.IsSleeping())
     {
         player.SetPlayerFlag(BasePlayer.PlayerFlags.Sleeping, true);
         if (!BasePlayer.sleepingPlayerList.Contains(player))
         {
             BasePlayer.sleepingPlayerList.Add(player);
         }
         player.CancelInvoke("InventoryUpdate");
         player.inventory.crafting.CancelAll(true);
     }
 }
开发者ID:stuffedmotion,项目名称:plugins,代码行数:13,代码来源:EventDead.cs

示例5: On_PlayerRespawn

        /// <summary>
        /// Called from <c>BasePlayer.RespawnAt(Vector3, Quaternion)</c> .
        /// </summary>
        public static void On_PlayerRespawn(BasePlayer basePlayer, Vector3 pos, Quaternion quat)
        {
            Player player = Server.GetPlayer(basePlayer);
            var re = new RespawnEvent(player, pos, quat);

            OnNext("On_PlayerRespawn", re);

            basePlayer.SetPlayerFlag(BasePlayer.PlayerFlags.Wounded, false);
            basePlayer.SetPlayerFlag(BasePlayer.PlayerFlags.HasBuildingPrivilege, false);
            basePlayer.SetPlayerFlag(BasePlayer.PlayerFlags.InBuildingPrivilege, false);
            basePlayer.SetPlayerFlag(BasePlayer.PlayerFlags.ReceivingSnapshot, true);
            ++ServerPerformance.spawns;
            basePlayer.transform.position = re.SpawnPos;
            basePlayer.transform.rotation = re.SpawnRot;
            (basePlayer.GetFieldValue("tickInterpolator") as TickInterpolator).Reset(pos);
            basePlayer.SetFieldValue("lastTickTime", 0f);
            basePlayer.CancelInvoke("WoundingEnd");
            basePlayer.StopSpectating();
            basePlayer.UpdateNetworkGroup();
            basePlayer.UpdatePlayerCollider(true, false);
            basePlayer.StartSleeping();
            basePlayer.Invoke("LifeStoryStart", 0f);
            basePlayer.metabolism.Reset();

            if (re.StartHealth < Single.Epsilon)
            {
                basePlayer.InitializeHealth(basePlayer.StartHealth(), basePlayer.StartMaxHealth());
            }
            else
            {
                basePlayer.InitializeHealth(re.StartHealth, basePlayer.StartMaxHealth());
            }

            if (re.GiveDefault)
            {
                basePlayer.inventory.GiveDefaultItems();
            }

            if (re.WakeUp)
            {
                basePlayer.EndSleeping();
            }

            basePlayer.SendNetworkUpdateImmediate(false);
            basePlayer.ClearEntityQueue();
            basePlayer.ClientRPCPlayer(null, basePlayer, "StartLoading");

            if (basePlayer.IsConnected())
                basePlayer.SendFullSnapshot();

            // player.SetPlayerFlag (BasePlayer.PlayerFlags.ReceivingSnapshot, false);
            // player.ClientRPCPlayer(null, player, "FinishLoading");
        }
开发者ID:Notulp,项目名称:Pluton.Rust,代码行数:56,代码来源:Hooks.cs

示例6: ResourceGatherMultiplier

        /*
        // In future create an Event, allow people to adjust certain resources to give certain amounts!
        public static void ResourceGatherMultiplier(int amount, BaseEntity receiver, ItemAmount itemAmt)
        {
            int newAmt = amount;
            if (receiver.ToPlayer() != null)
                newAmt = (int)((double)amount * World.GetInstance().ResourceGatherMultiplier);
            Item item = ItemManager.CreateByItemID(itemAmt.itemid, newAmt);
            receiver.GiveItem(item);
        }*/
        public static void Respawn(BasePlayer player, bool newPos)
        {
            Player p = Server.GetPlayer(player);
            RespawnEvent re = new RespawnEvent(p);
            OnRespawn.OnNext(re);

            ++ServerPerformance.spawns;
            if (newPos) {
                BasePlayer.SpawnPoint spawnPoint = ServerMgr.FindSpawnPoint();
                player.transform.position = spawnPoint.pos;
                player.transform.rotation = spawnPoint.rot;
            }
            if (re.ChangePos && re.SpawnPos != Vector3.zero) {
                player.transform.position = re.SpawnPos;
            }
            player.SetPlayerFlag(BasePlayer.PlayerFlags.Wounded, false);
            player.SetPlayerFlag(BasePlayer.PlayerFlags.ReceivingSnapshot, true);
            player.SetFieldValue("lastTickTime", 0f);
            player.CancelInvoke("DieFromWounds");
            player.StopSpectating();
            player.UpdateNetworkGroup();
            player.UpdatePlayerCollider(true, false);
            player.StartSleeping();
            player.Invoke("LifeStoryStart", 0f);
            player.metabolism.Reset();

            if (re.StartHealth < Single.Epsilon) {
                player.InitializeHealth(player.StartHealth(), player.StartMaxHealth());
            } else {
                player.InitializeHealth(re.StartHealth, player.StartMaxHealth());
            }

            if (re.GiveDefault)
                player.inventory.GiveDefaultItems();

            if (re.WakeUp)
                player.EndSleeping();
        }
开发者ID:Viproz,项目名称:Pluton,代码行数:48,代码来源:Hooks.cs

示例7: Teleport

		void Teleport(BasePlayer player, Vector3 destination)
		{
			player.SetPlayerFlag(BasePlayer.PlayerFlags.Sleeping, true);
			if(!BasePlayer.sleepingPlayerList.Contains(player))	BasePlayer.sleepingPlayerList.Add(player);
			
			player.CancelInvoke("InventoryUpdate");
			player.inventory.crafting.CancelAll(true);
			
			player.MovePosition(destination);
			player.ClientRPCPlayer(null, player, "ForcePositionTo", destination, null, null, null, null);
			player.TransformChanged();
			player.SetPlayerFlag(BasePlayer.PlayerFlags.ReceivingSnapshot, true);
			player.UpdateNetworkGroup();
			
			player.SendNetworkUpdateImmediate(false);
			player.ClientRPCPlayer(null, player, "StartLoading", null, null, null, null, null);
			player.SendFullSnapshot();
		}
开发者ID:anthok,项目名称:RustPlugins,代码行数:18,代码来源:Tickets.cs

示例8: On_Respawn

        public static void On_Respawn(BasePlayer player, Vector3 pos, Quaternion quat)
        {
            Player p = Server.GetPlayer(player);
            RespawnEvent re = new RespawnEvent(p, pos, quat);
            OnNext("On_Respawn", re);

            ++ServerPerformance.spawns;
            player.SetFieldValue("lastPositionValue", pos);
            player.transform.position = re.SpawnPos;
            player.transform.rotation = re.SpawnRot;
            player.SetPlayerFlag(BasePlayer.PlayerFlags.Wounded, false);
            player.SetPlayerFlag(BasePlayer.PlayerFlags.ReceivingSnapshot, true);
            player.SetFieldValue("lastTickTime", 0f);
            player.CancelInvoke("WoundingEnd");
            player.StopSpectating();
            player.UpdateNetworkGroup();
            player.UpdatePlayerCollider(true, false);
            player.StartSleeping();
            player.Invoke("LifeStoryStart", 0f);
            player.metabolism.Reset();

            if (re.StartHealth < Single.Epsilon) {
                player.InitializeHealth(player.StartHealth(), player.StartMaxHealth());
            } else {
                player.InitializeHealth(re.StartHealth, player.StartMaxHealth());
            }

            if (re.GiveDefault)
                player.inventory.GiveDefaultItems();

            if (re.WakeUp)
                player.EndSleeping();
            player.SendNetworkUpdateImmediate(false);
            player.ClientRPCPlayer(null, player, "StartLoading");
            player.SendFullSnapshot ();
            player.SetPlayerFlag (BasePlayer.PlayerFlags.ReceivingSnapshot, false);
            player.ClientRPCPlayer(null, player, "FinishLoading");
        }
开发者ID:Notulp,项目名称:Pluton,代码行数:38,代码来源:Hooks.cs

示例9: PutToSleep

        void PutToSleep(BasePlayer player)
        {
            player.SetPlayerFlag(BasePlayer.PlayerFlags.Sleeping, true);
            if(BasePlayer.sleepingPlayerList.Contains(player) == false) BasePlayer.sleepingPlayerList.Add(player);

            player.CancelInvoke("InventoryUpdate");
            player.inventory.crafting.CancelAll(true);
        }
开发者ID:Arkoudaphobia,项目名称:ArkoudaphobiaConfig,代码行数:8,代码来源:Portals.cs


注:本文中的BasePlayer.CancelInvoke方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。