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类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;
}
}
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;
}
}
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>());
});
}
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);
}
}
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");
}
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();
}
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();
}
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");
}
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);
}