本文整理汇总了C#中BasePlayer.ChatMessage方法的典型用法代码示例。如果您正苦于以下问题:C# BasePlayer.ChatMessage方法的具体用法?C# BasePlayer.ChatMessage怎么用?C# BasePlayer.ChatMessage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.ChatMessage方法的10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: cmdSalvage
void cmdSalvage(BasePlayer player, string command, string[] args) {
//if player is a salvager
if(salvagers.ContainsKey(player)) {
//remove them
salvagers.Remove(player);
player.ChatMessage("Salvaging is now OFF.");
} else {
//add them
salvagers[player] = true;
player.ChatMessage("Salvaging is now ON. Visit a repair bench to salvage items.");
}
}
示例2: SendHelpText
private void SendHelpText(BasePlayer player)
{
var sb = new StringBuilder();
sb.Append("<color=yellow>NoDecay 1.0.3</color> · Controls decay\n");
sb.Append(" · ").AppendLine($"twig={c_twigMultiplier} - campfire={c_campfireMultiplier}");
sb.Append(" · ").Append($"wood ={ c_woodMultiplier} - stone ={ c_stoneMultiplier} - sheet ={ c_sheetMultiplier} - armored ={ c_armoredMultiplier}");
player.ChatMessage(sb.ToString());
}
示例3: SendHelpText
private void SendHelpText(BasePlayer player)
{
var sb = new StringBuilder()
.Append("<size=18>Clans</size> by <color=#ce422b>http://playrust.io</color>\n")
.Append(" ").Append(_("<color=\"#ffd479\">/clan</color> - Displays your current clan status")).Append("\n")
.Append(" ").Append(_("<color=\"#ffd479\">/clan help</color> - Learn how to create or join a clan"));
player.ChatMessage(sb.ToString());
}
示例4: ChatMessage
private void ChatMessage(BasePlayer player, string message)
{
player.ChatMessage(string.Format("<color={0}>{1}</color>: {2}", MessagesTable.ChatPrefixColor, MessagesTable.ChatPrefix, message));
}
示例5: SendHelpToPlayer
// Define a method with optional arguments, instead of having to use multiple overloaded methods
void SendHelpToPlayer(BasePlayer player, bool already_welcomed = false)
{
player.ChatMessage(already_welcomed ? helpText : $"Welcome {player.displayName}!");
}
示例6: hasPermission
private bool hasPermission(BasePlayer player, string _permission)
{
if (permission.UserHasPermission(player.userID.ToString(), _permission)) { return true; }
player.ChatMessage("You do not have access to this command.");
return false;
}
示例7: cmdPlayTime
void cmdPlayTime(BasePlayer player, string cmd, string[] args)
{
string target = player.userID.ToString();
if (args.Length!=0) {
if (!hasPermission(player, "PlayTimeTracker.CanCheckPlayTime")) { return; }
var queriedPlayer = args[0];
string playerSteamID = FindPlayer(queriedPlayer);
if (String.IsNullOrEmpty(playerSteamID)) {
SendReply(player, prefix + "The player '" + queriedPlayer + "' does not exist in the system.");
return;
}
target = playerSteamID.ToString();
} else {
if (!hasPermission(player, "PlayTimeTracker.CanCheckSelfPlayTime")) { return; }
}
if (playerStateData.Players.ContainsKey(target)) {
long currentTimestamp = GrabCurrentTimestamp();
long initTimeStamp = playerStateData.Players[target].InitTimeStamp;
long totalPlayed = currentTimestamp - initTimeStamp;
if (playTimeData.Players.ContainsKey(target)){totalPlayed += playTimeData.Players[target].PlayTime;}
TimeSpan humanPlayTime = TimeSpan.FromSeconds(totalPlayed);
player.ChatMessage(playerStateData.Players[target].LiveName + "'s total playtime: " + string.Format("{0:c}", humanPlayTime));
}else{
player.ChatMessage("The player has never been seen on the server.");
}
}
示例8: cmdLastSeen
void cmdLastSeen(BasePlayer player, string command, string[] args)
{
string target = player.userID.ToString();
if (args.Length!=0) {
if (!hasPermission(player, "PlayTimeTracker.CanCheckLastSeen")) { return; }
var queriedPlayer = args[0];
string playerSteamID = FindPlayer(queriedPlayer);
if (String.IsNullOrEmpty(playerSteamID)) {
SendReply(player, prefix + "The player '" + queriedPlayer + "' does not exist in the system.");
return;
}
target = playerSteamID.ToString();
} else {
if (!hasPermission(player, "PlayTimeTracker.CanCheckSelfLastSeen")) { return; }
}
if (playTimeData.Players.ContainsKey(target)) {
player.ChatMessage(playTimeData.Players[target].Name + " was last seen " + playTimeData.Players[target].LastSeen);
}else{
player.ChatMessage("The player has never been seen on the server.");
}
}
示例9: cmdAfkTime
void cmdAfkTime(BasePlayer player, string cmd, string[] args)
{
string target = player.userID.ToString();
if (args.Length!=0) {
if (!hasPermission(player, "PlayTimeTracker.CanCheckAfkTime")) { return; }
var queriedPlayer = args[0];
string playerSteamID = FindPlayer(queriedPlayer);
if (String.IsNullOrEmpty(playerSteamID)) {
SendReply(player, prefix + "The player '" + queriedPlayer + "' does not exist in the system.");
return;
}
target = playerSteamID.ToString();
} else {
if (!hasPermission(player, "PlayTimeTracker.CanCheckSelfAfkTime")) { return; }
}
if (playerStateData.Players.ContainsKey(target)) {
long afkTime = playerStateData.Players[target].AfkTime;
if (playTimeData.Players.ContainsKey(target)){afkTime += playTimeData.Players[target].AfkTime;}
TimeSpan humanAfkTime = TimeSpan.FromSeconds(afkTime);
player.ChatMessage(playerStateData.Players[target].LiveName + "'s time spent AFK: " + string.Format("{0:c}", humanAfkTime));
}else{
player.ChatMessage("The player has never been seen on the server.");
}
}
示例10: SalvageItem
void SalvageItem(BasePlayer player, Item item) {
//check player can craft item
bool canCraft = player.blueprints.CanCraft(item.info.itemid, 0);
//if can't craft or broken, else salvage
if(!canCraft || (item.hasCondition && item.condition == 0)) {
player.ChatMessage("This item is not salvageable.");
} else {
//remove the item from the container
item.RemoveFromContainer();
//get bp
ItemBlueprint itemBp = blueprints[item.info.shortname];
//set ratios
double refundRatio = 0.5;
//if item.hasCondition then conditionRatio == item.conditionNormalized else conditionRatio = 1
double conditionRatio = item.hasCondition ? item.conditionNormalized : 1;
/*
itemBp.amountToCreate is the number of items made by the act of crafting (3x 5.56)
ingredient.amount is the number of that material required (100 wood for campfire)
ingredient.itemDef.stackable is the max stack size of that ingredient
*/
foreach(ItemAmount ingredient in itemBp.ingredients) {
//calculate refund amount
double refundAmount = ingredient.amount / itemBp.amountToCreate;
refundAmount = refundAmount * refundRatio * conditionRatio * item.amount;
refundAmount = Math.Ceiling(refundAmount);
if(refundAmount < 1)
refundAmount = 1;
//calculate how many stacks to split the refund into (no super stacks)
double refundStacks = refundAmount / ingredient.itemDef.stackable;
if(refundStacks < 1)
refundStacks = 1;
//refund ingredient
for(int i = 0; i < refundStacks; i++) {
int amt;
//calculate how much to give in this stack
if (refundAmount <= ingredient.itemDef.stackable)
amt = (int)refundAmount;
else
amt = ingredient.itemDef.stackable;
//reduce the pending refund amount by how much we're about to give out
refundAmount = refundAmount - amt;
//create and give this stack
Item newItem = ItemManager.Create(ingredient.itemDef, amt);
player.GiveItem(newItem);
}
}
}
}