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C# Entities.SendToScreen方法代码示例

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


在下文中一共展示了Entities.SendToScreen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: Handle

        /// <summary>
        /// Handling the ChangeDirection action from GeneralDataPacket.
        /// </summary>
        /// <param name="client">The client.</param>
        /// <param name="General">The GeneralDataPacket.</param>
        public static void Handle(Entities.GameClient client, GeneralDataPacket General)
        {
            client.Direction = (byte)General.Direction;
            client.AttackPacket = null;

            client.SendToScreen(General, false);
        }
开发者ID:kenlacoste843,项目名称:ProjectXV3,代码行数:12,代码来源:ChangeDirection.cs

示例2: Handle

        /// <summary>
        /// Handling the Marry action of the interaction packet.
        /// </summary>
        /// <param name="client">The client.</param>
        /// <param name="interact">The interaction packet.</param>
        public static void Handle(Entities.GameClient client, InteractionPacket interact)
        {
            //uint marryUID = interact.TargetUID;

            //Entities.GameClient marrytarget;
            Maps.IMapObject obj;
            if (client.Map.MapObjects.TryGetValue(interact.TargetUID, out obj))
            {
                Entities.GameClient spouse = obj as Entities.GameClient;
                if (client.SpouseDatabaseUID > 0)
                {
                    using (var fmsg = Message.MessageCore.CreateSystem2(client.Name, Core.MessageConst.MARRIAGE_SELF_SPOUSE))
                        client.Send(fmsg);
                    return;
                }
                if (spouse.SpouseDatabaseUID > 0)
                {
                    using (var fmsg = Message.MessageCore.CreateSystem2(client.Name, Core.MessageConst.MARRIAGE_TARGET_SPOUSE))
                        client.Send(fmsg);
                    return;
                }

                client.SpouseDatabaseUID = spouse.DatabaseUID;
                spouse.SpouseDatabaseUID = client.DatabaseUID;
                //client.CharDB.AddSpouse(client.DatabaseUID, client.SpouseDatabaseUID);
                //spouse.CharDB.AddSpouse(spouse.DatabaseUID, spouse.SpouseDatabaseUID);
                Database.CharacterDatabase.AddSpouse(client, spouse);

                using (var mate = new Packets.StringPacket(new StringPacker(spouse.Name)))
                {
                    mate.Data = client.EntityUID;
                    mate.Action = Enums.StringAction.Mate;
                    client.Send(mate);
                }
                using (var mate = new Packets.StringPacket(new StringPacker(client.Name)))
                {
                    mate.Data = spouse.EntityUID;
                    mate.Action = Enums.StringAction.Mate;
                    spouse.Send(mate);
                }
                using (var fireworks = new Packets.StringPacket(new StringPacker("firework-2love")))
                {
                    fireworks.Action = Enums.StringAction.MapEffect;
                    fireworks.PositionX = client.X;
                    fireworks.PositionY = client.Y;
                    client.SendToScreen(fireworks, true);
                    fireworks.PositionX = spouse.X;
                    fireworks.PositionY = spouse.Y;
                    spouse.SendToScreen(fireworks, true);
                }

                using (var msg =Packets.Message.MessageCore.CreateSystem("ALL",
                                                                         string.Format(Core.MessageConst.MARRIAGE_CONGRATZ, client.Name, spouse.Name)))
                {
                    Packets.Message.MessageCore.SendGlobalMessage(msg);
                }
            }
        }
开发者ID:kenlacoste843,项目名称:ProjectXV3,代码行数:63,代码来源:Marry.cs

示例3: Handle

        /// <summary>
        /// Handling the ChangeAction action from GeneralDataPacket.
        /// </summary>
        /// <param name="client">The client.</param>
        /// <param name="General">The GeneralDataPacket.</param>
        public static void Handle(Entities.GameClient client, GeneralDataPacket General)
        {
            Enums.ActionType actiontype = (Enums.ActionType)General.Data1Low;
            client.AttackPacket = null;

            if (client.Action != Enums.ActionType.Sit && client.Action != Enums.ActionType.Lie)
            {
                if (actiontype == Enums.ActionType.Sit || actiontype == Enums.ActionType.Lie)
                {
                    client.SitTime = DateTime.Now;
                    client.UpdateStamina(true);
                }
            }

            client.Action = actiontype;

            client.SendToScreen(General, false);
        }
开发者ID:kenlacoste843,项目名称:ProjectXV3,代码行数:23,代码来源:ChangeAction.cs

示例4: Handle

        /// <summary>
        /// Handling the Jump action from GeneralDataPacket.
        /// </summary>
        /// <param name="client">The client.</param>
        /// <param name="General">The GeneralDataPacket.</param>
        public static void Handle(Entities.GameClient client, GeneralDataPacket General)
        {
            if (!client.Alive)
                return;
            if (client.ContainsFlag1(Enums.Effect1.IceBlock))
                return;

            if (client.Booth != null)
            {
                client.Booth.CancelBooth();
                client.Pullback();
            }

            client.Action = Enums.ActionType.None;
            client.AttackPacket = null;

            ushort JumpX = General.Data1Low;
            ushort JumpY = General.Data1High;

            if (Core.Screen.GetDistance(client.X, client.Y, JumpX, JumpY) > 28)
            {
                client.Pullback();
                return;
            }

            if (!client.Map.ValidCoord(JumpX, JumpY))
            {
                client.Pullback();
                return;
            }
            /*DateTime time = new ProjectX_V3_Lib.Time.SystemTime(General.Timestamp);
            if (client.LastMovement > time)
            {
                client.Pullback(); // speedhack
                return;
            }*/
            if (!(DateTime.Now >= client.LastMovement.AddMilliseconds(400)) && client.LastMoveJump)
            {
                client.Pullback(); // speedhack
                return;
            }

            if (client.Battle != null)
            {
                if (!client.Battle.EnterArea(client))
                {
                    client.Pullback();
                    return;
                }
                else if (!client.Battle.LeaveArea(client))
                {
                    client.Pullback();
                    return;
                }
            }

            if (Calculations.BasicCalculations.ChanceSuccess(50))
                client.Stamina += 7;

            client.LastMoveJump = true;
            client.LastMovement = DateTime.Now;
            client.LastX = client.X;
            client.LastY = client.Y;
            client.X = JumpX;
            client.Y = JumpY;
            client.SendToScreen(General, true);
            Data.AdvancedSkill.SkillInArea(client, client.X, client.Y);
        }
开发者ID:kenlacoste843,项目名称:ProjectXV3,代码行数:73,代码来源:Jump.cs

示例5: Handle

        /// <summary>
        /// Handles the message packet.
        /// </summary>
        /// <param name="client">The client.</param>
        /// <param name="packet">The packet.</param>
        public static void Handle(Entities.GameClient client, DataPacket packet)
        {
            using (var message = new MessagePacket(packet))
            {
                if (message.Message.StartsWith("/") && !message.Message.StartsWith("//")  || message.Message.StartsWith("@") && !message.Message.StartsWith("@@"))
                {
                    Packets.Message.Commands.Handle(client, message.Message, message.Message.Split(' '));
                }
                else
                {
                    if (message.ChatType != Enums.ChatType.Team && !client.Alive &&
                        message.ChatType != Enums.ChatType.Ghost)
                        return;

                    if (message.From != client.Name)
                    {
                        client.NetworkClient.Disconnect("INVALID_CHAT_NAME");
                        return;
                    }

                    switch (message.ChatType)
                    {
                            #region Whisper
                        case Enums.ChatType.Whisper:
                            {
                                if (message.To == client.Name)
                                    return;

                                Entities.GameClient toclient;
                                if (Core.Kernel.Clients.TrySelect(message.To, out toclient))
                                {
                                    message.FromMesh = client.Mesh;
                                    message.ToMesh = toclient.Mesh;
                                    toclient.Send(message);
                                }
                                else
                                {
                                    if (Database.CharacterDatabase.CharacterExists(message.To))//(System.IO.File.Exists(Database.ServerDatabase.DatabaseLocation + "\\UsedNames\\" + message.To + ".nm"))
                                    {
                                        using (var fmsg = Packets.Message.MessageCore.CreateSystem(
                                            client.Name, string.Format(Core.MessageConst.PLAYER_OFFLINE_WHISPER, message.To)))
                                            client.Send(fmsg);

                                        ProjectX_V3_Lib.IO.IniFile whisper = new ProjectX_V3_Lib.IO.IniFile(
                                            Database.ServerDatabase.DatabaseLocation + "\\MessageQuery\\" + message.To + ".ini",
                                            "Whisper");
                                        int count = whisper.ReadInt32("Count", 0);
                                        count++;
                                        whisper.Write<int>("Count", count);
                                        whisper.SetSection(count.ToString());
                                        whisper.WriteString("From", client.Name);
                                        whisper.WriteString("Message", message.Message);
                                        whisper.Write<uint>("Mesh", client.Mesh);
                                    }
                                    else
                                    {
                                        using (var fmsg = Packets.Message.MessageCore.CreateSystem(
                                            client.Name, string.Format(Core.MessageConst.PLAYER_OFFLINE_WHISPER2, message.To)))
                                            client.Send(fmsg);
                                    }
                                }
                                break;
                            }
                            #endregion
                            #region Talk + Ghost
                        case Enums.ChatType.Talk:
                        case Enums.ChatType.Ghost:
                            {
                                client.SendToScreen(message, false, message.ChatType == Enums.ChatType.Ghost);
                                break;
                            }
                            #endregion
                            #region World
                        case Enums.ChatType.World:
                            {
                                if (client.Level < 70)
                                {
                                    using (var fmsg = Packets.Message.MessageCore.CreateSystem(
                                        client.Name, Core.MessageConst.WORLD_CHAT_NO_PERMISSION))
                                        client.Send(fmsg);
                                    return;
                                }
                                int required = 60000;
                                if (client.Level >= 100)
                                    required = 45000;
                                if (client.Level >= 110)
                                    required = 30000;
                                if (client.Level >= 120)
                                    required = 15000;
                                if (DateTime.Now >= client.WorldChatSend.AddMilliseconds(required))
                                {
                                    client.WorldChatSend = DateTime.Now;
                                    foreach (Entities.GameClient sclient in Core.Kernel.Clients.selectorCollection1.Values)
                                    {
                                        if (sclient.EntityUID != client.EntityUID)
//.........这里部分代码省略.........
开发者ID:kenlacoste843,项目名称:ProjectXV3,代码行数:101,代码来源:MessagePacket.cs

示例6: SetUpdate

 public static void SetUpdate(Entities.GameClient client, Enums.UpdateType type, ulong data, Enums.SynchroType synchro, ulong data2 = 0)
 {
     var packet = UpdatePacket.Create(client.EntityUID);
     if (!packet.AddUpdate(type, data))
         return;
     if (synchro != Enums.SynchroType.False)
     {
         switch (synchro)
         {
             case Enums.SynchroType.True:
                 {
                     client.Send(packet);
                     break;
                 }
             case Enums.SynchroType.Broadcast:
                 {
                     client.SendToScreen(packet, true);
                     break;
                 }
         }
     }
 }
开发者ID:kenlacoste843,项目名称:ProjectXV3,代码行数:22,代码来源:UpdatePacket.cs

示例7: Handle

        /// <summary>
        /// Handles the movement packet.
        /// </summary>
        /// <param name="client">The client.</param>
        /// <param name="packet">The packet.</param>
        public static void Handle(Entities.GameClient client, DataPacket packet)
        {
            if (client.ContainsFlag1(Enums.Effect1.IceBlock))
                return;

            client.Action = Enums.ActionType.None;
            client.AttackPacket = null;
            client.LastMoveJump = false;
            using (var move = new MovementPacket(packet))
            {
                if (move.EntityUID != client.EntityUID)
                    return;

                int NewX = 0, NewY = 0;
                int NewDir = 0;

                switch (move.WalkMode)
                {
                    case Enums.WalkMode.Run:
                    case Enums.WalkMode.Walk:
                        {
                            NewDir = (int)move.Direction % 8;
                            NewX = client.X + DeltaX[NewDir];
                            NewY = client.Y + DeltaY[NewDir];
                            break;
                        }
                    case Enums.WalkMode.Mount:
                        {
                            NewDir = (int)move.Direction % 24;
                            NewX = client.X + DeltaMountX[NewDir];
                            NewY = client.Y + DeltaMountY[NewDir];
                            break;
                        }
                }

                if (client.Map.ValidCoord(NewX, NewY))
                {
                    client.LastX = client.X;
                    client.LastY = client.LastY;

                    client.LastMovement = DateTime.Now;
                    client.X = (ushort)NewX;
                    client.Y = (ushort)NewY;
                    client.Direction = (byte)NewDir;
                    client.SendToScreen(move, true);

                    if (client.Battle != null)
                    {
                        if (!client.Battle.EnterArea(client))
                        {
                            client.X = client.LastX;
                            client.Y = client.LastY;
                            client.Pullback();
                            return;
                        }
                        else if (!client.Battle.LeaveArea(client))
                        {
                            client.X = client.LastX;
                            client.Y = client.LastY;
                            client.Pullback();
                            return;
                        }
                    }

                    Data.AdvancedSkill.SkillInArea(client, client.X, client.Y);
                }
            }
        }
开发者ID:kenlacoste843,项目名称:ProjectXV3,代码行数:73,代码来源:MovementPacket.cs


注:本文中的Entities.SendToScreen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。