本文整理汇总了C#中GameBitBuffer.WriteUInt方法的典型用法代码示例。如果您正苦于以下问题:C# GameBitBuffer.WriteUInt方法的具体用法?C# GameBitBuffer.WriteUInt怎么用?C# GameBitBuffer.WriteUInt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GameBitBuffer
的用法示例。
在下文中一共展示了GameBitBuffer.WriteUInt方法的15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: Encode
public override void Encode(GameBitBuffer buffer)
{
buffer.WriteUInt(32, ActorID);
buffer.WriteUInt(32, HitDealer);
buffer.WriteInt(3, Field2 - (-1));
buffer.WriteBool(Field3);
}
示例2: Encode
public override void Encode(GameBitBuffer buffer)
{
buffer.WriteUInt(32, UsedItem);
buffer.WriteInt(3, Field1 - (-1));
buffer.WriteUInt(32, UsedOnItem);
Location.Encode(buffer);
}
示例3: Encode
public override void Encode(GameBitBuffer buffer)
{
buffer.WriteUInt(32, ActorID);
for (int i = 0; i < Field1.Length; i++) buffer.WriteUInt(32, Field1[i]);
PlayLineParams.Encode(buffer);
buffer.WriteInt(32, Duration);
}
示例4: Encode
public override void Encode(GameBitBuffer buffer)
{
buffer.WriteUInt(32, ChunkID);
buffer.WriteInt(32, SceneSNO);
Transform.Encode(buffer);
buffer.WriteUInt(32, WorldID);
buffer.WriteInt(3, MiniMapVisibility);
}
示例5: Encode
public override void Encode(GameBitBuffer buffer)
{
buffer.WriteUInt(32, WorldID);
SceneSpec.Encode(buffer);
buffer.WriteUInt(32, ChunkID);
buffer.WriteInt(32, SceneSNO);
Transform.Encode(buffer);
buffer.WriteUInt(32, ParentChunkID);
buffer.WriteInt(32, SceneGroupSNO);
buffer.WriteInt(9, arAppliedLabels.Length);
for (int i = 0; i < arAppliedLabels.Length; i++) buffer.WriteInt(32, arAppliedLabels[i]);
}
示例6: Encode
public override void Encode(GameBitBuffer buffer)
{
buffer.WriteInt(3, Field0);
buffer.WriteInt(5, Field1);
buffer.WriteUInt(32, PetId);
buffer.WriteInt(5, Field3 - (-1));
}
示例7: Encode
public override void Encode(GameBitBuffer buffer)
{
buffer.WriteUInt(32, ActorID);
buffer.WriteInt(5, tNPCInteraction.Length);
for (int i = 0; i < tNPCInteraction.Length; i++) { tNPCInteraction[i].Encode(buffer); }
buffer.WriteInt(2, (int)Type);
}
示例8: Encode
public override void Encode(GameBitBuffer buffer)
{
buffer.WriteUInt(32, ActorID);
buffer.WriteInt(4, atKeyVals.Length);
for (int i = 0; i < atKeyVals.Length; i++) { atKeyVals[i].Encode(buffer); }
for (int i = 0; i < atKeyVals.Length; i++) { atKeyVals[i].EncodeValue(buffer); }
}
示例9: Encode
public void Encode(GameBitBuffer buffer)
{
buffer.WriteUInt(32, OwnerID);
buffer.WriteInt(5, EquipmentSlot - (-1));
buffer.WriteInt(32, Column);
buffer.WriteInt(32, Row);
}
示例10: Encode
public override void Encode(GameBitBuffer buffer)
{
buffer.WriteUInt(32, ActorID);
buffer.WriteInt(2, Field1);
buffer.WriteInt(6, aAffixGBIDs.Length);
for (int i = 0; i < aAffixGBIDs.Length; i++) buffer.WriteInt(32, aAffixGBIDs[i]);
}
示例11: Encode
public override void Encode(GameBitBuffer buffer)
{
buffer.WriteUInt(32, ItemID);
buffer.WriteInt(32, Field1);
buffer.WriteInt(5, DestEquipmentSlot - (-1));
buffer.WriteInt(32, DestRowStart);
buffer.WriteInt(32, DestRowEnd);
}
示例12: Encode
public override void Encode(GameBitBuffer buffer)
{
buffer.WriteUInt(32, ActorID);
buffer.WriteInt(4, Field1);
buffer.WriteFloat32(Field2);
buffer.WriteInt(2, tAnim.Length);
for (int i = 0; i < tAnim.Length; i++) { tAnim[i].Encode(buffer); }
}
示例13: Encode
public override void Encode(GameBitBuffer buffer)
{
buffer.WriteUInt(32, ItemID);
if (InventoryLocation != null)
{
InventoryLocation.Encode(buffer);
}
buffer.WriteInt(32, Field2);
}
示例14: Encode
public override void Encode(GameBitBuffer buffer)
{
buffer.WriteUInt(32, ActorId);
buffer.WriteInt(7, (int)Effect - (-1));
buffer.WriteBool(OptionalParameter.HasValue);
if (OptionalParameter.HasValue)
{
buffer.WriteInt(32, OptionalParameter.Value);
}
}
示例15: Encode
public override void Encode(GameBitBuffer buffer)
{
buffer.WriteUInt(32, ActorID);
buffer.WriteInt(7, Field1 - (-1));
buffer.WriteBool(Field2.HasValue);
if (Field2.HasValue)
{
buffer.WriteInt(32, Field2.Value);
}
}