本文整理汇总了C#中GamePlayer.CreateItemOnTheGround方法的典型用法代码示例。如果您正苦于以下问题:C# GamePlayer.CreateItemOnTheGround方法的具体用法?C# GamePlayer.CreateItemOnTheGround怎么用?C# GamePlayer.CreateItemOnTheGround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GamePlayer
的用法示例。
在下文中一共展示了GamePlayer.CreateItemOnTheGround方法的3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: BuildCraftedItem
//.........这里部分代码省略.........
int countFree = item.MaxCount - item.Count;
if (count > countFree)
{
changedSlots.Add(item.SlotPosition, countFree); // existing item should be changed
count -= countFree;
}
else
{
changedSlots.Add(item.SlotPosition, count); // existing item should be changed
count = 0;
break;
}
}
if (count > 0) // Add new object
{
eInventorySlot firstEmptySlot = player.Inventory.FindFirstEmptySlot(eInventorySlot.FirstBackpack, eInventorySlot.LastBackpack);
if (firstEmptySlot == eInventorySlot.Invalid)
{
changedSlots.Add(-1, -count); // Create the item on the ground
}
else
{
changedSlots.Add((int)firstEmptySlot, -count); // Create the item in the free slot
}
count = 0;
}
InventoryItem newItem = null;
player.Inventory.BeginChanges();
Dictionary<int, int>.Enumerator enumerator = changedSlots.GetEnumerator();
while (enumerator.MoveNext())
{
KeyValuePair<int, int> slot = enumerator.Current;
int countToAdd = slot.Value;
if (countToAdd > 0) // Add to exiting item
{
newItem = player.Inventory.GetItem((eInventorySlot)slot.Key);
if (newItem != null && player.Inventory.AddCountToStack(newItem, countToAdd))
{
InventoryLogging.LogInventoryAction("(craft)", player, eInventoryActionType.Other, newItem.Template, countToAdd);
// count incremented, continue with next change
continue;
}
}
if (recipe.MakeTemplated)
{
string adjItem = itemToCraft.Id_nb+(GetQuality(player, recipe).ToString());
ItemTemplate adjItemToCraft = GameServer.Database.FindObjectByKey<ItemTemplate>(adjItem);
if (adjItemToCraft != null)
{
newItem = GameInventoryItem.Create<ItemTemplate>(adjItemToCraft);
}
else
{
newItem = GameInventoryItem.Create<ItemTemplate>(itemToCraft);
}
}
else
{
ItemUnique unique = new ItemUnique(itemToCraft);
GameServer.Database.AddObject(unique);
newItem = GameInventoryItem.Create<ItemUnique>(unique);
newItem.Quality = GetQuality(player, recipe);
}
newItem.IsCrafted = true;
newItem.Creator = player.Name;
newItem.Count = -countToAdd;
if (slot.Key > 0) // Create new item in the backpack
{
player.Inventory.AddItem((eInventorySlot)slot.Key, newItem);
InventoryLogging.LogInventoryAction("(craft)", player, eInventoryActionType.Craft, newItem.Template, newItem.Count);
}
else // Create new item on the ground
{
player.CreateItemOnTheGround(newItem);
player.Out.SendDialogBox(eDialogCode.SimpleWarning, 0, 0, 0, 0, eDialogType.Ok, true, LanguageMgr.GetTranslation(player.Client.Account.Language, "AbstractCraftingSkill.BuildCraftedItem.BackpackFull", itemToCraft.Name));
}
}
player.Inventory.CommitChanges();
player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "AbstractCraftingSkill.BuildCraftedItem.Successfully", itemToCraft.Name, newItem.Quality), eChatType.CT_Missed, eChatLoc.CL_SystemWindow);
if (recipe.MakeTemplated == false && newItem.Quality == 100)
{
player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "AbstractCraftingSkill.BuildCraftedItem.Masterpiece"), eChatType.CT_Important, eChatLoc.CL_SystemWindow);
player.Out.SendPlaySound(eSoundType.Craft, 0x04);
}
else
{
player.Out.SendPlaySound(eSoundType.Craft, 0x03);
}
}
}
示例2: GiveItem
protected static bool GiveItem(GameLiving source, GamePlayer player, ItemTemplate itemTemplate, bool canDrop)
{
InventoryItem item = null;
if (itemTemplate is ItemUnique)
{
GameServer.Database.AddObject(itemTemplate as ItemUnique);
item = GameInventoryItem.Create(itemTemplate as ItemUnique);
}
else
{
item = GameInventoryItem.Create(itemTemplate);
}
if (!player.ReceiveItem(source, item))
{
if (canDrop)
{
player.CreateItemOnTheGround(item);
player.Out.SendMessage(String.Format("Your backpack is full, {0} is dropped on the ground.", itemTemplate.Name), eChatType.CT_Important, eChatLoc.CL_PopupWindow);
}
else
{
player.Out.SendMessage("Your backpack is full!", eChatType.CT_Important, eChatLoc.CL_PopupWindow);
return false;
}
}
return true;
}
示例3: GiveItem
protected static void GiveItem(GameLiving source, GamePlayer player, ItemTemplate itemTemplate)
{
itemTemplate.AllowAdd = true;
if (GameServer.Database.SelectObject<ItemTemplate>("Id_nb = '" + itemTemplate.Id_nb + "'") == null)
{
GameServer.Database.AddObject(itemTemplate);
}
//ameInventoryItem.Create<ItemTemplate>(itemTemplate);
InventoryItem item = GameInventoryItem.Create<ItemTemplate>(itemTemplate);
if (player.Inventory.AddItem(eInventorySlot.FirstEmptyBackpack, item))
{
if (source == null) { player.Out.SendMessage("You receive the " + itemTemplate.Name + ".", eChatType.CT_System, eChatLoc.CL_SystemWindow); }
else { player.Out.SendMessage("You receive " + itemTemplate.GetName(0, false) + " from " + source.GetName(0, false) + ".", eChatType.CT_System, eChatLoc.CL_SystemWindow); }
}
else { player.CreateItemOnTheGround(item); player.Out.SendMessage("Your Inventory is full. You couldn't recieve the " + itemTemplate.Name + ",so it's been placed on the ground. Pick it up as soon as possible or it will vanish in a few minutes.", eChatType.CT_Important, eChatLoc.CL_PopupWindow); }
}