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C# GamePlayer.GainBountyPoints方法代码示例

本文整理汇总了C#中GamePlayer.GainBountyPoints方法的典型用法代码示例。如果您正苦于以下问题:C# GamePlayer.GainBountyPoints方法的具体用法?C# GamePlayer.GainBountyPoints怎么用?C# GamePlayer.GainBountyPoints使用的例子?那么, 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GamePlayer的用法示例。


在下文中一共展示了GamePlayer.GainBountyPoints方法的2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: Refund

 public void Refund(InventoryItem item, GamePlayer player)
 {
     bool can = false;
     if (item.PackageID.ToLower().Contains("art"))
     {
         can = true;
     }
     if (item.Name.Contains("Special"))
     {
         can = true;
     }
     if (item.Name.Contains("Dragon"))
     {
         can = true;
     }
     if (item.Name.Contains("Pyroc"))
     {
         can = true;
     }
     if (item.Name.Contains("Lith"))
     {
         can = true;
     }
     if (item.Name.Contains("Benth"))
     {
         can = true;
     }
     if (item.Name.Contains("Tempest"))
     {
         can = true;
     }
     if (item.Name.Contains("Dragonslayer"))
     {
         can = true;
     }
     switch (item.PackageID)
     {
         case "LabWeaps":
         case "Artifacts":
         case "Bounty Jewlery":
         case "DragonWeapons":
             can = true;
             break;
     }
     if (can == true)
     {
         player.Inventory.RemoveItem(item);
         player.GainBountyPoints(item.Price, false);
     }
 }
开发者ID:mynew4,项目名称:DAoC,代码行数:50,代码来源:BPRefunder.cs

示例2: CheckOfferQuest

        /// <summary>
        /// A player has interacted with an object that has a DataQuest.
        /// Check to see if we can offer this quest to the player and display the text
        /// </summary>
        /// <param name="player"></param>
        /// <param name="obj"></param>
        protected virtual void CheckOfferQuest(GamePlayer player, GameObject obj)
        {
            // Can we offer this quest to the player?
            if (CheckQuestQualification(player))
            {
                if (StartType == eStartType.InteractComplete)
                {
                    // This quest finishes with the interaction

                    CharacterXDataQuest charQuest = GetCharacterQuest(player, ID, true);

                    if (charQuest.Count < MaxQuestCount)
                    {
                        TryTurnTo(obj, player);

                        if (ExecuteCustomQuestStep(player, 0, eStepCheckType.Finish))
                        {
                            if (Description.Trim() != "")
                            {
                                SendMessage(player, Description, 0, eChatType.CT_System, eChatLoc.CL_PopupWindow);
                            }

                            if (m_finalRewards.Count > 0)
                            {
                                lock (player.Inventory)
                                {
                                    if (player.Inventory.IsSlotsFree(m_finalRewards.Count, eInventorySlot.FirstBackpack, eInventorySlot.LastBackpack))
                                    {
                                        foreach (ItemTemplate item in m_finalRewards)
                                        {
                                            if (item != null)
                                            {
                                                GiveItem((obj is GameLiving ? obj as GameLiving : null), player, item, false);
                                            }
                                        }
                                    }
                                    else
                                    {
                                        SendMessage(player, "Your inventory does not have enough space to finish this quest!", 0, eChatType.CT_System, eChatLoc.CL_PopupWindow);
                                        return;
                                    }
                                }
                            }

                            if (m_rewardXPs.Count > 0 && m_rewardXPs[0] > 0)
                            {
                                player.GainExperience(GameLiving.eXPSource.Quest, m_rewardXPs[0]);
                            }

                            if (m_rewardCLXPs.Count > 0 && m_rewardCLXPs[0] > 0)
                            {
                                player.GainChampionExperience(m_rewardCLXPs[0], GameLiving.eXPSource.Quest);
                            }

                            if (m_rewardRPs.Count > 0 && m_rewardRPs[0] > 0)
                            {
                                player.GainRealmPoints(m_rewardRPs[0]);
                            }

                            if (m_rewardBPs.Count > 0 && m_rewardBPs[0] > 0)
                            {
                                player.GainBountyPoints(m_rewardBPs[0]);
                            }

                            if (m_rewardMoneys.Count > 0 && m_rewardMoneys[0] > 0)
                            {
                                player.AddMoney(m_rewardMoneys[0], "You are awarded {0}!");
                                InventoryLogging.LogInventoryAction("(QUEST;" + Name + ")", player, eInventoryActionType.Quest, m_rewardMoneys[0]);
                            }

                            charQuest.Count++;
                            GameServer.Database.SaveObject(charQuest);

                            bool add = true;
                            lock (player.QuestListFinished)
                            {
                                foreach (AbstractQuest q in player.QuestListFinished)
                                {
                                    if (q is DataQuest && (q as DataQuest).ID == ID)
                                    {
                                        add = false;
                                        break;
                                    }
                                }
                            }

                            if (add)
                            {
                                player.QuestListFinished.Add(this);
                            }

                            player.Out.SendQuestListUpdate();

                            player.Out.SendMessage(String.Format(LanguageMgr.GetTranslation(player.Client.Account.Language, "AbstractQuest.FinishQuest.Completed", Name)), eChatType.CT_ScreenCenter, eChatLoc.CL_SystemWindow);
//.........这里部分代码省略.........
开发者ID:mynew4,项目名称:DAoC,代码行数:101,代码来源:DataQuest.cs


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