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C# GamePlayer.SaveIntoDatabase方法代码示例

本文整理汇总了C#中GamePlayer.SaveIntoDatabase方法的典型用法代码示例。如果您正苦于以下问题:C# GamePlayer.SaveIntoDatabase方法的具体用法?C# GamePlayer.SaveIntoDatabase怎么用?C# GamePlayer.SaveIntoDatabase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.SaveIntoDatabase方法的8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: PromotePlayer

		/// <summary>
		/// Called to promote a player
		/// </summary>
		/// <param name="player">the player to promote</param>
		/// <param name="classid">the new classid</param>
		/// <param name="messageToPlayer">the message for the player</param>
		/// <param name="gifts">Array of inventory items as promotion gifts</param>
		/// <returns>true if successfull</returns>
		public bool PromotePlayer(GamePlayer player, int classid, string messageToPlayer, InventoryItem[] gifts)
		{

			if (player == null) return false;

			ICharacterClass oldClass = player.CharacterClass;

			// Player was promoted
			if (player.SetCharacterClass(classid))
			{
				player.RemoveAllStyles();
				player.RemoveAllAbilities();
				player.RemoveAllSpellLines();

				if (messageToPlayer != "")
					player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "GameTrainer.PromotePlayer.Says", this.Name, messageToPlayer), eChatType.CT_System, eChatLoc.CL_PopupWindow);
				player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "GameTrainer.PromotePlayer.Upgraded", player.CharacterClass.Name), eChatType.CT_Important, eChatLoc.CL_SystemWindow);

				player.CharacterClass.OnLevelUp(player, player.Level);
				player.RefreshSpecDependantSkills(true);
				player.StartPowerRegeneration();
				player.Out.SendUpdatePlayerSkills();
				player.Out.SendUpdatePlayer();
				// drop any non usable item
				CheckAbilityToUseItem(player);

				// Initiate equipment
				if (gifts != null && gifts.Length > 0)
				{
					for (int i = 0; i < gifts.Length; i++)
					{
						player.ReceiveItem(this, gifts[i]);
					}
				}

				// after gifts
				player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "GameTrainer.PromotePlayer.Accepted", player.CharacterClass.Profession), eChatType.CT_Important, eChatLoc.CL_SystemWindow);

				Notify(GameTrainerEvent.PlayerPromoted, this, new PlayerPromotedEventArgs(player, oldClass));

				player.SaveIntoDatabase();
				return true;
			}
			return false;
		}
开发者ID:mynew4,项目名称:DAoC,代码行数:53,代码来源:GameTrainer.cs

示例2: RemovePlayer

        /// <summary>
        /// Delete's a member from this Guild
        /// </summary>
        /// <param name="removername">the player (client) removing</param>
        /// <param name="member">the player named beeing remove</param>
        /// <returns>true or false</returns>
        public bool RemovePlayer(string removername, GamePlayer member)
        {
            try
            {
                GuildMgr.RemovePlayerFromAllGuildPlayersList(member);
                RemoveOnlineMember(member);
                member.GuildName = "";
                member.GuildNote = "";
                member.GuildID = "";
                member.GuildRank = null;
                member.Guild = null;
                member.SaveIntoDatabase();

                member.Out.SendObjectGuildID(member, member.Guild);
                // Send message to removerClient about successful removal
                if (removername == member.Name)
                    member.Out.SendMessage("You leave the guild.", DOL.GS.PacketHandler.eChatType.CT_System, DOL.GS.PacketHandler.eChatLoc.CL_SystemWindow);
                else
                    member.Out.SendMessage(removername + " removed you from " + this.Name, PacketHandler.eChatType.CT_System, PacketHandler.eChatLoc.CL_SystemWindow);
            }
            catch (Exception e)
            {
                if (log.IsErrorEnabled)
                    log.Error("RemovePlayer", e);
                return false;
            }

            return true;
        }
开发者ID:uvbs,项目名称:Dawn-of-Light-core,代码行数:35,代码来源:Guild.cs

示例3: RespecDialogResponse

		protected void RespecDialogResponse(GamePlayer player, byte response)
		{

			if (response != 0x01) return; //declined

			int specPoints = 0;
			int realmSpecPoints = 0;

			if (player.TempProperties.getProperty(ALL_RESPEC, false))
			{
				specPoints = player.RespecAll();
				player.TempProperties.removeProperty(ALL_RESPEC);
			}
			if (player.TempProperties.getProperty(DOL_RESPEC, false))
			{
				specPoints = player.RespecDOL();
				player.TempProperties.removeProperty(DOL_RESPEC);
			}
			if (player.TempProperties.getProperty(RA_RESPEC, false))
			{
				realmSpecPoints = player.RespecRealm();
				player.TempProperties.removeProperty(RA_RESPEC);
			}
			if (player.TempProperties.getProperty<object>(LINE_RESPEC, null) != null)
			{
				Specialization specLine = (Specialization)player.TempProperties.getProperty<object>(LINE_RESPEC, null);
				specPoints = player.RespecSingle(specLine);
				player.TempProperties.removeProperty(LINE_RESPEC);
			}
			if (player.TempProperties.getProperty(BUY_RESPEC, false))
			{
				player.TempProperties.removeProperty(BUY_RESPEC);
				if (player.RespecCost >= 0 && player.RemoveMoney(player.RespecCost * 10000))
				{
                    InventoryLogging.LogInventoryAction(player, "(respec)", eInventoryActionType.Merchant, player.RespecCost * 10000);
					player.RespecAmountSingleSkill++;
					player.RespecBought++;
					DisplayMessage(player, "You bought a single line respec!");
				}
				player.Out.SendUpdateMoney();
			}			
			// Assign full points returned
			if (specPoints > 0)
			{
				player.SkillSpecialtyPoints += specPoints;
				player.RemoveAllStyles(); // Kill styles
				player.UpdateSpellLineLevels(false);
				DisplayMessage(player, "You regain " + specPoints + " specialization points!");
			}
			if (realmSpecPoints > 0)
			{
				player.RealmSpecialtyPoints += realmSpecPoints;
				DisplayMessage(player, "You regain " + realmSpecPoints + " realm specialization points!");
			}
			player.RefreshSpecDependantSkills(false);
			// Notify Player of points
			player.Out.SendUpdatePlayerSkills();
			player.Out.SendUpdatePoints();
			player.Out.SendUpdatePlayer();
			player.SendTrainerWindow();
			player.SaveIntoDatabase();
		}
开发者ID:boscorillium,项目名称:dol,代码行数:62,代码来源:respec.cs

示例4: AddPlayer

        /// <summary>
        /// Add a player to a guild with the specified rank
        /// </summary>
        /// <param name="addPlayer"></param>
        /// <param name="rank"></param>
        /// <returns></returns>
        public bool AddPlayer(GamePlayer addPlayer, DBRank rank)
        {
            if (addPlayer == null || addPlayer.Guild != null)
                return false;

            if (log.IsDebugEnabled)
                log.Debug("Adding player to the guild, guild name=\"" + Name + "\"; player name=" + addPlayer.Name);

            try
            {
                AddOnlineMember(addPlayer);
                addPlayer.GuildName = Name;
                addPlayer.GuildID = GuildID;
                addPlayer.GuildRank = rank;
                addPlayer.Guild = this;
                addPlayer.SaveIntoDatabase();
                GuildMgr.AddPlayerToAllGuildPlayersList(addPlayer);
                addPlayer.Out.SendMessage("You have agreed to join " + this.Name + "!", eChatType.CT_Group, eChatLoc.CL_SystemWindow);
                addPlayer.Out.SendMessage("Your current rank is " + addPlayer.GuildRank.Title + "!", eChatType.CT_Group, eChatLoc.CL_SystemWindow);
                SendMessageToGuildMembers(addPlayer.Name + " has joined the guild!", eChatType.CT_Group, eChatLoc.CL_SystemWindow);
            }
            catch (Exception e)
            {
                if (log.IsErrorEnabled)
                    log.Error("AddPlayer", e);
                return false;
            }

            return true;
        }
开发者ID:uvbs,项目名称:Dawn-of-Light-core,代码行数:36,代码来源:Guild.cs

示例5: WithdrawGuildBank

        public void WithdrawGuildBank(GamePlayer withdraw, double amount)
        {
            if (amount < 0)
            {
                withdraw.Out.SendMessage(LanguageMgr.GetTranslation(withdraw.Client, "Scripts.Player.Guild.WithdrawInvalid"), eChatType.CT_Guild, eChatLoc.CL_SystemWindow);
                return;
            }
            else if ((withdraw.Guild.GetGuildBank() - amount) < 0)
            {
                withdraw.Out.SendMessage(LanguageMgr.GetTranslation(withdraw.Client, "Scripts.Player.Guild.WithdrawTooMuch"), eChatType.CT_Guild, eChatLoc.CL_SystemWindow);
                return;
            }

            withdraw.Out.SendMessage(LanguageMgr.GetTranslation(withdraw.Client, "Scripts.Player.Guild.Withdrawamount", Money.GetString(long.Parse(amount.ToString()))), eChatType.CT_Guild, eChatLoc.CL_SystemWindow);
            withdraw.Guild.UpdateGuildWindow();
            m_DBguild.Bank -= amount;

            var amt = long.Parse(amount.ToString());
            withdraw.AddMoney(amt);
            InventoryLogging.LogInventoryAction("(GUILD;" + Name + ")", withdraw, eInventoryActionType.Other, amt);
            withdraw.Out.SendUpdatePlayer();
            withdraw.SaveIntoDatabase();
            withdraw.Guild.SaveIntoDatabase();
            return;
        }
开发者ID:uvbs,项目名称:Dawn-of-Light-core,代码行数:25,代码来源:Guild.cs

示例6: RemoveProc

        public void RemoveProc(GamePlayer player, int procNumber)
        {
            InventoryItem item = player.TempProperties.getProperty<InventoryItem>(TempProperty);
            player.TempProperties.removeProperty(TempProperty);

            if (item == null || item.OwnerID != player.InternalID || item.OwnerID == null)
                return;

            player.Inventory.RemoveItem(item);

            ItemUnique unique = new ItemUnique(item.Template);
            if (procNumber == 1)
            {
                unique.ProcSpellID = 0;
                unique.SpellID = 0;
            }
            else if (procNumber == 2)
            {
                unique.ProcSpellID1 = 0;
                unique.SpellID1 = 0;
            }
            else
            {
                SendReply(player, "Error, contact a GM");
            }
            GameServer.Database.AddObject(unique);

            InventoryItem newInventoryItem = GameInventoryItem.Create<ItemUnique>(unique);
            player.Inventory.AddItem(eInventorySlot.FirstEmptyBackpack, newInventoryItem);
            player.Out.SendInventoryItemsUpdate(new InventoryItem[] { newInventoryItem });
            player.SaveIntoDatabase();
        }
开发者ID:mynew4,项目名称:DAoC,代码行数:32,代码来源:ProcRemover.cs

示例7: OnLevelUp

		/// <summary>
		/// Add all skills and other things that are required for current level
		/// </summary>
		/// <param name="player">player to modify</param>
		public virtual void OnLevelUp(GamePlayer player)
		{
			// Grav: autotrain in player.OnLevelUp()
			// If this is a PvE server, issue one realm specialty point
			// for each level starting at level 20.
			if (GameServer.Instance.Configuration.ServerType == eGameServerType.GST_PvE)
			{
				// Somewhere in the code, regardless of server type, one RA point
				// is being assigned at lvl 20 already (I don't know where that's
				// coming from).  That's why the following is <= 20 and not just < 20.
				if (player.Level <= 20) return;
				player.RealmSpecialtyPoints++;
				player.SaveIntoDatabase();
			}
		}
开发者ID:boscorillium,项目名称:dol,代码行数:19,代码来源:CharacterClassBase.cs

示例8: SetModel

        public void SetModel(GamePlayer player, int number)
        {
            InventoryItem item = player.TempProperties.getProperty<InventoryItem>(TempProperty);
            player.TempProperties.removeProperty(TempProperty);

            if (item == null || item.OwnerID != player.InternalID || item.OwnerID == null)
                return;

            player.Inventory.RemoveItem(item);

            ItemUnique unique = new ItemUnique(item.Template);
            unique.Model = number;
            GameServer.Database.AddObject(unique);

            InventoryItem newInventoryItem = GameInventoryItem.Create<ItemUnique>(unique);
            player.Inventory.AddItem(eInventorySlot.FirstEmptyBackpack, newInventoryItem);
            player.Out.SendInventoryItemsUpdate(new InventoryItem[] { newInventoryItem });
            player.RemoveBountyPoints(300);
            player.SaveIntoDatabase();
        }
开发者ID:mynew4,项目名称:DAoC,代码行数:20,代码来源:ItemModel.cs


注:本文中的GamePlayer.SaveIntoDatabase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。