本文整理汇总了C#中GamePlayer.SendDoorUpdate方法的典型用法代码示例。如果您正苦于以下问题:C# GamePlayer.SendDoorUpdate方法的具体用法?C# GamePlayer.SendDoorUpdate怎么用?C# GamePlayer.SendDoorUpdate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类GamePlayer
的用法示例。
在下文中一共展示了GamePlayer.SendDoorUpdate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: UpdatePlayerDoors
/// <summary>
/// Send Game Doors Depening on last refresh time.
/// </summary>
/// <param name="player"></param>
/// <param name="nowTicks"></param>
private static void UpdatePlayerDoors(GamePlayer player, long nowTicks)
{
// Get All Game Doors in Range
var doors = player.GetDoorsInRadius(WorldMgr.OBJ_UPDATE_DISTANCE).Cast<IDoor>().OfType<GameObject>().Where(o => o.IsVisibleTo(player)).ToArray();
try
{
// Clean Cache
foreach (var objEntry in player.Client.GameObjectUpdateArray)
{
var objKey = objEntry.Key;
GameObject obj = WorldMgr.GetRegion(objKey.Item1).GetObject(objKey.Item2);
// We have a Door in cache that is not in vincinity
if (obj is IDoor && !doors.Contains(obj) && (nowTicks - objEntry.Value) >= GetPlayerItemUpdateInterval)
{
long dummy;
player.Client.GameObjectUpdateArray.TryRemove(objKey, out dummy);
}
}
}
catch (Exception e)
{
if (log.IsErrorEnabled)
log.ErrorFormat("Error while Cleaning Doors cache for Player : {0}, Exception : {1}", player.Name, e);
}
try
{
// Now Send remaining doors
foreach (IDoor ldoor in doors)
{
IDoor door = ldoor;
// Get last update time
long lastUpdate;
if (player.Client.GameObjectUpdateArray.TryGetValue(new Tuple<ushort, ushort>(((GameObject)door).CurrentRegionID, (ushort)door.ObjectID), out lastUpdate))
{
// This Door Needs Update
if ((nowTicks - lastUpdate) >= GetPlayerItemUpdateInterval)
{
player.SendDoorUpdate(door);
}
}
else
{
// Not in cache, Door entering in range, sending update will add it to cache.
player.SendDoorUpdate(door);
}
}
}
catch (Exception e)
{
if (log.IsErrorEnabled)
log.ErrorFormat("Error while updating Doors for Player : {0}, Exception : {1}", player.Name, e);
}
}
示例2: GetExamineMessages
public override IList GetExamineMessages(GamePlayer player)
{
/*
* You select the Keep Gate. It belongs to your realm.
* You target [the Keep Gate]
*
* You select the Keep Gate. It belongs to an enemy realm and can be attacked!
* You target [the Keep Gate]
*
* You select the Postern Door. It belongs to an enemy realm!
* You target [the Postern Door]
*/
IList list = base.GetExamineMessages(player);
string text = "You select the " + Name + ".";
if (!GameServer.KeepManager.IsEnemy(this, player))
{
text = text + " It belongs to your realm.";
}
else
{
if (IsAttackableDoor)
{
text = text + " It belongs to an enemy realm and can be attacked!";
}
else
{
text = text + " It belongs to an enemy realm!";
}
}
list.Add(text);
ChatUtil.SendDebugMessage(player, "Health = " + Health);
if (IsAttackableDoor)
{
// Attempt to fix issue where some players see door as closed when it should be broken open
// if you target a door it will re-broadcast it's state
if (Health <= 0 && State != eDoorState.Open)
{
State = eDoorState.Open;
BroadcastDoorStatus();
}
else if (State == eDoorState.Open)
{
player.SendDoorUpdate(this, true);
}
}
return list;
}