本文整理汇总了C#中GamePlayer.StartAttack方法的典型用法代码示例。如果您正苦于以下问题:C# GamePlayer.StartAttack方法的具体用法?C# GamePlayer.StartAttack怎么用?C# GamePlayer.StartAttack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.StartAttack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: Execute
public void Execute(Ability ab, GamePlayer player)
{
if (player.ActiveWeaponSlot != GameLiving.eActiveWeaponSlot.Distance)
{
player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "Skill.Ability.CannotUse.CriticalShot.NoRangedWeapons"), eChatType.CT_Important, eChatLoc.CL_SystemWindow);
return;
}
if (player.IsSitting)
{
player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "Skill.Ability.CannotUse.CriticalShot.MustBeStanding"), eChatType.CT_YouHit, eChatLoc.CL_SystemWindow);
return;
}
// cancel rapid fire effect
RapidFireEffect rapidFire = player.EffectList.GetOfType<RapidFireEffect>();
if (rapidFire != null)
rapidFire.Cancel(false);
// cancel sure shot effect
SureShotEffect sureShot = player.EffectList.GetOfType<SureShotEffect>();
if (sureShot != null)
sureShot.Cancel(false);
TrueshotEffect trueshot = player.EffectList.GetOfType<TrueshotEffect>();
if (trueshot != null)
trueshot.Cancel(false);
if (player.AttackState)
{
if (player.RangedAttackType == GameLiving.eRangedAttackType.Critical)
{
player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "Skill.Ability.CriticalShot.SwitchToRegular"), eChatType.CT_System, eChatLoc.CL_SystemWindow);
player.RangedAttackType = GameLiving.eRangedAttackType.Normal;
}
else
{
player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "Skill.Ability.CriticalShot.AlreadyFiring"), eChatType.CT_Important, eChatLoc.CL_SystemWindow);
}
return;
}
player.RangedAttackType = GameLiving.eRangedAttackType.Critical;
player.StartAttack(player.TargetObject);
}
示例2: Execute
public void Execute(Ability ab, GamePlayer player)
{
if (player.ActiveWeaponSlot != GameLiving.eActiveWeaponSlot.Distance)
{
player.Out.SendMessage("You must ready a ranged weapon in your hands!", eChatType.CT_Important, eChatLoc.CL_SystemWindow);
return;
}
if (player.IsSitting)
{
player.Out.SendMessage("You must be standing to attempt a ranged attack!", eChatType.CT_YouHit, eChatLoc.CL_SystemWindow);
return;
}
// cancel rapid fire effect
RapidFireEffect rapidFire = player.EffectList.GetOfType<RapidFireEffect>();
if (rapidFire != null)
rapidFire.Cancel(false);
// cancel sure shot effect
SureShotEffect sureShot = player.EffectList.GetOfType<SureShotEffect>();
if (sureShot != null)
sureShot.Cancel(false);
TrueshotEffect trueshot = player.EffectList.GetOfType<TrueshotEffect>();
if (trueshot != null)
trueshot.Cancel(false);
if (player.AttackState)
{
if (player.RangedAttackType == GameLiving.eRangedAttackType.Critical)
{
player.Out.SendMessage("You switch to a regular shot!", eChatType.CT_System, eChatLoc.CL_SystemWindow);
player.RangedAttackType = GameLiving.eRangedAttackType.Normal;
}
else
{
player.Out.SendMessage("You are already firing this weapon!", eChatType.CT_Important, eChatLoc.CL_SystemWindow);
}
return;
}
player.RangedAttackType = GameLiving.eRangedAttackType.Critical;
player.StartAttack(player.TargetObject);
}