本文整理汇总了C#中PlayerCharacter.ClearEntityImplementation方法的典型用法代码示例。如果您正苦于以下问题:C# PlayerCharacter.ClearEntityImplementation方法的具体用法?C# PlayerCharacter.ClearEntityImplementation怎么用?C# PlayerCharacter.ClearEntityImplementation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PlayerCharacter
的用法示例。
在下文中一共展示了PlayerCharacter.ClearEntityImplementation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: handleCreateChar
private PlayerCharacterSerializer pcSerializer = null; // Used for storing pc data
#endregion Fields
#region Methods
private void handleCreateChar(PlayerCharacter pc, IncommingMessage msg)
{
if (pc.LoginState == PlayerCharacterLoginState.ClientVersionCorrect)
{
CreateCharIncommingMessage msgCreateChar = (CreateCharIncommingMessage)msg;
// Is acceptable character name
if (!pcAuthentication.IsAcceptablePlayerName(msgCreateChar.UserName))
{
CreateCharNotOkOutgoingMessage msgCreateCharNotOk =
(CreateCharNotOkOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.CREATE_CHAR_NOT_OK);
msgCreateCharNotOk.Message = "This character name is not acceptable.";
pc.PutMessageIntoMyQueue(msgCreateCharNotOk);
return;
}
// Does character exist?
if (pcAuthentication.Exists(msgCreateChar.UserName))
{
// Character already exists
CreateCharNotOkOutgoingMessage msgCreateCharNotOk =
(CreateCharNotOkOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.CREATE_CHAR_NOT_OK);
msgCreateCharNotOk.Message = "A character with that name already exists.";
pc.PutMessageIntoMyQueue(msgCreateCharNotOk);
return;
}
// TODO: Add check for appearace values
// All ok. Create a character
try
{
pcAuthentication.Create(msgCreateChar.UserName, msgCreateChar.Password);
}
catch (Exception ex)
{
logger.LogError(LogSource.World, "Failed to create player " + pc.Name, ex);
CreateCharNotOkOutgoingMessage msgCreateCharNotOk =
(CreateCharNotOkOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.CREATE_CHAR_NOT_OK);
msgCreateCharNotOk.Message = "Server could not create the character.";
pc.PutMessageIntoMyQueue(msgCreateCharNotOk);
return;
}
// Clear character (current state of character is undefined!)
pc.ClearEntityImplementation();
EntityAppearance appearance = new EntityAppearance(msgCreateChar.Type);
appearance.Head = msgCreateChar.Head;
appearance.Skin = msgCreateChar.Skin;
appearance.Hair = msgCreateChar.Hair;
appearance.Shirt = msgCreateChar.Shirt;
appearance.Pants = msgCreateChar.Pants;
appearance.Boots = msgCreateChar.Boots;
pc.Name = msgCreateChar.UserName;
pc.CreateSetInitialAppearance(appearance);
EntityLocation location = new EntityLocation();
short deviation = mapManager.StartPointDeviation;
location.X = (short)(mapManager.StartPointX + (sbyte)WorldRNG.Next(-deviation, deviation));
location.Y = (short)(mapManager.StartPointY + (sbyte)WorldRNG.Next(-deviation, deviation));
location.Z = 0;
location.Rotation = 0;
location.CurrentMap = mapManager.StartPointMap;
pc.CreateSetInitialLocation(location);
// TODO: Apply race specific factors
// Add bonus items
ItemDefinition itmDef = null;
// Royals
itmDef = ItemDefinitionCache.GetItemDefinitionByID(5);
if (itmDef != null)
{
Item itm = new Item(itmDef);
itm.Quantity = 100;
pc.InventoryUpdateItem(itm);
}
// Recalculate enerigies
pc.CreateRecalculateInitialEnergies();
// Store data
try
{
pc.ForceSerialization();
pc.Serialize(pcSerializer);
}
catch (Exception ex)
{
logger.LogError(LogSource.World, "Failed to serialize player " + pc.Name, ex);
CreateCharNotOkOutgoingMessage msgCreateCharNotOk =
//.........这里部分代码省略.........
示例2: handleLogIn
private void handleLogIn(PlayerCharacter pc, IncommingMessage msg)
{
if (pc.LoginState == PlayerCharacterLoginState.ClientVersionCorrect)
{
LogInIncommingMessage msgLogIn = (LogInIncommingMessage)msg;
// Is acceptable character name
if (!pcAuthentication.IsAcceptablePlayerName(msgLogIn.UserName))
{
LogInNotOkOutgoingMessage msgLogInNotOk =
(LogInNotOkOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.LOG_IN_NOT_OK);
msgLogInNotOk.Message = "This character name is not acceptable.";
pc.PutMessageIntoMyQueue(msgLogInNotOk);
return;
}
// Does character exist
if (!pcAuthentication.Exists(msgLogIn.UserName))
{
pc.PutMessageIntoMyQueue(msgStdYouDontExist);
return;
}
try
{
// Check the password
if (!pcAuthentication.Authenticate(msgLogIn.UserName, msgLogIn.Password))
{
LogInNotOkOutgoingMessage msgLogInNotOk =
(LogInNotOkOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.LOG_IN_NOT_OK);
msgLogInNotOk.Message = "The password is wrong!";
pc.PutMessageIntoMyQueue(msgLogInNotOk);
return;
}
}
catch (Exception ex)
{
logger.LogError(LogSource.World, "Failed to authenticate player: " + pc.Name, ex);
LogInNotOkOutgoingMessage msgLogInNotOk =
(LogInNotOkOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.LOG_IN_NOT_OK);
msgLogInNotOk.Message = "Server could not load the character!";
pc.PutMessageIntoMyQueue(msgLogInNotOk);
return;
}
// Check if already logged in
if (getPlayerByName(msgLogIn.UserName) != null)
{
LogInNotOkOutgoingMessage msgLogInNotOk =
(LogInNotOkOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.LOG_IN_NOT_OK);
msgLogInNotOk.Message = "You are already logged in!";
pc.PutMessageIntoMyQueue(msgLogInNotOk);
return;
}
// Clear character (current state of character is undefined!)
pc.ClearEntityImplementation();
pc.Name = msgLogIn.UserName; // Temporary setting user name so that deserialization may work
// Deserialize user data
try
{
pc.Deserialize(pcDeserializer);
}
catch (Exception ex)
{
logger.LogError(LogSource.World, "Failed to deserialize player: " + pc.Name, ex);
LogInNotOkOutgoingMessage msgLogInNotOk =
(LogInNotOkOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.LOG_IN_NOT_OK);
msgLogInNotOk.Message = "Server could not load the character!";
pc.PutMessageIntoMyQueue(msgLogInNotOk);
return;
}
try
{
// Add to dictionaries / Get EntityID
addEntityImplementationToWorld(pc);
}
catch (Exception ex)
{
logger.LogError(LogSource.World, "Failed to register player: " + pc.Name, ex);
LogInNotOkOutgoingMessage msgLogInNotOk =
(LogInNotOkOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.LOG_IN_NOT_OK);
msgLogInNotOk.Message = "Server could not register the character!";
pc.PutMessageIntoMyQueue(msgLogInNotOk);
return;
}
// TODO: Send initial data to client
// New Minute
NewMinuteOutgoingMessage msgNewMinute =
(NewMinuteOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.NEW_MINUTE);
msgNewMinute.MinuteOfTheDay = calendar.MinuteOfTheDay;
pc.PutMessageIntoMyQueue(msgNewMinute);
// You Are
//.........这里部分代码省略.........