本文整理汇总了C#中PlayerCharacter.InventoryUpdateItem方法的典型用法代码示例。如果您正苦于以下问题:C# PlayerCharacter.InventoryUpdateItem方法的具体用法?C# PlayerCharacter.InventoryUpdateItem怎么用?C# PlayerCharacter.InventoryUpdateItem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.InventoryUpdateItem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: handleRawText
//.........这里部分代码省略.........
logger.LogError(LogSource.World, "Failed to serialize player " + pc.Name, ex);
msgRawTextOut.Text = "Your page in Book of Life remains blank...";
msgRawTextOut.Color = PredefinedColor.Red2;
}
pc.PutMessageIntoMyQueue(msgRawTextOut);
return;
}
if (msgRawText.Text.ToLower() == "#list_commands")
{
RawTextOutgoingMessage msgRawTextOut =
(RawTextOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.RAW_TEXT);
msgRawTextOut.Channel = PredefinedChannel.CHAT_LOCAL;
msgRawTextOut.Color = PredefinedColor.Green3;
msgRawTextOut.Text = "Available commands: list_commands, save, follow, stop_following, release_followers, list_skills";
pc.PutMessageIntoMyQueue(msgRawTextOut);
return;
}
if (msgRawText.Text.ToLower() == "#stop_following")
{
pc.FollowingStopFollowing();
return;
}
if (msgRawText.Text.ToLower() == "#release_followers")
{
pc.FollowingReleaseFollowers();
return;
}
if (msgRawText.Text.ToLower().IndexOf("#follow") == 0)
{
RawTextOutgoingMessage msgRawTextOut =
(RawTextOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.RAW_TEXT);
msgRawTextOut.Channel = PredefinedChannel.CHAT_LOCAL;
string[] tokens = msgRawText.Text.Split(' ');
if (tokens.Length != 2)
{
msgRawTextOut.Color = PredefinedColor.Red2;
msgRawTextOut.Text = "You are replied by silence...";
pc.PutMessageIntoMyQueue(msgRawTextOut);
return;
}
// Does character exist
PlayerCharacter pcTakenByHand = getPlayerByName(tokens[1]);
if (pcTakenByHand == null)
{
msgRawTextOut.Color = PredefinedColor.Blue1;
msgRawTextOut.Text = "The one you seek is not here...";
pc.PutMessageIntoMyQueue(msgRawTextOut);
return;
}
pc.FollowingFollow(pcTakenByHand);
return;
}
if ((msgRawText.Text.ToLower().IndexOf("#change_health") != -1) &&
serverConfiguration.EnableTestCommands)
{
string[] tokens = msgRawText.Text.Split(' ');
short changeVal = Convert.ToInt16(tokens[1]);
pc.EnergiesUpdateHealth(changeVal);
return;
}
if ((msgRawText.Text.ToLower().IndexOf("#resurrect") != -1) &&
serverConfiguration.EnableTestCommands)
{
pc.EnergiesResurrect();
return;
}
if ((msgRawText.Text.ToLower().IndexOf("#add_item") != -1) &&
serverConfiguration.EnableTestCommands)
{
string[] tokens = msgRawText.Text.Split(' ');
if (tokens.Length != 3)
return;
ushort itemID = Convert.ToUInt16(tokens[1]);
int quantity = Convert.ToInt32(tokens[2]);
ItemDefinition itmDef = ItemDefinitionCache.GetItemDefinitionByID(itemID);
if (itmDef == null)
return;
Item itm = new Item(itmDef);
itm.Quantity = quantity;
pc.InventoryUpdateItem(itm);
}
if (msgRawText.Text.ToLower() == "#list_skills")
{
pc.SkillsListSkills();
}
break;
default:
break;
}
}
}
示例2: 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.........