本文整理汇总了C#中ProcessedPacket.ReadUInt16方法的典型用法代码示例。如果您正苦于以下问题:C# ProcessedPacket.ReadUInt16方法的具体用法?C# ProcessedPacket.ReadUInt16怎么用?C# ProcessedPacket.ReadUInt16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ProcessedPacket
的用法示例。
在下文中一共展示了ProcessedPacket.ReadUInt16方法的4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: OnCharacterCreationStatus
/// <summary>
/// Received CharacterCreation packet from CityServer.
/// </summary>
/// <returns>The result of the character creation.</returns>
public static CharacterCreationStatus OnCharacterCreationStatus(NetworkClient Client, ProcessedPacket Packet)
{
LogThis.Log.LogThis("Received OnCharacterCreationStatus!", LogThis.eloglevel.info);
CharacterCreationStatus CCStatus = (CharacterCreationStatus)Packet.ReadByte();
ushort NumHouses = Packet.ReadUInt16();
LotTileEntry[] TileEntries = new LotTileEntry[NumHouses];
if (NumHouses > 0)
{
for (int i = 0; i < NumHouses; i++)
{
TileEntries[i] = new LotTileEntry(Packet.ReadInt32(), Packet.ReadString(), (short)Packet.ReadUInt16(),
(short)Packet.ReadUInt16(), (byte)Packet.ReadByte(), Packet.ReadInt32());
}
}
lock(TSOClient.Code.GameFacade.CDataRetriever.LotTileData)
TSOClient.Code.GameFacade.CDataRetriever.LotTileData = TileEntries;
return CCStatus;
}
示例2: OnLotCostResponse
public static LotTileEntry OnLotCostResponse(NetworkClient Client, ProcessedPacket Packet)
{
ushort X = Packet.ReadUInt16();
ushort Y = Packet.ReadUInt16();
int LotID = Packet.ReadInt32();
string LotName = Packet.ReadString();
//bit 0 = online, bit 1 = spotlight, bit 2 = locked, bit 3 = occupied, other bits free for whatever use
byte Flags = (byte)Packet.ReadByte();
int Cost = Packet.ReadInt32();
return new LotTileEntry(LotID, LotName, (short)X, (short)Y, Flags, Cost);
}
示例3: OnPlayerJoinedSession
/// <summary>
/// A player joined a session (game) in progress.
/// </summary>
public static LotTileEntry OnPlayerJoinedSession(NetworkClient Client, ProcessedPacket Packet)
{
LotTileEntry TileEntry = new LotTileEntry(0, "", 0, 0, 0, 0);
UISim Avatar = new UISim(Packet.ReadString());
Avatar.Name = Packet.ReadString();
Avatar.Sex = Packet.ReadString();
Avatar.Description = Packet.ReadString();
Avatar.HeadOutfitID = Packet.ReadUInt64();
Avatar.BodyOutfitID = Packet.ReadUInt64();
Avatar.Avatar.Appearance = (AppearanceType)Packet.ReadInt32();
byte HasHouse = (byte)Packet.ReadByte();
if (HasHouse != 0)
{
TileEntry = new LotTileEntry(Packet.ReadInt32(), Packet.ReadString(), (short)Packet.ReadUInt16(),
(short)Packet.ReadUInt16(), (byte)Packet.ReadByte(), Packet.ReadInt32());
Avatar.LotID = TileEntry.lotid;
Avatar.HouseX = TileEntry.x;
Avatar.HouseY = TileEntry.y;
LotTileEntry[] TileEntries = new LotTileEntry[TSOClient.Code.GameFacade.CDataRetriever.LotTileData.Length + 1];
TileEntries[0] = TileEntry;
TSOClient.Code.GameFacade.CDataRetriever.LotTileData.CopyTo(TileEntries, 1);
}
lock (NetworkFacade.AvatarsInSession)
{
NetworkFacade.AvatarsInSession.Add(Avatar);
}
return TileEntry;
}
示例4: OnCityTokenResponse
/// <summary>
/// Received from the CityServer in response to a CITY_TOKEN packet.
/// </summary>
public static CityTransferStatus OnCityTokenResponse(NetworkClient Client, ProcessedPacket Packet)
{
LogThis.Log.LogThis("Received OnCityTokenResponse", LogThis.eloglevel.info);
CityTransferStatus Status = (CityTransferStatus)Packet.ReadByte();
ushort NumHouses = Packet.ReadUInt16();
LotTileEntry[] TileEntries = new LotTileEntry[NumHouses];
if (NumHouses > 0)
{
for(int i = 0; i < NumHouses; i++)
{
TileEntries[i] = new LotTileEntry(Packet.ReadInt32(), Packet.ReadString(), (short)Packet.ReadUInt16(),
(short)Packet.ReadUInt16(), (byte)Packet.ReadByte(), Packet.ReadInt32());
}
}
PlayerAccount.Money = Packet.ReadInt32();
lock(TSOClient.Code.GameFacade.CDataRetriever.LotTileData)
TSOClient.Code.GameFacade.CDataRetriever.LotTileData = TileEntries;
return Status;
}