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C# Room.GetGameManager方法代码示例

本文整理汇总了C#中Room.GetGameManager方法的典型用法代码示例。如果您正苦于以下问题:C# Room.GetGameManager方法的具体用法?C# Room.GetGameManager怎么用?C# Room.GetGameManager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Room的用法示例。


在下文中一共展示了Room.GetGameManager方法的3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: HandleSave

        internal static void HandleSave(uint itemID, Room room, ClientMessage clientMessage)
        {
            RoomItem item = room.GetRoomItemHandler().GetItem(itemID);
            if (item == null)
                return;

            if (item.wiredHandler != null)
            {
                item.wiredHandler.Dispose();
                item.wiredHandler = null;
            }

            InteractionType type = item.GetBaseItem().InteractionType;
            switch (type)
            {
                case InteractionType.actiongivescore:
                    {
                        clientMessage.AdvancePointer(1);
                        int points = clientMessage.PopWiredInt32();
                        int games = clientMessage.PopWiredInt32();

                        IWiredTrigger action = new GiveScore(games, points, room.GetGameManager(), itemID);
                        HandleTriggerSave(action, room.GetWiredHandler(), room, itemID);

                        break;
                    }

                case InteractionType.actionmoverotate:
                    {
                        clientMessage.AdvancePointer(1);
                        MovementState movement = (MovementState)clientMessage.PopWiredInt32();
                        RotationState rotation = (RotationState)clientMessage.PopWiredInt32();

                        clientMessage.AdvancePointer(2);
                        int furniCount;
                        List<RoomItem> items = GetItems(clientMessage, room, out furniCount);
                        int delay = clientMessage.PopWiredInt32();

                        IWiredTrigger action = new MoveRotate(movement, rotation, items, delay, room, room.GetWiredHandler(), itemID);
                        HandleTriggerSave(action, room.GetWiredHandler(), room, itemID);

                        break;
                    }

                case InteractionType.actionposreset:
                    {

                        clientMessage.AdvancePointer(3);
                        int furniCount;
                        List<RoomItem> items = GetItems(clientMessage, room, out furniCount);
                        int delay = clientMessage.PopWiredInt32();

                        IWiredTrigger action = new PositionReset(items, delay, room.GetRoomItemHandler(), room.GetWiredHandler(), itemID);
                        HandleTriggerSave(action, room.GetWiredHandler(), room, itemID);

                        break;
                    }

                case InteractionType.actionresettimer:
                    {

                        clientMessage.AdvancePointer(3);
                        int furniCount;
                        List<RoomItem> items = GetItems(clientMessage, room, out furniCount);
                        int delay = clientMessage.PopWiredInt32();

                        IWiredTrigger action = new TimerReset(room, room.GetWiredHandler(), items, delay, itemID);
                        HandleTriggerSave(action, room.GetWiredHandler(), room, itemID);

                        break;
                    }

                case InteractionType.actionshowmessage:
                    {
                        clientMessage.AdvancePointer(1);
                        string message = clientMessage.PopFixedString();

                        IWiredTrigger action = new ShowMessage(message, room.GetWiredHandler(), itemID);
                        HandleTriggerSave(action, room.GetWiredHandler(), room, itemID);
                        break;
                    }

                case InteractionType.actionteleportto:
                    {
                        clientMessage.AdvancePointer(3);
                        int furniCount;
                        List<RoomItem> items = GetItems(clientMessage, room, out furniCount);
                        int delay = clientMessage.PopWiredInt32();

                        IWiredTrigger action = new TeleportToItem(room.GetGameMap(), room.GetWiredHandler(), items, delay, itemID);
                        HandleTriggerSave(action, room.GetWiredHandler(), room, itemID);

                        break;
                    }

                case InteractionType.actiontogglestate:
                    {
                        clientMessage.AdvancePointer(3);
                        int furniCount;
                        List<RoomItem> items = GetItems(clientMessage, room, out furniCount);
//.........这里部分代码省略.........
开发者ID:habb0,项目名称:PiciEmulator,代码行数:101,代码来源:WiredSaver.cs

示例2: HandleDefaultSave

        internal static void HandleDefaultSave(uint itemID, Room room)
        {
            RoomItem item = room.GetRoomItemHandler().GetItem(itemID);
            if (item == null)
                return;

            InteractionType type = item.GetBaseItem().InteractionType;
            switch (type)
            {
                case InteractionType.actiongivescore:
                    {
                        int points = 0;
                        int games = 0;

                        IWiredTrigger action = new GiveScore(games, points, room.GetGameManager(), itemID);
                        HandleTriggerSave(action, room.GetWiredHandler(), room, itemID);
                        break;
                    }

                case InteractionType.actionmoverotate:
                    {
                        MovementState movement = MovementState.none;
                        RotationState rotation = RotationState.none;

                        List<RoomItem> items = new List<RoomItem>();
                        int delay = 0;

                        IWiredTrigger action = new MoveRotate(movement, rotation, items, delay, room, room.GetWiredHandler(), itemID);
                        HandleTriggerSave(action, room.GetWiredHandler(), room, itemID);
                        break;
                    }

                case InteractionType.actionposreset:
                    {
                        List<RoomItem> items = new List<RoomItem>();
                        int delay = 0;

                        IWiredTrigger action = new PositionReset(items, delay, room.GetRoomItemHandler(), room.GetWiredHandler(), itemID);
                        HandleTriggerSave(action, room.GetWiredHandler(), room, itemID);
                        break;
                    }

                case InteractionType.actionresettimer:
                    {
                        List<RoomItem> items = new List<RoomItem>();
                        int delay = 0;

                        IWiredTrigger action = new TimerReset(room, room.GetWiredHandler(), items, delay, itemID);
                        HandleTriggerSave(action, room.GetWiredHandler(), room, itemID);
                        break;
                    }

                case InteractionType.actionshowmessage:
                    {
                        string message = string.Empty;

                        IWiredTrigger action = new ShowMessage(message, room.GetWiredHandler(), itemID);
                        HandleTriggerSave(action, room.GetWiredHandler(), room, itemID);
                        break;
                    }

                case InteractionType.actionteleportto:
                    {
                        List<RoomItem> items = new List<RoomItem>();
                        int delay = 0;

                        IWiredTrigger action = new TeleportToItem(room.GetGameMap(), room.GetWiredHandler(), items, delay, itemID);
                        HandleTriggerSave(action, room.GetWiredHandler(), room, itemID);
                        break;
                    }

                case InteractionType.actiontogglestate:
                    {
                        List<RoomItem> items = new List<RoomItem>();
                        int delay = 0;

                        IWiredTrigger action = new ToggleItemState(room.GetGameMap(), room.GetWiredHandler(), items, delay, itemID);
                        HandleTriggerSave(action, room.GetWiredHandler(), room, itemID);
                        break;
                    }

                case InteractionType.conditionfurnishaveusers:
                    {

                        break;
                    }

                case InteractionType.conditionstatepos:
                    {

                        break;
                    }

                case InteractionType.conditiontimelessthan:
                    {

                        break;
                    }

                case InteractionType.conditiontimemorethan:
//.........这里部分代码省略.........
开发者ID:habb0,项目名称:PiciEmulator,代码行数:101,代码来源:WiredSaver.cs

示例3: LoadWiredItem

        internal static void LoadWiredItem(RoomItem item, Room room, IQueryAdapter dbClient)
        {
            InteractionType type = item.GetBaseItem().InteractionType;
            WiredLoaderObject wiredData = WiredLoaderObject.LoadItem(item, room, dbClient);
            
            switch (type)
            {
                case InteractionType.actiongivescore:
                    {
                        IWiredTrigger action = new GiveScore(0, 0, room.GetGameManager(), item, room.GetWiredHandler());
                        action.LoadFromWiredObject(wiredData);
                        HandleItemLoad(action, room.GetWiredHandler(), item);
                        break;
                    }

                case InteractionType.actionmoverotate:
                    {
                        IWiredTrigger action = new MoveRotate(MovementState.none, RotationState.none,new List<RoomItem>(), 0, room, room.GetWiredHandler(), item);
                        action.LoadFromWiredObject(wiredData);
                        HandleItemLoad(action, room.GetWiredHandler(), item);
                        break;
                    }

                case InteractionType.actionposreset:
                    {
                        IWiredTrigger action = new PositionReset(new List<RoomItem>(), 0, room.GetRoomItemHandler(), room.GetWiredHandler(), item);
                        action.LoadFromWiredObject(wiredData);
                        HandleItemLoad(action, room.GetWiredHandler(), item);
                        break;
                    }

                case InteractionType.actionresettimer:
                    {
                        IWiredTrigger action = new TimerReset(room, room.GetWiredHandler(), new List<RoomItem>(), 0, item);
                        action.LoadFromWiredObject(wiredData);
                        HandleItemLoad(action, room.GetWiredHandler(), item);
                        break;
                    }

                case InteractionType.actionshowmessage:
                    {
                        IWiredTrigger action = new ShowMessage(string.Empty, room.GetWiredHandler(), item);
                        action.LoadFromWiredObject(wiredData);
                        HandleItemLoad(action, room.GetWiredHandler(), item);
                        break;
                    }

                case InteractionType.actionteleportto:
                    {
                        IWiredTrigger action = new TeleportToItem(room.GetGameMap(), room.GetWiredHandler(), new List<RoomItem>(), 0, item);
                        action.LoadFromWiredObject(wiredData);
                        HandleItemLoad(action, room.GetWiredHandler(), item);
                        break;
                    }

                case InteractionType.actiontogglestate:
                    {
                        IWiredTrigger action = new ToggleItemState(room.GetGameMap(), room.GetWiredHandler(), new List<RoomItem>(), 0, item);
                        action.LoadFromWiredObject(wiredData);
                        HandleItemLoad(action, room.GetWiredHandler(), item);
                        break;
                    }

                case InteractionType.actionkick:
                    {
                        IWiredTrigger action = new Kick(string.Empty, room.GetWiredHandler(), item);
                        action.LoadFromWiredObject(wiredData);
                        HandleItemLoad(action, room.GetWiredHandler(), item);
                        break;
                    }

                case InteractionType.conditionfurnishaveusers:
                    {
                        IWiredCondition furniHasUsers = new FurniHasUser(item, new List<RoomItem>(), room.GetWiredHandler());
                        furniHasUsers.LoadFromWiredObject(wiredData);
                        HandleConditionLoad(furniHasUsers, item);
                        break;
                    }

                case InteractionType.conditionhasfurnionfurni:
                    {
                        IWiredCondition furniHasUsers = new FurniHasFurni(item, new List<RoomItem>(), room.GetWiredHandler(), false);
                        furniHasUsers.LoadFromWiredObject(wiredData);
                        HandleConditionLoad(furniHasUsers, item);
                        break;
                    }
                case InteractionType.conditionstatepos:
                    {
                        IWiredCondition furnistatepos = new FurniStatePosMatch(item, new List<RoomItem>(), room.GetWiredHandler(),false,false,false);
                        furnistatepos.LoadFromWiredObject(wiredData);
                        HandleConditionLoad(furnistatepos, item);
                        break;
                    }

                case InteractionType.conditiontimelessthan:
                    {
                        IWiredCondition timeLessThan = new LessThanTimer(0, room, item, room.GetWiredHandler());
                        timeLessThan.LoadFromWiredObject(wiredData);
                        HandleConditionLoad(timeLessThan, item);
                        break;
//.........这里部分代码省略.........
开发者ID:BjkGkh,项目名称:R106,代码行数:101,代码来源:WiredLoader.cs


注:本文中的Room.GetGameManager方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。