本文整理汇总了C#中Update.Send方法的典型用法代码示例。如果您正苦于以下问题:C# Update.Send方法的具体用法?C# Update.Send怎么用?C# Update.Send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Update
的用法示例。
在下文中一共展示了Update.Send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: UpdateEffects
public void UpdateEffects(bool screen)
{
if (!SendUpdates)
return;
update = new Update(true);
update.UID = UID;
update.AppendFull2(25, StatusFlag, StatusFlag2, StatusFlag3);
if (EntityFlag == EntityFlag.Player)
{
if (EntityFlag == EntityFlag.Player)
{
if (!screen)
update.Send(Owner as Client.GameState);
else
(Owner as Client.GameState).SendScreen(update, true);
}
else
{
MonsterInfo.SendScreen(update);
}
}
else
{
MonsterInfo.SendScreen(update);
}
}
示例2: Update2
public void Update2(byte type, ulong value, bool screen)
{
if (!SendUpdates)
return;
update = new Update(true);
update.UID = UID;
update.Append2(type, value);
if (EntityFlag == EntityFlag.Player)
{
if (!screen)
update.Send(Owner as Client.GameState);
else
(Owner as Client.GameState).SendScreen(update, true);
}
else
{
MonsterInfo.SendScreen(update);
}
}
示例3: Update
public void Update(byte type, byte value, bool screen)
{
if (!SendUpdates)
return;
if (this.Owner == null)
return;
update = new Update(true);
update.UID = UID;
update.Append(type, value, (byte)UpdateOffset1, (byte)UpdateOffset2, (byte)UpdateOffset3, (byte)UpdateOffset4, (byte)UpdateOffset5, (byte)UpdateOffset6, (byte)UpdateOffset7);
if (!screen)
update.Send(Owner);
else
Owner.SendScreen(update, true);
}
示例4: Execute
private void Execute()
{
#region interactions
if (attack != null)
{
switch (attack.AttackType)
{
case (uint)Network.GamePackets.Attack.InteractionRequest:
new InteractionRequest(attack, attacker);
return;
case (uint)Network.GamePackets.Attack.InteractionEffect:
new InteractionEffect(attack, attacker);
return;
case (uint)Network.GamePackets.Attack.InteractionAccept:
new InteractionAccept(attack, attacker);
return;
case (uint)Network.GamePackets.Attack.InteractionRefuse:
new InteractionRefuse(attack, attacker);
return;
case (uint)Network.GamePackets.Attack.InteractionStopEffect:
new InteractionStopEffect(attack, attacker);
return;
}
}
#endregion
#region Monster -> Player \ Monster
if (attack == null)
{
if (attacker.EntityFlag != EntityFlag.Monster)
return;
if (attacker.Companion)
{
if (ServerBase.Constants.PKForbiddenMaps.Contains(attacker.MapID))
return;
}
if (attacked.EntityFlag == EntityFlag.Player)
{
if (!attacked.Owner.Attackable)
return;
if (attacked.Dead && attacker.MonsterInfo.SpellID != 1050)
return;
if (attacker.MonsterInfo.SpellID == 0)// from this bracket to the next die delay replce this with urs
{
attack = new Attack(true);
attack.Effect1 = Attack.AttackEffects1.None;
uint damage = Calculate.Melee(attacker, attacked, ref attack);
attack.Attacker = attacker.UID;
attack.Attacked = attacked.UID;
attack.AttackType = Attack.Melee;
attack.Damage = damage;
attack.X = attacked.X;
attack.Y = attacked.Y;
BlessEffect.Effect(attacked);
if (attacked.EntityFlag == EntityFlag.Player)
{
if (attacked.Action == Enums.ConquerAction.Sit)
if (attacked.Stamina > 20)
attacked.Stamina -= 20;
else
attacked.Stamina = 0;
attacked.Action = Enums.ConquerAction.None;
//Console.WriteLine("ssS");
}
if (attacked.Hitpoints <= damage)
{
attacked.Owner.SendScreen(attack, true);
attacked.Die(attacker);
}
else
{
attacked.Hitpoints -= damage;
attacked.Owner.SendScreen(attack, true);
}
}
else
{
SpellUse suse = new SpellUse(true);
attack = new Attack(true);
attack.Effect1 = Attack.AttackEffects1.None;
uint damage = Calculate.Magic(attacker, attacked, attacker.MonsterInfo.SpellID, 0, ref attack);
suse.Effect1 = attack.Effect1;
if (attacked.EntityFlag == EntityFlag.Player)
{
if (attacked.Action == Enums.ConquerAction.Sit)
if (attacked.Stamina > 20)
attacked.Stamina -= 20;
else
attacked.Stamina = 0;
attacked.Action = Enums.ConquerAction.None;
//Console.WriteLine("ssS");
}
if (attacked.Hitpoints <= damage)
{
attacked.Die(attacker);
}
else
{
attacked.Hitpoints -= damage;
//.........这里部分代码省略.........