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C# eInventorySlot.ToString方法代码示例

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


在下文中一共展示了eInventorySlot.ToString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: CommanderSwitchWeapon

		/// <summary>
		/// Changes the commander's weapon to the specified type
		/// </summary>
		/// <param name="slot"></param>
		/// <param name="aSlot"></param>
		/// <param name="weaponType"></param>
		protected void CommanderSwitchWeapon(eInventorySlot slot, eActiveWeaponSlot aSlot, string weaponType)
		{
			if (Inventory == null)
				return;

			string itemId = string.Format("BD_Commander_{0}_{1}", slot.ToString(), weaponType);
			//all weapons removed before
			InventoryItem item = Inventory.GetItem(eInventorySlot.RightHandWeapon);
			if (item != null) Inventory.RemoveItem(item);
			item = Inventory.GetItem(eInventorySlot.TwoHandWeapon);
			if (item != null) Inventory.RemoveItem(item);

			ItemTemplate temp = GameServer.Database.FindObjectByKey<ItemTemplate>(itemId);

			if (temp == null)
			{
				if (log.IsErrorEnabled)
					log.Error(string.Format("Unable to find Bonedancer item: {0}", itemId));
				return;
			}

			Inventory.AddItem(slot, GameInventoryItem.Create<ItemTemplate>(temp));
			SwitchWeapon(aSlot);
			AddStatsToWeapon();
			BroadcastLivingEquipmentUpdate();
		}
开发者ID:andyhebear,项目名称:DOLSharp,代码行数:32,代码来源:CommanderPet.cs

示例2: CommanderSwitchWeapon

		/// <summary>
		/// Changes the commander's weapon to the specified type
        /// by WHRIA
		/// </summary>
		/// <param name="slot"></param>
		/// <param name="aSlot"></param>
		/// <param name="weaponType"></param>
		protected void CommanderSwitchWeapon(eInventorySlot slot, eActiveWeaponSlot aSlot, string weaponType)
		{
            string templateID = string.Format("BD_Commander_{0}_{1}", slot.ToString(), weaponType);

            GameNpcInventoryTemplate inventoryTemplate = new GameNpcInventoryTemplate();
            if (inventoryTemplate.LoadFromDatabase(templateID))
            {
                Inventory = new GameNPCInventory(inventoryTemplate);
                if (Inventory.AllItems.Count == 0)
                {
                    if (log.IsErrorEnabled)
                        log.Error(string.Format("Unable to find Bonedancer item: {0}", templateID));
                    return;
                }
            }
            else
            {
                if (log.IsErrorEnabled)
                    log.Error(string.Format("Unable to find Bonedancer item: {0}", templateID));
                return;
            }

            SwitchWeapon(aSlot);
            AddStatsToWeapon();

            InventoryItem item_left;
            InventoryItem item_right;
            InventoryItem item_two;
            if (Inventory != null)
            {
                item_left = Inventory.GetItem(eInventorySlot.LeftHandWeapon);
                item_right = Inventory.GetItem(eInventorySlot.RightHandWeapon);
                item_two = Inventory.GetItem(eInventorySlot.TwoHandWeapon);

                switch (weaponType)
                {
                    case "one_handed_sword":
                        if (item_right != null)
                            item_right.Type_Damage = (int)eDamageType.Slash;
                        break;
                    case "two_handed_sword":
                        if (item_two != null)
                            item_right.Type_Damage = (int)eDamageType.Slash;
                        break;
                    case "one_handed_hammer":
                        if (item_right != null)
                            item_right.Type_Damage = (int)eDamageType.Crush;
                        break;
                    case "two_handed_hammer":
                        if (item_two != null)
                            item_right.Type_Damage = (int)eDamageType.Crush;
                        break;
                    case "one_handed_axe":
                        if (item_right != null)
                            item_right.Type_Damage = (int)eDamageType.Thrust;
                        break;
                    case "two_handed_axe":
                        if (item_two != null)
                            item_right.Type_Damage = (int)eDamageType.Thrust;
                        break;
                }
            }
            
            BroadcastLivingEquipmentUpdate();
		}
开发者ID:mynew4,项目名称:DAoC,代码行数:72,代码来源:CommanderPet.cs


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