本文整理汇总了C#中Aura.Shared.Network.Packet.PutShort方法的典型用法代码示例。如果您正苦于以下问题:C# Packet.PutShort方法的具体用法?C# Packet.PutShort怎么用?C# Packet.PutShort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Aura.Shared.Network.Packet
的用法示例。
在下文中一共展示了Packet.PutShort方法的15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: BlacksmithingMiniGame
/// <summary>
/// Sends BlacksmithingMiniGame to creature's client, which starts
/// the Blacksmithing mini-game.
/// </summary>
/// <remarks>
/// The position of the dots is relative to the upper left of the
/// field. They land exactly on those spots after "wavering" for a
/// moment. This wavering is randomized on the client side and
/// doesn't affect anything.
///
/// The time bar is always the same, but the time it takes to fill
/// up changes based on the "time displacement". The lower the value,
/// the longer it takes to fill up. Using values that are too high
/// or too low mess up the calculations and cause confusing results.
/// The official range seems to be between ~0.81 and ~0.98.
/// </remarks>
/// <param name="creature"></param>
/// <param name="prop"></param>
/// <param name="item"></param>
/// <param name="dots"></param>
/// <param name="deviation"></param>
public static void BlacksmithingMiniGame(Creature creature, Prop prop, Item item, List<BlacksmithDot> dots, int deviation)
{
if (dots == null || dots.Count != 5)
throw new ArgumentException("5 dots required.");
var packet = new Packet(Op.BlacksmithingMiniGame, creature.EntityId);
// Untested if this is actually the deviation/cursor size,
// but Tailoring does something very similar. Just like with
// Tailoring, wrong values cause failed games.
packet.PutShort((short)deviation);
foreach (var dot in dots)
{
packet.PutShort((short)dot.X);
packet.PutShort((short)dot.Y);
packet.PutFloat(dot.TimeDisplacement);
packet.PutShort((short)dot.Deviation);
}
packet.PutLong(prop.EntityId);
packet.PutInt(0);
packet.PutLong(item.EntityId);
packet.PutInt(0);
creature.Client.Send(packet);
}
示例2: EntitiesDisappear
/// <summary>
/// Sends EntitiesDisappear to client, unless entities is empty.
/// </summary>
/// <param name="client"></param>
/// <param name="entities"></param>
public static void EntitiesDisappear(ChannelClient client, IEnumerable<Entity> entities)
{
var count = (short)entities.Count();
if (count < 1)
return;
var packet = new Packet(Op.EntitiesDisappear, MabiId.Broadcast);
packet.PutShort(count);
foreach (var entity in entities)
{
packet.PutShort((short)entity.DataType);
packet.PutLong(entity.EntityId);
}
client.Send(packet);
}
示例3: EntrustmentChanceUpdate
/// <summary>
/// Sends EntrustmentChanceUpdate to creature's client.
/// </summary>
/// <param name="creature"></param>
/// <param name="chance"></param>
/// <param name="unkShort"></param>
public static void EntrustmentChanceUpdate(Creature creature, float chance, SkillRank skillRank)
{
var packet = new Packet(Op.EntrustmentChanceUpdate, creature.EntityId);
packet.PutFloat(chance);
packet.PutShort((short)skillRank);
creature.Client.Send(packet);
}
示例4: RankUp
/// <summary>
/// Broadcasts RankUp in range of creature.
/// </summary>
/// <remarks>
/// The second parameter is the rank, but doesn't seem to be necessary.
/// </remarks>
/// <param name="creature"></param>
/// <param name="skillId">Excluded if 0</param>
public static void RankUp(Creature creature, SkillId skillId = 0)
{
var packet = new Packet(Op.RankUp, creature.EntityId);
if (skillId > 0)
packet.PutUShort((ushort)skillId);
packet.PutShort(1); // Rank
creature.Region.Broadcast(packet, creature);
}
示例5: EntitiesAppear
/// <summary>
/// Sends EntitiesAppear to client, unless entities is empty.
/// </summary>
/// <param name="client"></param>
/// <param name="entities"></param>
public static void EntitiesAppear(ChannelClient client, IEnumerable<Entity> entities)
{
var count = (short)entities.Count();
if (count < 1)
return;
var packet = new Packet(Op.EntitiesAppear, MabiId.Broadcast);
packet.PutShort(count);
foreach (var entity in entities)
{
var data = Packet.Empty().AddPublicEntityInfo(entity).Build(false);
packet.PutShort((short)entity.DataType);
packet.PutInt(data.Length);
packet.PutBin(data);
}
client.Send(packet);
}
示例6: ChannelInfoRequestR
/// <summary>
/// Sends ChannelInfoRequestR to client.
/// </summary>
/// <param name="client"></param>
/// <param name="info">Negative response if null.</param>
/// <param name="characterId"></param>
public static void ChannelInfoRequestR(LoginClient client, ChannelInfo info, long characterId)
{
var packet = new Packet(Op.ChannelInfoRequestR, MabiId.Channel);
packet.PutByte(info != null);
if (info != null)
{
packet.PutString(info.ServerName);
packet.PutString(info.Name);
packet.PutShort(6); // Channel "Id"? (seems to be equal to channel nr)
packet.PutString(info.Host);
packet.PutString(info.Host);
packet.PutShort((short)info.Port);
packet.PutShort((short)(info.Port + 2));
packet.PutInt(1);
packet.PutLong(characterId);
}
client.Send(packet);
}
示例7: EntitiesAppear
/// <summary>
/// Sends EntitiesAppear to client, unless entities is empty.
/// </summary>
/// <param name="client"></param>
/// <param name="entities"></param>
public static void EntitiesAppear(ChannelClient client, IEnumerable<Entity> entities)
{
// Count() is much faster then creating a list, speed being
// important in this method.
var count = (short)entities.Count();
if (count < 1)
return;
var packet = new Packet(Op.EntitiesAppear, MabiId.Broadcast);
packet.PutShort(count);
foreach (var entity in entities)
{
var data = Packet.Empty().AddPublicEntityInfo(entity).Build();
packet.PutShort((short)entity.DataType);
packet.PutInt(data.Length);
packet.PutBin(data);
}
client.Send(packet);
}
示例8: Effect
/// <summary>
/// Broadcasts Effect in range of creature.
/// </summary>
/// <remarks>
/// Parameters have to be casted to the proper type, use carefully!
/// </remarks>
/// <param name="creature"></param>
/// <param name="parameters"></param>
public static void Effect(Creature creature, int effectId, params object[] parameters)
{
var packet = new Packet(Op.Effect, creature.EntityId);
packet.PutInt(effectId);
foreach (var p in parameters)
{
if (p is byte) packet.PutByte((byte)p);
else if (p is bool) packet.PutByte((bool)p);
else if (p is short) packet.PutShort((short)p);
else if (p is int) packet.PutInt((int)p);
else if (p is long) packet.PutLong((long)p);
else if (p is float) packet.PutFloat((float)p);
else if (p is string) packet.PutString((string)p);
else
throw new Exception("Unsupported effect parameter: " + p.GetType());
}
creature.Region.Broadcast(packet, creature);
}
示例9: PlayEffect
/// <summary>
/// Broadcasts Effect in range of creature.
/// </summary>
/// <param name="creature"></param>
/// <param name="instrument"></param>
/// <param name="quality"></param>
/// <param name="compressedMML"></param>
/// <param name="rndScore"></param>
public static void PlayEffect(Creature creature, InstrumentType instrument, PlayingQuality quality, string compressedMML, int rndScore)
{
var packet = new Packet(Op.Effect, creature.EntityId);
packet.PutInt(E.PlayMusic);
packet.PutByte(compressedMML != null); // has scroll
if (compressedMML != null)
packet.PutString(compressedMML);
else
packet.PutInt(rndScore);
packet.PutInt(0);
packet.PutShort(0);
packet.PutInt(14113); // ?
packet.PutByte((byte)quality);
packet.PutByte((byte)instrument);
packet.PutByte(0);
packet.PutByte(0);
packet.PutByte(1); // loops
// Singing?
//packet.PutByte(0);
//packet.PutByte(1);
creature.Region.Broadcast(packet, creature);
}
示例10: LevelUp
/// <summary>
/// Broadcasts LevelUp in range of creature.
/// </summary>
/// <param name="creature"></param>
public static void LevelUp(Creature creature)
{
var packet = new Packet(Op.LevelUp, creature.EntityId);
packet.PutShort(creature.Level);
creature.Region.Broadcast(packet, creature);
}
示例11: StatUpdate
/// <summary>
/// Sends StatUpdatePublic to creature's in range,
/// or StatUpdatePrivate to creature's client.
/// </summary>
/// <remarks>
/// In private mode this packet has simply 4 lists.
/// - A list of stats and their (new) values.
/// - A list of (new) regens.
/// - A list of regens to remove (by id).
/// - A list of regens to update, with new change and max values.
/// (The last one is speculation.)
/// Since it's private, it's only sent to the creature's client,
/// and they get every stat and regen.
///
/// In public mode the same information is sent, but limited to stats
/// like life, that's required for displaying life bars for others.
/// It also has 3 more lists, that seem to do almost the same as the
/// last 3 of private, regens, removing, and updating.
/// - Some regens are sent in the first list, some in the second.
/// (Like life vs injuries when using Rest.)
/// - Regens that are to be removed are sent in both lists.
/// - Updates are only sent in the first list.
/// More research is required, to find out what the second lists
/// actually do.
/// </remarks>
public static void StatUpdate(Creature creature, StatUpdateType type, ICollection<Stat> stats, ICollection<StatRegen> regens, ICollection<StatRegen> regensRemove, ICollection<StatRegen> regensUpdate)
{
var packet = new Packet(type == StatUpdateType.Public ? Op.StatUpdatePublic : Op.StatUpdatePrivate, creature.EntityId);
packet.PutByte((byte)type);
// Stats
if (stats == null)
packet.PutInt(0);
else
{
packet.PutInt(stats.Count);
foreach (var stat in stats)
{
packet.PutInt((int)stat);
switch (stat)
{
case Stat.Height: packet.PutFloat(creature.Height); break;
case Stat.Weight: packet.PutFloat(creature.Weight); break;
case Stat.Upper: packet.PutFloat(creature.Upper); break;
case Stat.Lower: packet.PutFloat(creature.Lower); break;
case Stat.CombatPower: packet.PutFloat(creature.CombatPower); break;
case Stat.Level: packet.PutShort(creature.Level); break;
case Stat.AbilityPoints: packet.PutShort(creature.AbilityPoints); break;
case Stat.Experience: packet.PutLong(AuraData.ExpDb.CalculateRemaining(creature.Level, creature.Exp) * 1000); break;
case Stat.Life: packet.PutFloat(creature.Life); break;
case Stat.LifeMax: packet.PutFloat(creature.LifeMaxBaseTotal); break;
case Stat.LifeMaxMod: packet.PutFloat(creature.StatMods.Get(Stat.LifeMaxMod)); break;
case Stat.LifeInjured: packet.PutFloat(creature.LifeInjured); break;
case Stat.LifeMaxFoodMod: packet.PutFloat(creature.LifeFoodMod); break;
case Stat.Mana: packet.PutFloat(creature.Mana); break;
case Stat.ManaMax: packet.PutFloat(creature.ManaMaxBaseTotal); break;
case Stat.ManaMaxMod: packet.PutFloat(creature.StatMods.Get(Stat.ManaMaxMod)); break;
case Stat.ManaMaxFoodMod: packet.PutFloat(creature.ManaFoodMod); break;
case Stat.Stamina: packet.PutFloat(creature.Stamina); break;
case Stat.Hunger: packet.PutFloat(creature.StaminaHunger); break;
case Stat.StaminaMax: packet.PutFloat(creature.StaminaMaxBaseTotal); break;
case Stat.StaminaMaxMod: packet.PutFloat(creature.StatMods.Get(Stat.StaminaMaxMod)); break;
case Stat.StaminaMaxFoodMod: packet.PutFloat(creature.StaminaFoodMod); break;
case Stat.StrMod: packet.PutFloat(creature.StatMods.Get(Stat.StrMod)); break;
case Stat.DexMod: packet.PutFloat(creature.StatMods.Get(Stat.DexMod)); break;
case Stat.IntMod: packet.PutFloat(creature.StatMods.Get(Stat.IntMod)); break;
case Stat.LuckMod: packet.PutFloat(creature.StatMods.Get(Stat.LuckMod)); break;
case Stat.WillMod: packet.PutFloat(creature.StatMods.Get(Stat.WillMod)); break;
case Stat.Str: packet.PutFloat(creature.StrBaseTotal); break;
case Stat.Int: packet.PutFloat(creature.IntBaseTotal); break;
case Stat.Dex: packet.PutFloat(creature.DexBaseTotal); break;
case Stat.Will: packet.PutFloat(creature.WillBaseTotal); break;
case Stat.Luck: packet.PutFloat(creature.LuckBaseTotal); break;
case Stat.StrFoodMod: packet.PutFloat(creature.StrFoodMod); break;
case Stat.DexFoodMod: packet.PutFloat(creature.DexFoodMod); break;
case Stat.IntFoodMod: packet.PutFloat(creature.IntFoodMod); break;
case Stat.LuckFoodMod: packet.PutFloat(creature.LuckFoodMod); break;
case Stat.WillFoodMod: packet.PutFloat(creature.WillFoodMod); break;
case Stat.DefenseBase: packet.PutShort((short)creature.DefenseBase); break;
case Stat.ProtectionBase: packet.PutFloat(creature.ProtectionBase); break;
case Stat.DefenseBaseMod: packet.PutShort((short)(creature.DefenseBaseModClient); break; //Since client already updates Defense, remove the STR defense from showing if combat renewal is off.
case Stat.ProtectionBaseMod: packet.PutFloat(creature.ProtectionBaseMod); break;
case Stat.DefenseMod: packet.PutShort((short)creature.DefenseMod); break;
case Stat.ProtectionMod: packet.PutFloat(creature.ProtectionMod); break;
case Stat.BalanceBase: packet.PutShort((short)(creature.BalanceBase)); break;
case Stat.BalanceBaseMod: packet.PutShort((short)(creature.BalanceBaseMod)); break;
case Stat.RightBalanceMod: packet.PutShort((short)creature.RightBalanceMod); break;
case Stat.LeftBalanceMod: packet.PutShort((short)creature.LeftBalanceMod); break;
case Stat.CriticalBase: packet.PutFloat(creature.CriticalBase); break;
case Stat.CriticalBaseMod: packet.PutFloat(creature.CriticalBaseMod); break;
case Stat.RightCriticalMod: packet.PutFloat(creature.RightCriticalMod); break;
case Stat.LeftCriticalMod: packet.PutFloat(creature.LeftCriticalMod); break;
//.........这里部分代码省略.........
示例12: CombatSetAimR
/// <summary>
/// Sends CombatSetAimR to creature's client.
/// </summary>
/// <param name="creature"></param>
/// <param name="targetEntityId">Set 0 for negative response.</param>
/// <param name="skillId"></param>
/// <param name="unkByte"></param>
public static void CombatSetAimR(Creature creature, long targetEntityId, SkillId skillId, byte unkByte)
{
var packet = new Packet(Op.CombatSetAimR, creature.EntityId);
packet.PutByte(targetEntityId != 0);
if (targetEntityId != 0)
{
packet.PutLong(targetEntityId);
packet.PutShort((short)skillId);
packet.PutByte(unkByte);
}
creature.Client.Send(packet);
}
示例13: VisualChat
/// <summary>
/// Broadcasts VisualChat to creatures in range.
/// </summary>
/// <param name="creature"></param>
/// <param name="url"></param>
/// <param name="width"></param>
/// <param name="height"></param>
public static void VisualChat(Creature creature, string url, short width, short height)
{
var packet = new Packet(Op.VisualChat, creature.EntityId);
packet.PutString(creature.Name);
packet.PutString(url);
packet.PutShort(width);
packet.PutShort(height);
packet.PutByte(0);
creature.Region.Broadcast(packet, creature);
}
示例14: AgeUpEffect
/// <summary>
/// Sends AgeUpEffect to creature's client.
/// </summary>
/// <remarks>
/// Notice + Light effect.
/// Effect is only played for ages 1~25.
/// </remarks>
/// <param name="creature"></param>
/// <param name="age"></param>
public static void AgeUpEffect(Creature creature, short age)
{
var packet = new Packet(Op.AgeUpEffect, creature.EntityId);
packet.PutShort(age);
creature.Client.Send(packet);
}
示例15: DeadFeather
/// <summary>
/// Broadcasts DeadFeather in range of creature.
/// </summary>
/// <param name="creature"></param>
public static void DeadFeather(Creature creature)
{
var bits = (int)creature.DeadMenu.Options;
var flags = new List<int>();
flags.Add(0);
// Break down options bit by bit, and add them to flags if set.
for (var i = 1; bits != 0; ++i, bits >>= 1)
{
if ((bits & 1) != 0)
flags.Add(i);
}
var packet = new Packet(Op.DeadFeather, creature.EntityId);
packet.PutShort((short)flags.Count);
foreach (var flag in flags)
packet.PutInt(flag);
packet.PutByte(0);
creature.Region.Broadcast(packet, creature);
}