本文整理汇总了C#中Infiniminer.Player.GetToolCooldown方法的典型用法代码示例。如果您正苦于以下问题:C# Player.GetToolCooldown方法的具体用法?C# Player.GetToolCooldown怎么用?C# Player.GetToolCooldown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Infiniminer.Player
的用法示例。
在下文中一共展示了Player.GetToolCooldown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: UsePickaxe
public void UsePickaxe(Player player, Vector3 playerPosition, Vector3 playerHeading)
{
player.QueueAnimationBreak = true;
// Figure out what we're hitting.
Vector3 hitPoint = Vector3.Zero;
Vector3 buildPoint = Vector3.Zero;
if (artifactActive[(byte)player.Team, 4] > 0 || player.Content[10] == 4)
{
if (!RayCollision(playerPosition, playerHeading, 2, 10, ref hitPoint, ref buildPoint, BlockType.Water))
{
//ConsoleWrite(player.Handle + " lost a block sync.");
return;
}
}
else
{
if (!RayCollision(playerPosition, playerHeading, 2, 10, ref hitPoint, ref buildPoint, BlockType.None))
{
//ConsoleWrite(player.Handle + " lost a block sync.");
return;
}
}
ushort x = (ushort)hitPoint.X;
ushort y = (ushort)hitPoint.Y;
ushort z = (ushort)hitPoint.Z;
if (player.Alive == false || player.playerToolCooldown > DateTime.Now)
{
//ConsoleWrite("fixed " + player.Handle + " synchronization");
SetBlockForPlayer(x, y, z, blockList[x, y, z], blockCreatorTeam[x, y, z], player);
return;
}
else
{
player.playerToolCooldown = DateTime.Now + TimeSpan.FromSeconds((float)(player.GetToolCooldown(PlayerTools.Pickaxe)));
}
// Figure out what the result is.
bool removeBlock = false;
uint giveOre = 0;
uint giveCash = 0;
uint giveWeight = 0;
int Damage = 2 + ResearchComplete[(byte)player.Team, 5];
InfiniminerSound sound = InfiniminerSound.DigDirt;
BlockType block = BlockAtPoint(hitPoint);
switch (block)
{
case BlockType.Lava:
if (varGetB("minelava"))
{
removeBlock = true;
sound = InfiniminerSound.DigDirt;
}
break;
case BlockType.Water:
if (varGetB("minelava"))
{
removeBlock = true;
sound = InfiniminerSound.DigDirt;
}
break;
case BlockType.Dirt:
case BlockType.Mud:
case BlockType.Grass:
case BlockType.Sand:
case BlockType.DirtSign:
removeBlock = true;
sound = InfiniminerSound.DigDirt;
break;
case BlockType.StealthBlockB:
removeBlock = true;
sound = InfiniminerSound.DigDirt;
break;
case BlockType.StealthBlockR:
removeBlock = true;
sound = InfiniminerSound.DigDirt;
break;
case BlockType.TrapB:
removeBlock = true;
sound = InfiniminerSound.DigDirt;
break;
case BlockType.TrapR:
removeBlock = true;
sound = InfiniminerSound.DigDirt;
break;
case BlockType.Ore:
removeBlock = true;
giveOre = 20;
sound = InfiniminerSound.DigMetal;
break;
case BlockType.Gold:
Damage = 2;
giveWeight = 1;
giveCash = 10;
sound = InfiniminerSound.DigMetal;
break;
case BlockType.Diamond:
//.........这里部分代码省略.........
示例2: ThrowRope
//private bool LocationNearBase(ushort x, ushort y, ushort z)
//{
// for (int i=0; i<MAPSIZE; i++)
// for (int j=0; j<MAPSIZE; j++)
// for (int k = 0; k < MAPSIZE; k++)
// if (blockList[i, j, k] == BlockType.HomeBlue || blockList[i, j, k] == BlockType.HomeRed)
// {
// double dist = Math.Sqrt(Math.Pow(x - i, 2) + Math.Pow(y - j, 2) + Math.Pow(z - k, 2));
// if (dist < 3)
// return true;
// }
// return false;
//}
public void ThrowRope(Player player, Vector3 playerPosition, Vector3 playerHeading)
{
bool actionFailed = false;
if (player.Alive == false || player.playerToolCooldown > DateTime.Now)
{
actionFailed = true;
}
else if (player.Ore > 49)
{
player.Ore -= 50;
SendOreUpdate(player);
}
else
{
actionFailed = true;
}
// If there's no surface within range, bail.
Vector3 hitPoint = playerPosition;
Vector3 buildPoint = playerPosition;
Vector3 exactPoint = playerPosition;
ushort x = (ushort)buildPoint.X;
ushort y = (ushort)buildPoint.Y;
ushort z = (ushort)buildPoint.Z;
if (x <= 0 || y <= 0 || z <= 0 || (int)x > MAPSIZE - 1 || (int)y > MAPSIZE - 1 || (int)z > MAPSIZE - 1)
actionFailed = true;
if (blockList[(ushort)hitPoint.X, (ushort)hitPoint.Y, (ushort)hitPoint.Z] == BlockType.Lava || blockList[(ushort)hitPoint.X, (ushort)hitPoint.Y, (ushort)hitPoint.Z] == BlockType.Water)
actionFailed = true;
if (actionFailed)
{
// Decharge the player's gun.
// TriggerConstructionGunAnimation(player, -0.2f);
}
else
{
player.playerToolCooldown = DateTime.Now + TimeSpan.FromSeconds((float)(player.GetToolCooldown(PlayerTools.ThrowRope)));
// Fire the player's gun.
// TriggerConstructionGunAnimation(player, 0.5f);
// Build the block.
//hitPoint = RayCollision(playerPosition, playerHeading, 6, 25, ref hitPoint, ref buildPoint, 1);
exactPoint.Y = exactPoint.Y + (float)0.25;//0.25 = items height
uint ii = SetItem(ItemType.Rope, exactPoint, playerHeading, playerHeading * 5, player.Team, 0);
itemList[ii].Content[6] = (byte)player.Team;//set teamsafe
// player.Ore -= blockCost;
// SendResourceUpdate(player);
// Play the sound.
PlaySound(InfiniminerSound.ConstructionGun, player.Position);
}
}