本文整理汇总了C#中Saga.PrimaryTypes.Character.ComputeAugeSkill方法的典型用法代码示例。如果您正苦于以下问题:C# Character.ComputeAugeSkill方法的具体用法?C# Character.ComputeAugeSkill怎么用?C# Character.ComputeAugeSkill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Saga.PrimaryTypes.Character
的用法示例。
在下文中一共展示了Character.ComputeAugeSkill方法的1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: GenerateCharacterInfo
public static void GenerateCharacterInfo(Character character, out SMSG_CHARACTERINFO spkt)
{
//HELPER VARIABLES
Rag2Item item;
//STRUCTIRIZE GENERAL INFORMATION
spkt = new SMSG_CHARACTERINFO();
spkt.race = 0;
spkt.Gender = character.gender;
spkt.Name = character.Name;
spkt.X = character.Position.x;
spkt.Y = character.Position.y;
spkt.Z = character.Position.z;
spkt.ActorID = character.id;
spkt.face = character.FaceDetails;
spkt.AugeSkillID = character.ComputeAugeSkill();
spkt.yaw = character.Yaw;
spkt.Job = character.job;
spkt.Stance = character.stance;
//STRUCTURIZE EQUIPMENT INFORMATION
item = character.Equipment[0];
if (item != null && item.active > 0) spkt.SetHeadTop(item.info.item, item.dyecolor);
item = character.Equipment[1];
if (item != null && item.active > 0) spkt.SetHeadMiddle(item.info.item, item.dyecolor);
item = character.Equipment[2];
if (item != null && item.active > 0) spkt.SetHeadBottom(item.info.item, item.dyecolor);
item = character.Equipment[14];
if (item != null && item.active > 0) spkt.SetShield(item.info.item, item.dyecolor);
item = character.Equipment[8];
if (item != null && item.active > 0) spkt.SetBack(item.info.item, item.dyecolor);
item = character.Equipment[3];
if (item != null && item.active > 0) spkt.SetShirt(item.info.item, item.dyecolor);
item = character.Equipment[4];
if (item != null && item.active > 0) spkt.SetPants(item.info.item, item.dyecolor);
item = character.Equipment[5];
if (item != null && item.active > 0) spkt.SetGloves(item.info.item, item.dyecolor);
item = character.Equipment[6];
if (item != null && item.active > 0) spkt.SetFeet(item.info.item, item.dyecolor);
foreach (AdditionState state in character._additions)
spkt.SetWeapon(state.Addition, state.Lifetime);
}