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C# GenericWriter.WriteDeltaTime方法代码示例

本文整理汇总了C#中Server.GenericWriter.WriteDeltaTime方法的典型用法代码示例。如果您正苦于以下问题:C# GenericWriter.WriteDeltaTime方法的具体用法?C# GenericWriter.WriteDeltaTime怎么用?C# GenericWriter.WriteDeltaTime使用的例子?那么, 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Server.GenericWriter的用法示例。


在下文中一共展示了GenericWriter.WriteDeltaTime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: Serialize

        public override void Serialize( GenericWriter writer )
        {
            base.Serialize( writer );

            writer.Write( (int) 0 ); // version

            writer.WriteDeltaTime( m_End );
        }
开发者ID:suiy187,项目名称:runuocustom,代码行数:8,代码来源:NavreyParalyzingWeb.cs

示例2: Serialize

		public override void Serialize( GenericWriter writer )
		{
			base.Serialize( writer );
			
			writer.Write( (int) 0 ); // version

			writer.Write( (Mobile) m_Owner );
			writer.Write( (Mobile) m_Killer );
			writer.WriteDeltaTime( m_TimeOfDeath );
		}
开发者ID:greeduomacro,项目名称:GoUO,代码行数:10,代码来源:BountyHead.cs

示例3: Serialize

        public override void Serialize(GenericWriter writer)
        {
            base.Serialize(writer);

            writer.Write((int)0);

            writer.Write(m_Decays);

            if (m_Decays)
                writer.WriteDeltaTime(m_DecayTime);
        }
开发者ID:greeduomacro,项目名称:cov-shard-svn-1,代码行数:11,代码来源:CrystalSkull.cs

示例4: Serialize

        public override void Serialize( GenericWriter writer )
        {
            base.Serialize( writer );

            //ARTEGORDONMOD
            // changed from version 13 to version 14
            writer.Write( (int) 14 ); // version

            writer.Write( (int)m_CurrentAI );
            writer.Write( (int)m_DefaultAI );

            writer.Write( (int)m_iRangePerception );
            writer.Write( (int)m_iRangeFight );

            writer.Write( (int)m_iTeam );

            writer.Write( (double)m_dActiveSpeed );
            writer.Write( (double)m_dPassiveSpeed );
            writer.Write( (double)m_dCurrentSpeed );

            writer.Write( (int) m_pHome.X );
            writer.Write( (int) m_pHome.Y );
            writer.Write( (int) m_pHome.Z );

            // Version 1
            writer.Write( (int) m_iRangeHome );

            int i=0;

            writer.Write( (int) m_arSpellAttack.Count );
            for ( i=0; i< m_arSpellAttack.Count; i++ )
            {
                writer.Write( m_arSpellAttack[i].ToString() );
            }

            writer.Write( (int) m_arSpellDefense.Count );
            for ( i=0; i< m_arSpellDefense.Count; i++ )
            {
                writer.Write( m_arSpellDefense[i].ToString() );
            }

            // Version 2
            writer.Write( (int) m_FightMode );

            writer.Write( (bool) m_bControled );
            writer.Write( (Mobile) m_ControlMaster );
            writer.Write( (Mobile) m_ControlTarget );
            writer.Write( (Point3D) m_ControlDest );
            writer.Write( (int) m_ControlOrder );
            writer.Write( (double) m_dMinTameSkill );
            // Removed in version 9
            //writer.Write( (double) m_dMaxTameSkill );
            writer.Write( (bool) m_bTamable );
            writer.Write( (bool) m_bSummoned );

            if ( m_bSummoned )
                writer.WriteDeltaTime( m_SummonEnd );

            writer.Write( (int) m_iControlSlots );

            // Version 3
            writer.Write( (int)m_Loyalty );

            // Version 4
            writer.Write( m_CurrentWayPoint );

            // Verison 5
            writer.Write( m_SummonMaster );

            // Version 6
            writer.Write( (int) m_HitsMax );
            writer.Write( (int) m_StamMax );
            writer.Write( (int) m_ManaMax );
            writer.Write( (int) m_DamageMin );
            writer.Write( (int) m_DamageMax );

            // Version 7
            writer.Write( (int) m_PhysicalResistance );
            writer.Write( (int) m_PhysicalDamage );

            writer.Write( (int) m_FireResistance );
            writer.Write( (int) m_FireDamage );

            writer.Write( (int) m_ColdResistance );
            writer.Write( (int) m_ColdDamage );

            writer.Write( (int) m_PoisonResistance );
            writer.Write( (int) m_PoisonDamage );

            writer.Write( (int) m_EnergyResistance );
            writer.Write( (int) m_EnergyDamage );

            // Version 8
            writer.WriteMobileList( m_Owners, true );

            // Version 10
            writer.Write( (bool) m_IsDeadPet );
            writer.Write( (bool) m_IsBonded );
            writer.Write( (DateTime) m_BondingBegin );
            writer.Write( (DateTime) m_OwnerAbandonTime );
//.........这里部分代码省略.........
开发者ID:cynricthehun,项目名称:UOLegends,代码行数:101,代码来源:BaseCreature.cs

示例5: Serialize

        public override void Serialize(GenericWriter writer)
        {
            base.Serialize(writer);

            writer.Write((int)4); // version
            writer.Write(m_WalkingRange);

            writer.Write(m_SpawnID);
            writer.Write(m_CountA);
            writer.Write(m_CountB);
            writer.Write(m_CountC);
            writer.Write(m_CountD);
            writer.Write(m_CountE);

            writer.Write(m_WayPoint);

            writer.Write(m_Group);

            writer.Write(m_MinDelay);
            writer.Write(m_MaxDelay);
            writer.Write(m_Count);
            writer.Write(m_Team);
            writer.Write(m_HomeRange);
            writer.Write(m_Running);

            if (m_Running)
                writer.WriteDeltaTime(m_End);

            writer.Write(m_CreaturesName.Count);

            for (int i = 0; i < m_CreaturesName.Count; ++i)
                writer.Write(m_CreaturesName[i]);

            writer.Write(m_CreaturesNameA.Count);

            for (int i = 0; i < m_CreaturesNameA.Count; ++i)
                writer.Write((string)m_CreaturesNameA[i]);

            writer.Write(m_CreaturesNameB.Count);

            for (int i = 0; i < m_CreaturesNameB.Count; ++i)
                writer.Write((string)m_CreaturesNameB[i]);

            writer.Write(m_CreaturesNameC.Count);

            for (int i = 0; i < m_CreaturesNameC.Count; ++i)
                writer.Write((string)m_CreaturesNameC[i]);

            writer.Write(m_CreaturesNameD.Count);

            for (int i = 0; i < m_CreaturesNameD.Count; ++i)
                writer.Write((string)m_CreaturesNameD[i]);

            writer.Write(m_CreaturesNameE.Count);

            for (int i = 0; i < m_CreaturesNameE.Count; ++i)
                writer.Write((string)m_CreaturesNameE[i]);

            writer.Write(m_Creatures.Count);

            for (int i = 0; i < m_Creatures.Count; ++i)
            {
                IEntity e = m_Creatures[i];

                if (e is Item)
                    writer.Write((Item)e);
                else if (e is Mobile)
                    writer.Write((Mobile)e);
                else
                    writer.Write(Serial.MinusOne);
            }

            writer.Write(m_CreaturesA.Count);

            for (int i = 0; i < m_CreaturesA.Count; ++i)
            {
                IEntity e = m_CreaturesA[i];

                if (e is Item)
                    writer.Write((Item)e);
                else if (e is Mobile)
                    writer.Write((Mobile)e);
                else
                    writer.Write(Serial.MinusOne);
            }

            writer.Write(m_CreaturesB.Count);

            for (int i = 0; i < m_CreaturesB.Count; ++i)
            {
                IEntity e = m_CreaturesB[i];

                if (e is Item)
                    writer.Write((Item)e);
                else if (e is Mobile)
                    writer.Write((Mobile)e);
                else
                    writer.Write(Serial.MinusOne);
            }

//.........这里部分代码省略.........
开发者ID:greeduomacro,项目名称:vivre-uo,代码行数:101,代码来源:PremiumSpawner.cs

示例6: Serialize

        public override void Serialize(GenericWriter writer)
        {
            //cleanup our anti-macro table 
            foreach (Hashtable t in m_AntiMacroTable.Values)
            {
                ArrayList remove = new ArrayList();
                foreach (CountAndTimeStamp time in t.Values)
                {
                    if (time.TimeStamp + SkillCheck.AntiMacroExpire <= DateTime.Now)
                        remove.Add(time);
                }

                for (int i = 0; i < remove.Count; ++i)
                    t.Remove(remove[i]);
            }

            //decay our kills
            if (m_ShortTermElapse < this.GameTime)
            {
                m_ShortTermElapse += TimeSpan.FromHours(8);
                if (ShortTermMurders > 0)
                    --ShortTermMurders;
            }

            if (m_LongTermElapse < this.GameTime)
            {
                m_LongTermElapse += TimeSpan.FromHours(40);
                if (Kills > 0)
                    --Kills;
            }

            CheckAtrophies(this);

            base.Serialize(writer);

            writer.Write((int)26); // version

            #region GeNova: Mondain's Legacy version 26
            QuestWriter.Quests(writer, m_Quests);
            QuestWriter.Chains(writer, m_Chains);

            if (m_Collections == null)
            {
                writer.Write((int)0);
            }
            else
            {
                writer.Write((int)m_Collections.Count);

                foreach (KeyValuePair<Collection, int> pair in m_Collections)
                {
                    writer.Write((int)pair.Key);
                    writer.Write((int)pair.Value);
                }
            }

            if (m_CollectionTitles == null)
            {
                writer.Write((int)0);
            }
            else
            {
                writer.Write((int)m_CollectionTitles.Count);

                for (int i = 0; i < m_CollectionTitles.Count; i++)
                    QuestWriter.Object(writer, m_CollectionTitles[i]);
            }

            writer.Write((int)m_SelectedTitle);
            writer.Write((DateTime)m_Peaced);
            #endregion

            if (m_AcquiredRecipes == null)
            {
                writer.Write((int)0);
            }
            else
            {
                writer.Write(m_AcquiredRecipes.Count);

                foreach (KeyValuePair<int, bool> kvp in m_AcquiredRecipes)
                {
                    writer.Write(kvp.Key);
                    writer.Write(kvp.Value);
                }
            }

            writer.WriteDeltaTime(m_LastHonorLoss);

            ChampionTitleInfo.Serialize(writer, m_ChampionTitles);

            writer.Write(m_LastValorLoss);
            writer.WriteEncodedInt(m_ToTItemsTurnedIn);
            writer.Write(m_ToTTotalMonsterFame);	//This ain't going to be a small #.

            writer.WriteEncodedInt(m_AllianceMessageHue);
            writer.WriteEncodedInt(m_GuildMessageHue);

            writer.WriteEncodedInt(m_GuildRank.Rank);
            writer.Write(m_LastOnline);
//.........这里部分代码省略.........
开发者ID:brodock,项目名称:genova-project,代码行数:101,代码来源:PlayerMobile.cs

示例7: Serialize

        public override void Serialize( GenericWriter writer )
        {
            base.Serialize( writer );

            writer.Write( (int)4 ); // version

            writer.Write( m_ConfinedRoaming );
            writer.WriteItem<IdolOfTheChampion>( m_Idol );
            writer.Write( m_HasBeenAdvanced );
            writer.Write( m_SpawnArea );

            writer.Write( m_RandomizeType );

            //			writer.Write( m_SpawnRange );
            writer.Write( m_Kills );

            writer.Write( (bool)m_Active );
            writer.Write( (int)m_Type );
            writer.Write( m_Creatures, true );
            writer.Write( m_RedSkulls, true );
            writer.Write( m_WhiteSkulls, true );
            writer.WriteItem<ChampionPlatform>( m_Platform );
            writer.WriteItem<ChampionAltar>( m_Altar );
            writer.Write( m_ExpireDelay );
            writer.WriteDeltaTime( m_ExpireTime );
            writer.Write( m_Champion );
            writer.Write( m_RestartDelay );

            writer.Write( m_RestartTimer != null );

            if( m_RestartTimer != null )
                writer.WriteDeltaTime( m_RestartTime );
        }
开发者ID:Godkong,项目名称:RunUO,代码行数:33,代码来源:ChampionSpawn.cs

示例8: Serialize

		public override void Serialize( GenericWriter writer )
		{
			base.Serialize( writer );

			writer.Write( (int) 1 ); // version

			writer.Write( (bool) BaseHouse.NewVendorSystem );
			writer.Write( (string) m_ShopName );
			writer.WriteDeltaTime( (DateTime) m_NextPayTime );
			writer.Write( (Item) House );

			writer.Write( (Mobile) m_Owner );
			writer.Write( (int) m_BankAccount );
			writer.Write( (int) m_HoldGold );

			writer.Write( (int) m_SellItems.Count );
			foreach ( VendorItem vi in m_SellItems.Values )
			{
				writer.Write( (Item) vi.Item );
				writer.Write( (int) vi.Price );
				writer.Write( (string) vi.Description );

				writer.Write( (DateTime) vi.Created );
			}
		}
开发者ID:greeduomacro,项目名称:unknown-shard-1,代码行数:25,代码来源:PlayerVendor.cs

示例9: Serialize

        public override void Serialize(GenericWriter writer)
        {
            base.Serialize(writer);

            writer.Write((int)5); // version

            writer.Write(m_DamageEntries.Count);
            foreach (KeyValuePair<Mobile, int> kvp in m_DamageEntries)
            {
                writer.Write(kvp.Key);
                writer.Write(kvp.Value);
            }

            writer.Write(m_ConfinedRoaming);
            writer.WriteItem<IdolOfTheChampion>(m_Idol);
            writer.Write(m_HasBeenAdvanced);
            writer.Write(m_SpawnArea);

            writer.Write(m_RandomizeType);

            //			writer.Write( m_SpawnRange );
            writer.Write(m_Kills);

            writer.Write((bool)m_Active);
            writer.Write((int)m_Type);
            writer.Write(m_Creatures, true);
            writer.Write(m_RedSkulls, true);
            writer.Write(m_WhiteSkulls, true);
            writer.WriteItem<ChampionPlatform>(m_Platform);
            writer.WriteItem<ChampionAltar>(m_Altar);
            writer.Write(m_ExpireDelay);
            writer.WriteDeltaTime(m_ExpireTime);
            writer.Write(m_Champion);
            writer.Write(m_RestartDelay);

            writer.Write(m_RestartTimer != null);

            if (m_RestartTimer != null)
                writer.WriteDeltaTime(m_RestartTime);
        }
开发者ID:PepeBiondi,项目名称:runsa,代码行数:40,代码来源:ChampionSpawn.cs

示例10: Serialize

		public override void Serialize( GenericWriter writer )
		{
			base.Serialize( writer );

			writer.Write( (int)30 ); // version
			// Version 30
			writer.Write( m_AllowNPCTriggering );

			// Version 29
			if( m_SpawnObjects != null )
			{
				writer.Write( m_SpawnObjects.Count );
				for( int i = 0; i < m_SpawnObjects.Count; ++i )
				{
					// Write the spawns per tick value
					writer.Write( ((SpawnObject)m_SpawnObjects[i]).SpawnsPerTick );
				}
			}
			else
			{
				// empty spawner
				writer.Write( (int)0 );
			}

			// Version 28
			if( m_SpawnObjects != null )
			{
				for( int i = 0; i < m_SpawnObjects.Count; ++i )
				{
					// Write the pack range value
					writer.Write( ((SpawnObject)m_SpawnObjects[i]).PackRange );
				}
			}


			// Version 27
			if( m_SpawnObjects != null )
			{
				for( int i = 0; i < m_SpawnObjects.Count; ++i )
				{
					// Write the disable spawn flag
					writer.Write( ((SpawnObject)m_SpawnObjects[i]).Disabled );
				}
			}

			// Version 26
			writer.Write( m_SpawnOnTrigger );
			writer.Write( m_FirstModified );
			writer.Write( m_LastModified );

			// Version 25
			// eliminated the textentrybook serialization (they autodelete on deser now)

			// Version 24
			if( m_SpawnObjects != null )
			{
				for( int i = 0; i < m_SpawnObjects.Count; ++i )
				{
					SpawnObject so = (SpawnObject)m_SpawnObjects[i];
					// Write the restrict kills flag
					writer.Write( so.RestrictKillsToSubgroup );
					// Write the clear on advance flag
					writer.Write( so.ClearOnAdvance );
					// Write the mindelay
					writer.Write( so.MinDelay );
					// Write the maxdelay
					writer.Write( so.MaxDelay );
					// write the next spawn time for the subgrop
					writer.WriteDeltaTime( so.NextSpawn );

				}
			}

			if( m_ShowBoundsItems != null && m_ShowBoundsItems.Count > 0 )
			{
				writer.Write( true );
				writer.WriteItemList( m_ShowBoundsItems );
			}
			else
			{
				// empty showbounds item list
				writer.Write( false );
			}

			// Version 23
			writer.Write( IsInactivated );
			writer.Write( m_SmartSpawning );
			// Version 22
			writer.Write( m_SkillTrigger );
			writer.Write( (int)m_skill_that_triggered );
			writer.Write( m_FreeRun );
			writer.Write( m_mob_who_triggered );
			// Version 21
			writer.Write( m_DespawnTime );
			// Version 20
			if( m_SpawnObjects != null )
			{
				for( int i = 0; i < m_SpawnObjects.Count; ++i )
				{
					// Write the requiresurface flag
//.........这里部分代码省略.........
开发者ID:greeduomacro,项目名称:hubroot,代码行数:101,代码来源:XmlSpawner2.cs

示例11: Serialize

        public override void Serialize( GenericWriter writer )
        {
            base.Serialize( writer );

            writer.Write( (int) 1 );

            writer.WriteDeltaTime( m_NextWoolTime );
        }
开发者ID:Ravenwolfe,项目名称:xrunuo,代码行数:8,代码来源:Sheep.cs

示例12: Serialize

        public override void Serialize( GenericWriter writer )
        {
            //cleanup our anti-macro table
            foreach ( Hashtable t in m_AntiMacroTable.Values )
            {
                ArrayList remove = new ArrayList();
                foreach ( CountAndTimeStamp time in t.Values )
                {
                    if ( time.TimeStamp + SkillCheck.AntiMacroExpire <= DateTime.Now )
                        remove.Add( time );
                }

                for (int i=0;i<remove.Count;++i)
                    t.Remove( remove[i] );
            }

            if ( m_NextBountyDecay != DateTime.MinValue )
            {
                bool update = false;
                while ( m_Bounty > 0 && m_NextBountyDecay < DateTime.Now )
                {
                    update = true;
                    m_Bounty -= 100;
                    m_NextBountyDecay += TimeSpan.FromDays( 1.0 );
                }

                if ( m_Bounty < 0 )
                    m_Bounty = 0;

                if ( update )
                    BountyBoard.Update( this );
            }

            base.Serialize( writer );

            writer.Write( (int) 18 ); // version

            writer.Write( m_NextBountyDecay );

            writer.Write( m_LastUpdate );
            writer.Write( m_LastLogin );

            writer.Write( m_NextNotoUp );
            writer.Write( m_Cohesion );
            writer.Write( (TimeSpan)(DateTime.Now - m_LastCohesion) );
            writer.Write( m_AssumeGhost );
            writer.Write( (byte)m_SkillUsageOrder.Length );
            for(int i=0;i<m_SkillUsageOrder.Length;i++)
                writer.Write( (byte)m_SkillUsageOrder[i] );

             	writer.Write( (int) m_Bounty );

            writer.WriteEncodedInt( m_CompassionGains );

            if ( m_CompassionGains > 0 )
                writer.WriteDeltaTime( m_NextCompassionDay );

            bool useMods = ( m_HairModID != -1 || m_BeardModID != -1 );

            writer.Write( useMods );

            if ( useMods )
            {
                writer.Write( (int) m_HairModID );
                writer.Write( (int) m_HairModHue );
                writer.Write( (int) m_BeardModID );
                writer.Write( (int) m_BeardModHue );
            }

            writer.Write( SavagePaintExpiration );

            writer.Write( (int) m_NpcGuild );
            writer.Write( (DateTime) m_NpcGuildJoinTime );
            writer.Write( (TimeSpan) m_NpcGuildGameTime );

            writer.WriteMobileList( m_PermaFlags, true );

            writer.Write( NextTailorBulkOrder );

            writer.Write( NextSmithBulkOrder );

            writer.WriteDeltaTime( m_LastJusticeLoss );
            writer.WriteMobileList( m_JusticeProtectors, true );

            writer.WriteDeltaTime( m_LastSacrificeGain );
            writer.WriteDeltaTime( m_LastSacrificeLoss );
            writer.Write( m_AvailableResurrects );

            writer.Write( (int) m_Flags );

            writer.Write( m_LongTermElapse );
            writer.Write( m_ShortTermElapse );
            writer.Write( this.GameTime );
        }
开发者ID:FreeReign,项目名称:Rebirth-Repack,代码行数:94,代码来源:PlayerMobile.cs

示例13: Serialize

        public override void Serialize( GenericWriter writer )
        {
            base.Serialize( writer );

            writer.Write( (int) 11 ); // version

            writer.Write( (int)m_Flags );

            writer.WriteDeltaTime( m_TimeOfDeath );

            List<KeyValuePair<Item, Point3D>> list = ( m_RestoreTable == null ? null : new List<KeyValuePair<Item, Point3D>>( m_RestoreTable ) );
            int count = ( list == null ? 0 : list.Count );

            writer.Write( count );

            for ( int i = 0; i < count; ++i )
            {
                KeyValuePair<Item, Point3D> kvp = list[i];
                Item item = kvp.Key;
                Point3D loc = kvp.Value;

                writer.Write( item );

                if ( item.Location == loc )
                {
                    writer.Write( false );
                }
                else
                {
                    writer.Write( true );
                    writer.Write( loc );
                }
            }

            writer.Write( m_DecayTimer != null );

            if ( m_DecayTimer != null )
                writer.WriteDeltaTime( m_DecayTime );

            writer.Write( m_Looters );
            writer.Write( m_Killer );

            writer.Write( m_Aggressors );

            writer.Write( m_Owner );

            writer.Write( (string) m_CorpseName );

            writer.Write( (int) m_AccessLevel );
            writer.Write( (Guild) m_Guild );
            writer.Write( (int) m_Kills );

            writer.Write( m_EquipItems );
        }
开发者ID:Leodinas,项目名称:uolite,代码行数:54,代码来源:Corpse.cs

示例14: Serialize

        public override void Serialize( GenericWriter writer )
        {
            base.Serialize( writer );

            writer.Write( (int) 1 );

            writer.Write( m_Crafter );
            writer.WriteEncodedInt( (int) m_Quality );
            writer.WriteEncodedInt( (int) m_Resource );

            writer.Write( m_BurntOut );
            writer.Write( m_Burning );
            writer.Write( m_Duration );
            writer.Write( m_Protected );

            if ( m_Burning && m_Duration != TimeSpan.Zero )
                writer.WriteDeltaTime( m_End );
        }
开发者ID:kamronbatman,项目名称:Defiance-AOS-Pre-2012,代码行数:18,代码来源:BaseLight.cs

示例15: Serialize

        public override void Serialize( GenericWriter writer )
        {
            base.Serialize( writer );

            writer.Write( (int) 0 ); // version

            writer.WriteItemList( m_Items, true );
            writer.WriteMobileList( m_Mobiles, true );
            writer.WriteDeltaTime( m_DecayTime );
        }
开发者ID:FreeReign,项目名称:Rebirth-Repack,代码行数:10,代码来源:BaseCamp.cs


注:本文中的Server.GenericWriter.WriteDeltaTime方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。