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C# GenericWriter.WriteMobileList方法代码示例

本文整理汇总了C#中Server.GenericWriter.WriteMobileList方法的典型用法代码示例。如果您正苦于以下问题:C# GenericWriter.WriteMobileList方法的具体用法?C# GenericWriter.WriteMobileList怎么用?C# GenericWriter.WriteMobileList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.WriteMobileList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.WriteMobileList( m_Voteds, true ); 
      } 
开发者ID:greeduomacro,项目名称:GoUO,代码行数:8,代码来源:votestone.cs

示例2: Serialize

		private static bool Serialize(GenericWriter writer)
		{
			writer.WriteBlockDictionary(
				Registry,
				(name, players) =>
				{
					writer.Write(name);
					writer.WriteMobileList(players, true);
				});

			return true;
		}
开发者ID:greeduomacro,项目名称:UO-Forever,代码行数:12,代码来源:PlayerNames_Init.cs

示例3: SaveGlobalListens

        public void SaveGlobalListens(GenericWriter writer)
        {
            writer.Write(1); // Version

            writer.WriteMobileList(c_GIgnores, true);
            writer.WriteMobileList(c_GListens, true);
        }
开发者ID:guy489,项目名称:runuot2a,代码行数:7,代码来源:Data.cs

示例4: Serialize

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

            writer.WriteEncodedInt( 0 ); // version

            writer.WriteMobileList<Mobile>( m_Spawned );
        }
开发者ID:kamronbatman,项目名称:Defiance-AOS-Pre-2012,代码行数:8,代码来源:SolenAntHole.cs

示例5: 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] );
            }

            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7: Serialize

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

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

            writer.WriteMobileList( m_Identified, true );

            writer.Write( (int)m_Effect );
            writer.Write( (int)m_EffectCharges );
            //writer.Write( m_Identified );

            writer.Write( (bool) m_PlayerConstructed );

            writer.Write( (Mobile) m_Crafter );
            writer.Write( (int) m_Quality );
        }
开发者ID:FreeReign,项目名称:Rebirth-Repack,代码行数:17,代码来源:BaseClothing.cs

示例8: Serialize

        public virtual void Serialize( GenericWriter writer )
        {
            writer.Write( (int) 28 ); // version

            writer.WriteDeltaTime( m_LastStatGain );

            writer.Write( (int) m_TithingPoints );

            writer.Write( m_Corpse );

            writer.Write( m_CreationTime );

            writer.WriteMobileList( m_Stabled, true );

            writer.Write( m_CantWalk );

            VirtueInfo.Serialize( writer, m_Virtues );

            writer.Write( m_Thirst );
            writer.Write( m_BAC );

            writer.Write( m_ShortTermMurders );
            //writer.Write( m_ShortTermElapse );
            //writer.Write( m_LongTermElapse );

            //writer.Write( m_Followers );
            writer.Write( m_FollowersMax );

            writer.Write( m_MagicDamageAbsorb );

            writer.Write( m_GuildFealty );

            writer.Write( m_Guild );

            writer.Write( m_DisplayGuildTitle );

            writer.Write( m_CanSwim );

            writer.Write( m_Squelched );

            writer.Write( m_Holding );

            writer.Write( m_VirtualArmor );

            writer.Write( m_BaseSoundID );

            writer.Write( m_DisarmReady );
            writer.Write( m_StunReady );

            //Poison.Serialize( m_Poison, writer );

            writer.Write( m_StatCap );

            writer.Write( m_NameHue );

            writer.Write( m_Hunger );

            writer.Write( m_Location );
            writer.Write( (int) m_Body );
            writer.Write( m_Name );
            writer.Write( m_GuildTitle );
            writer.Write( m_Criminal );
            writer.Write( m_Kills );
            writer.Write( m_SpeechHue );
            writer.Write( m_EmoteHue );
            writer.Write( m_WhisperHue );
            writer.Write( m_YellHue );
            writer.Write( m_Language );
            writer.Write( m_Female );
            writer.Write( m_Warmode );
            writer.Write( m_Hidden );
            writer.Write( (byte) m_Direction );
            writer.Write( m_Hue );
            writer.Write( m_Str );
            writer.Write( m_Dex );
            writer.Write( m_Int );
            writer.Write( m_Hits );
            writer.Write( m_Stam );
            writer.Write( m_Mana );

            writer.Write( m_Map );

            writer.Write( m_Blessed );
            writer.Write( m_Fame );
            writer.Write( m_Karma );
            writer.Write( (byte) m_AccessLevel );
            m_Skills.Serialize( writer );

            writer.Write( m_Items.Count );

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

            writer.Write( m_Player );
            writer.Write( m_Title );
            writer.Write( m_Profile );
            writer.Write( m_ProfileLocked );
            //writer.Write( m_LightLevel );
            //writer.Write( m_TotalGold );
            //writer.Write( m_TotalWeight );
//.........这里部分代码省略.........
开发者ID:BackupTheBerlios,项目名称:sunuo-svn,代码行数:101,代码来源:Mobile.cs

示例9: Serialize

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

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

            writer.Write( (bool) ( m_Tasters != null && m_Tasters.Count > 0 ) );
            if ( m_Tasters != null && m_Tasters.Count > 0 )
                writer.WriteMobileList( m_Tasters, true );

            writer.Write( (int) m_PotionEffect );
        }
开发者ID:cynricthehun,项目名称:UOLegends,代码行数:12,代码来源:BasePotion.cs

示例10: Serialize

		//	public void On

		/// <summary>
		/// Serializes the specified writer.
		/// </summary>
		/// <param name="writer">The writer.</param>
		public override void Serialize(GenericWriter writer)
		{
			base.Serialize(writer);

			writer.Write((int)3); // version
			writer.Write(m_LastAnnounceTime);
			writer.WriteMobileList<PlayerMobile>(new List<PlayerMobile>(m_ShopperQueue));
			writer.WriteMobileList<PlayerMobile>(new List<PlayerMobile>(m_VisitorQueue));
			writer.Write((int)m_City);
			writer.WriteItemList<ChampKinCity>(m_Champs);
		}
开发者ID:zerodowned,项目名称:angelisland,代码行数:17,代码来源:KinCityRegionStone.cs

示例11: Serialize

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

			// version 0 
			writer.WriteMobileList<Mobile>(m_mobiles, true);
			writer.WriteItemList<Item>(m_items, true);
		}
开发者ID:zerodowned,项目名称:angelisland,代码行数:9,代码来源:Archive.cs

示例12: Serialize

        public override void Serialize( GenericWriter writer )
        {
            if ( this.LastFealty+TimeSpan.FromDays( 1.0 ) < DateTime.Now )
                this.CalculateGuildmaster();

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

            writer.WriteGuildList( m_AllyDeclarations, true );
            writer.WriteGuildList( m_AllyInvitations, true );

            writer.Write( m_TypeLastChange );

            writer.Write( (int)m_Type );

            writer.Write( m_LastFealty );

            writer.Write( m_Leader );
            writer.Write( m_Name );
            writer.Write( m_Abbreviation );

            writer.WriteGuildList( m_Allies, true );
            writer.WriteGuildList( m_Enemies, true );
            writer.WriteGuildList( m_WarDeclarations, true );
            writer.WriteGuildList( m_WarInvitations, true );

            writer.WriteMobileList( m_Members, true );
            writer.WriteMobileList( m_Candidates, true );
            writer.WriteMobileList( m_Accepted, true );

            writer.Write( m_Guildstone );
            writer.Write( m_Teleporter );

            writer.Write( m_Charter );
            writer.Write( m_Website );
        }
开发者ID:cynricthehun,项目名称:UOLegends,代码行数:35,代码来源:Guild.cs

示例13: Save

        protected void Save(GenericWriter writer)
        {
            writer.Write(1); // Version

            writer.WriteMobileList(c_Mobiles, true);
            writer.Write(c_Filter);
            writer.Write(c_Delay);
            writer.Write(c_Name);
            writer.Write((int)c_Style);
            writer.Write(c_ToIrc);
            writer.Write(c_NewChars);
            writer.Write(c_ShowStaff);
            writer.Write(c_Enabled);

            writer.Write(c_Colors.Count);
            foreach(Mobile m in c_Colors.Keys)
            {
                writer.Write(m);
                writer.Write((int)c_Colors[m]);
            }

            writer.Write(c_Commands.Count);
            foreach (string str in c_Commands)
                writer.Write(str);
        }
开发者ID:FreeReign,项目名称:imaginenation,代码行数:25,代码来源:Channel.cs

示例14: Serialize

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

			writer.Write( (int) 0 ); // version
			
			writer.Write( (Mobile) m_Peerless );
			writer.Write( (Point3D) m_BossLocation );
			writer.Write( (Point3D) m_TeleportDest );
			writer.Write( (Point3D) m_ExitDest );
			
			writer.Write( (DateTime) m_Deadline );
			
			// serialize master keys						
			writer.WriteItemList( m_MasterKeys );
			
			// serialize fighters							
			writer.WriteMobileList( m_Fighters );
				
			// serialize pets
			writer.Write( (int) m_Pets.Count );
			
			foreach ( KeyValuePair<Mobile,List<Mobile>> pair in m_Pets )
			{
				writer.Write( (Mobile) pair.Key );
				
				writer.WriteMobileList( pair.Value );
			}
			
			writer.Write( (bool) m_Spawned );
		}
开发者ID:brodock,项目名称:genova-project,代码行数:31,代码来源:PeerlessAltar.cs

示例15: Serialize

		//Serialize
		#region serialize

		public override void Serialize(GenericWriter writer)
		{
			base.Serialize (writer);
			
			writer.Write( (int) 3 );		    // version

			// version 3
			writer.Write((double)m_LevelScale);  // errors for this level

			// version 2
			writer.Write( (int)m_LevelError );  // errors for this level

			// version 1
			writer.WriteDeltaTime(m_End);       //Next spawn time
            
			// first up is the spawn data       // version 0
			writer.Write( (int)m_Type );					
			writer.Write( (int)SpawnLevels.Count );
			foreach( ChampLevelData data in SpawnLevels )
				data.Serialize(writer);  

			//now the monsters + misc data
			writer.WriteMobileList ( m_Monsters );			
			writer.WriteMobileList( m_FreeMonsters );
			writer.Write( (int)m_LevelCounter );
			writer.Write( (int)m_Kills );
			writer.Write((DateTime) m_ExpireTime );		
			//  nav dest
			writer.Write( (int)m_NavDest ); 

			// the bools
			writer.Write( (bool)m_bActive );

			//pla: 02/11/07
			//Check here incase the altar or platform has been deleted.
			//in which case we just set the grpahics to false and they can be
			//switched back on on reload.  Prevents the champ from crashing on load
			//if the gfx were accidentally deleted through [delete
			/////////////////////////////////////////////////////////////////////
			if (m_bGraphics && !m_Graphics.IsHealthy())
			{
				//call delete code as these save on world save anyway
				m_Graphics.Delete();
				m_bGraphics = false;
			}

			writer.Write( (bool)m_bGraphics );

			// NavDest

			// the altar and platform
			if( m_bGraphics )
			{
				m_Graphics.Serialize( writer );
			}
			writer.Write( (bool)m_bRestart );
			writer.Write( m_RestartDelay );
			// And finally if the restart timer is currently on or not, and the delay value.
			writer.Write( m_Restart != null );
			
		}
开发者ID:zerodowned,项目名称:angelisland,代码行数:64,代码来源:ChampEngine.cs


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