本文整理汇总了C#中Server.Items.Corpse.MoveToWorld方法的典型用法代码示例。如果您正苦于以下问题:C# Corpse.MoveToWorld方法的具体用法?C# Corpse.MoveToWorld怎么用?C# Corpse.MoveToWorld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Server.Items.Corpse
的用法示例。
在下文中一共展示了Corpse.MoveToWorld方法的4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: CheckProgress
public override void CheckProgress()
{
PlayerMobile player = System.From;
Map map = player.Map;
if ( ( m_Corpse == null || m_Corpse.Deleted ) && ( map == Map.Trammel || map == Map.Felucca ) && player.InRange( m_CorpseLocation, 8 ) )
{
m_Corpse = new HagApprenticeCorpse();
m_Corpse.MoveToWorld( m_CorpseLocation, map );
Effects.SendLocationEffect( m_CorpseLocation, map, 0x3728, 10, 10 );
Effects.PlaySound( m_CorpseLocation, map, 0x1FE );
Mobile imp = new Zeefzorpul();
imp.MoveToWorld( m_CorpseLocation, map );
// * You see a strange imp stealing a scrap of paper from the bloodied corpse *
m_Corpse.SendLocalizedMessageTo( player, 1055049 );
Timer.DelayCall( TimeSpan.FromSeconds( 3.0 ), new TimerStateCallback( DeleteImp ), imp );
}
}
示例2: Mobile_CreateCorpseHandler
public static Container Mobile_CreateCorpseHandler(Mobile owner, HairInfo hair, FacialHairInfo facialhair, List<Item> initialContent, List<Item> equipedItems)
{
bool shouldFillCorpse = true;
//if ( owner is BaseCreature )
// shouldFillCorpse = !((BaseCreature)owner).IsBonded;
Corpse c = new Corpse(owner, hair, facialhair, shouldFillCorpse ? equipedItems : new List<Item>());
owner.Corpse = c;
if ( shouldFillCorpse )
{
for ( int i = 0; i < initialContent.Count; ++i )
{
Item item = (Item)initialContent[i];
if ( Core.AOS && owner.Player && item.Parent == owner.Backpack )
c.AddItem( item );
else
c.DropItem( item );
if ( owner.Player && Core.AOS )
c.SetRestoreInfo( item, item.Location );
}
}
else
{
c.Carved = true; // TODO: Is it needed?
}
Point3D loc = owner.Location;
Map map = owner.Map;
if ( map == null || map == Map.Internal )
{
loc = owner.LogoutLocation;
map = owner.LogoutMap;
}
c.MoveToWorld( loc, map );
return c;
}
示例3: Mobile_CreateCorpseHandler
public static Container Mobile_CreateCorpseHandler( Mobile owner, HairInfo hair, FacialHairInfo facialhair, List<Item> initialContent, List<Item> equipItems )
{
bool shouldFillCorpse = true;
Corpse c = new Corpse( owner, hair, facialhair, shouldFillCorpse ? equipItems : new List<Item>() );
owner.Corpse = c;
if ( shouldFillCorpse )
{
for ( int i = 0; i < initialContent.Count; ++i )
{
Item item = initialContent[i];
c.DropItem( item );
c.SetRestoreInfo( item, item.Location );
}
}
else
{
c.Carved = true; // TODO: Is it needed?
}
Point3D loc = owner.Location;
Map map = owner.Map;
if ( map == null || map == Map.Internal )
{
loc = owner.LogoutLocation;
map = owner.LogoutMap;
}
c.MoveToWorld( loc, map );
return c;
}
示例4: Mobile_CreateCorpseHandler
public static Container Mobile_CreateCorpseHandler( Mobile owner, HairInfo hair, FacialHairInfo facialhair, List<Item> initialContent, List<Item> equipItems )
{
Corpse c = new Corpse( owner, hair, facialhair, equipItems );
owner.Corpse = c;
for ( int i = 0; i < initialContent.Count; ++i )
{
Item item = (Item) initialContent[i];
if ( owner.IsPlayer && item.Parent == owner.Backpack )
c.AddItem( item );
else
c.DropItem( item );
if ( owner.IsPlayer )
c.SetRestoreInfo( item, item.Location );
}
Point3D loc = owner.Location;
Map map = owner.Map;
if ( map == null || map == Map.Internal )
{
loc = owner.LogoutLocation;
map = owner.LogoutMap;
}
c.MoveToWorld( loc, map );
return c;
}