本文整理汇总了C#中Server.Items.WayPoint.Delete方法的典型用法代码示例。如果您正苦于以下问题:C# WayPoint.Delete方法的具体用法?C# WayPoint.Delete怎么用?C# WayPoint.Delete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.WayPoint
的用法示例。
在下文中一共展示了WayPoint.Delete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: Initialize
public static void Initialize()
{
XmlSpawner.LoadSettings( new XmlSpawner.AssignSettingsHandler( AssignSettings ), "XmlSpawner" );
// initialize the default waypoint name
WayPoint tmpwaypoint = new WayPoint();
if( tmpwaypoint != null )
{
defwaypointname = tmpwaypoint.Name;
tmpwaypoint.Delete();
}
// 2004.02.08 :: Omega Red
// initialize m_Region fields after world load (now, regions are loaded)
// Now this gets handled in OnTick
int count = 0;
int regional = 0;
//int timercount=0;
foreach( Item item in World.Items.Values )
{
if( item is XmlSpawner )
{
count++;
XmlSpawner spawner = ((XmlSpawner)item);
if( spawner.RegionName != null && spawner.RegionName != string.Empty )
{
spawner.RegionName = spawner.RegionName; // invoke set(RegionName)
regional++;
}
// check for smart spawning and restart timers after deser if needed
// note, HasActiveSectors will recalculate the sector list and UseSectorActivate property
bool recalc_sectors = spawner.HasActiveSectors;
/*
if(spawner.SmartSpawning && spawner.IsInactivated && !spawner.UseSectorActivate)
{
spawner.DoSectorTimer(TimeSpan.FromSeconds(1));
timercount++;
}
*/
// add in the totalitem mod to keep them from adding to container counts
//spawner.TotalItems = -1;
//spawner.UpdateTotal(spawner, TotalType.Items, -1);
spawner.RestoreISpawner();
}
}
// start the global smartspawning timer
if( SmartSpawningSystemEnabled )
{
DoGlobalSectorTimer( TimeSpan.FromSeconds( 1 ) );
}
// standard commands
CommandSystem.Register( "XmlSpawnerShowAll", AccessLevel.Administrator, new CommandEventHandler( ShowSpawnPoints_OnCommand ) );
CommandSystem.Register( "XmlSpawnerHideAll", AccessLevel.Administrator, new CommandEventHandler( HideSpawnPoints_OnCommand ) );
CommandSystem.Register( "XmlSpawnerWipe", AccessLevel.Administrator, new CommandEventHandler( Wipe_OnCommand ) );
CommandSystem.Register( "XmlSpawnerWipeAll", AccessLevel.Administrator, new CommandEventHandler( WipeAll_OnCommand ) );
CommandSystem.Register( "XmlSpawnerLoad", DiskAccessLevel, new CommandEventHandler( Load_OnCommand ) );
CommandSystem.Register( "XmlSpawnerSave", DiskAccessLevel, new CommandEventHandler( Save_OnCommand ) );
CommandSystem.Register( "XmlSpawnerSaveAll", DiskAccessLevel, new CommandEventHandler( SaveAll_OnCommand ) );
//added respawn commands
CommandSystem.Register( "XmlSpawnerRespawn", AccessLevel.Administrator, new CommandEventHandler( Respawn_OnCommand ) );
CommandSystem.Register( "XmlSpawnerRespawnAll", AccessLevel.Administrator, new CommandEventHandler( RespawnAll_OnCommand ) );
// ok, I'm lazy. I dont like all that typing, so these are two aliases for the longer commands
CommandSystem.Register( "XmlShow", AccessLevel.Administrator, new CommandEventHandler( ShowSpawnPoints_OnCommand ) );
CommandSystem.Register( "XmlHide", AccessLevel.Administrator, new CommandEventHandler( HideSpawnPoints_OnCommand ) );
CommandSystem.Register( "XmlHome", AccessLevel.GameMaster, new CommandEventHandler( XmlHome_OnCommand ) );
CommandSystem.Register( "XmlUnLoad", DiskAccessLevel, new CommandEventHandler( UnLoad_OnCommand ) );
CommandSystem.Register( "XmlSpawnerUnLoad", DiskAccessLevel, new CommandEventHandler( UnLoad_OnCommand ) );
CommandSystem.Register( "XmlLoad", DiskAccessLevel, new CommandEventHandler( Load_OnCommand ) );
//CommandSystem.Register( "XmlLoadHere", DiskAccessLevel, new CommandEventHandler( LoadHere_OnCommand ) );
//CommandSystem.Register( "XmlNewLoad", DiskAccessLevel, new CommandEventHandler( NewLoad_OnCommand ) );
//CommandSystem.Register( "XmlNewLoadHere", DiskAccessLevel, new CommandEventHandler( NewLoadHere_OnCommand ) );
CommandSystem.Register( "XmlSave", DiskAccessLevel, new CommandEventHandler( Save_OnCommand ) );
CommandSystem.Register( "XmlSaveAll", DiskAccessLevel, new CommandEventHandler( SaveAll_OnCommand ) );
//CommandSystem.Register( "XmlSaveOld", DiskAccessLevel, new CommandEventHandler( SaveOld_OnCommand ) );
//CommandSystem.Register( "XmlImportSpawners", DiskAccessLevel, new CommandEventHandler( XmlImportSpawners_OnCommand ) );
//CommandSystem.Register( "XmlImportMSF", DiskAccessLevel, new CommandEventHandler( XmlImportMSF_OnCommand ) );
//CommandSystem.Register( "XmlImportMap", DiskAccessLevel, new CommandEventHandler( XmlImportMap_OnCommand ) );
//CommandSystem.Register( "XmlDefaults", AccessLevel.Administrator, new CommandEventHandler( XmlDefaults_OnCommand ) );
//CommandSystem.Register( "XmlGet", AccessLevel.GameMaster, new CommandEventHandler( XmlGetValue_OnCommand ) );
//TargetCommands.Register( new XmlSetCommand() );
//CommandSystem.Register( "XmlSet", AccessLevel.GameMaster, new CommandEventHandler( XmlSetValue_OnCommand ) );
//CommandSystem.Register( "OptimalSmartSpawning", AccessLevel.Administrator, new CommandEventHandler( OptimalSmartSpawning_OnCommand ) );
//CommandSystem.Register( "SmartStat", AccessLevel.GameMaster, new CommandEventHandler( SmartStat_OnCommand ) );
//CommandSystem.Register( "XmlGo", AccessLevel.GameMaster, new CommandEventHandler( SpawnEditorGo_OnCommand ) );
//CommandSystem.Register( "TagList", AccessLevel.Administrator, new CommandEventHandler( ShowTagList_OnCommand ) );
#if(TRACE)
CommandSystem.Register( "XmlMake", AccessLevel.Administrator, new CommandEventHandler( XmlMake_OnCommand ) );
CommandSystem.Register( "XmlTrace", AccessLevel.Administrator, new CommandEventHandler( XmlTrace_OnCommand ) );
CommandSystem.Register( "XmlResetTrace", AccessLevel.Administrator, new CommandEventHandler( XmlResetTrace_OnCommand ) );
#endif
//.........这里部分代码省略.........