本文整理汇总了C#中TEditXNA.Terraria.World.FixNpcs方法的典型用法代码示例。如果您正苦于以下问题:C# World.FixNpcs方法的具体用法?C# World.FixNpcs怎么用?C# World.FixNpcs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TEditXNA.Terraria.World
的用法示例。
在下文中一共展示了World.FixNpcs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: SaveV1
//.........这里部分代码省略.........
bw.Write(world.SavedWizard);
bw.Write(world.SavedMech);
bw.Write(world.DownedGoblins);
bw.Write(world.DownedClown);
bw.Write(world.DownedFrost);
bw.Write(world.DownedPirates);
bw.Write(world.ShadowOrbSmashed);
bw.Write(world.SpawnMeteor);
bw.Write((byte) world.ShadowOrbCount);
bw.Write(world.AltarCount);
bw.Write(world.HardMode);
bw.Write(world.InvasionDelay);
bw.Write(world.InvasionSize);
bw.Write(world.InvasionType);
bw.Write(world.InvasionX);
bw.Write(world.TempRaining);
bw.Write(world.TempRainTime);
bw.Write(world.TempMaxRain);
bw.Write(world.OreTier1);
bw.Write(world.OreTier2);
bw.Write(world.OreTier3);
bw.Write(world.BgTree);
bw.Write(world.BgCorruption);
bw.Write(world.BgJungle);
bw.Write(world.BgSnow);
bw.Write(world.BgHallow);
bw.Write(world.BgCrimson);
bw.Write(world.BgDesert);
bw.Write(world.BgOcean);
bw.Write((int) world.CloudBgActive);
bw.Write(world.NumClouds);
bw.Write(world.WindSpeedSet);
for (int x = 0; x < world.TilesWide; ++x)
{
OnProgressChanged(world,
new ProgressChangedEventArgs(x.ProgressPercentage(world.TilesWide), "Saving UndoTiles..."));
int rle = 0;
for (int y = 0; y < world.TilesHigh; y = y + rle + 1)
{
Tile curTile = world.Tiles[x, y];
WriteTileDataToStreamV1(curTile, bw);
int rleTemp = 1;
while (y + rleTemp < world.TilesHigh && curTile.Equals(world.Tiles[x, (y + rleTemp)]))
++rleTemp;
rle = rleTemp - 1;
bw.Write((short) rle);
}
}
OnProgressChanged(null, new ProgressChangedEventArgs(100, "Saving Chests..."));
WriteChestDataToStreamV1(world.Chests, bw);
OnProgressChanged(null, new ProgressChangedEventArgs(100, "Saving Signs..."));
WriteSignDataToStreamV1(world.Signs, bw);
OnProgressChanged(null, new ProgressChangedEventArgs(100, "Saving NPC Data..."));
foreach (NPC curNpc in world.NPCs)
{
bw.Write(true);
bw.Write(curNpc.Name);
bw.Write(curNpc.Position.X);
bw.Write(curNpc.Position.Y);
bw.Write(curNpc.IsHomeless);
bw.Write(curNpc.Home.X);
bw.Write(curNpc.Home.Y);
}
bw.Write(false);
OnProgressChanged(null, new ProgressChangedEventArgs(100, "Saving NPC Names..."));
world.FixNpcs();
bw.Write(world.GetNpc(17).Name);
bw.Write(world.GetNpc(18).Name);
bw.Write(world.GetNpc(19).Name);
bw.Write(world.GetNpc(20).Name);
bw.Write(world.GetNpc(22).Name);
bw.Write(world.GetNpc(54).Name);
bw.Write(world.GetNpc(38).Name);
bw.Write(world.GetNpc(107).Name);
bw.Write(world.GetNpc(108).Name);
bw.Write(world.GetNpc(124).Name);
bw.Write(world.GetNpc(160).Name);
bw.Write(world.GetNpc(178).Name);
bw.Write(world.GetNpc(207).Name);
bw.Write(world.GetNpc(208).Name);
bw.Write(world.GetNpc(209).Name);
bw.Write(world.GetNpc(227).Name);
bw.Write(world.GetNpc(228).Name);
bw.Write(world.GetNpc(229).Name);
OnProgressChanged(null, new ProgressChangedEventArgs(100, "Saving Validation Data..."));
bw.Write(true);
bw.Write(world.Title);
bw.Write(world.WorldId);
}