本文整理汇总了C#中WCell.RealmServer.Entities.Character类的典型用法代码示例。如果您正苦于以下问题:C# Character类的具体用法?C# Character怎么用?C# Character使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
Character类属于WCell.RealmServer.Entities命名空间,在下文中一共展示了Character类的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: GroupMember
public GroupMember(Character character, GroupMemberFlags flags)
{
m_lowId = character.EntityId.Low;
m_characterName = character.Name;
Flags = flags;
Character = character;
}
示例2: GiveReward
public void GiveReward(Character character)
{
// Wrong gender
if (character.Gender != Gender && Gender != GenderType.Neutral)
return;
if (character.FactionGroup == FactionGroup.Alliance && AllianceTitle != 0)
{
character.SetTitle(AllianceTitle,false);
}
else if (character.FactionGroup == FactionGroup.Horde && HordeTitle != 0)
{
character.SetTitle(HordeTitle, false);
}
if (Item != 0)
{
var mailMessage = new MailMessage(Subjects.Localize(character.Locale), Bodies.Localize(character.Locale))
{
ReceiverId = character.EntityId.Low,
DeliveryTime = DateTime.Now,
SendTime = DateTime.Now,
ExpireTime = DateTime.Now.AddMonths(1),
MessageStationary = MailStationary.Normal
};
mailMessage.AddItem(Item);
MailMgr.SendMail(mailMessage);
}
}
示例3: TryUse
/// <summary>
/// Tries to use this Object and returns whether the user succeeded using it.
/// </summary>
public bool TryUse(Character user)
{
if (!CanBeUsedBy(user))
{
return false;
}
// can't use objects that are in use
if (m_go.Flags.HasFlag(GameObjectFlags.InUse))
{
return false;
}
if (!m_go.Entry.AllowMounted)
{
user.Dismount();
}
var lck = m_go.Entry.Lock;
if (lck != null)
{
if (lck.RequiresAttack)
{
// TODO: Attack Swing
}
else if (lck.RequiresKneeling)
{
user.StandState = StandState.Kneeling;
}
}
return m_go.CanOpen(user) && DoUse(user);
}
示例4: Send_SMSG_ON_CANCEL_EXPECTED_RIDE_VEHICLE_AURA
public static void Send_SMSG_ON_CANCEL_EXPECTED_RIDE_VEHICLE_AURA(Character chr)
{
using (var packet = new RealmPacketOut(RealmServerOpCode.SMSG_ON_CANCEL_EXPECTED_RIDE_VEHICLE_AURA, 0))
{
chr.Send(packet);
}
}
示例5: GossipConversation
/// <summary>
/// Creates gossip conversation by its fields
/// </summary>
/// <param name="menu">starting menu</param>
/// <param name="chr">character which started the conversation</param>
/// <param name="speaker">respondent</param>
public GossipConversation(GossipMenu menu, Character chr, WorldObject speaker, bool keepOpen)
{
CurrentMenu = menu;
Character = chr;
Speaker = speaker;
StayOpen = keepOpen;
}
示例6: Deselect
/// <summary>
/// Sets the Character's selected GameObject
/// </summary>
internal GameObject this[Character chr]
{
get
{
return chr.ExtraInfo.SelectedGO;
}
set
{
var info = chr.ExtraInfo;
Deselect(info);
if (value != null)
{
var selection = new GOSelection(value);
if (MarkerId != SpellId.None)
{
var marker = new DynamicObject(chr, MarkerId, MarkerRadius, value.Map, value.Position);
selection.Marker = marker;
// also delete marker
marker.CallPeriodically(2000, obj =>
{
if (!chr.IsInWorld || chr.Map != marker.Map || selection.GO == null || !selection.GO.IsInWorld)
{
marker.Delete();
}
});
}
info.m_goSelection = selection;
}
}
}
示例7: Use
public override bool Use(Character user)
{
var entry = m_go.Entry as GODoorEntry;
m_go.IsState = !m_go.IsState;
return true;
}
示例8: WithdrawMoney
public void WithdrawMoney(Character withdrawer, GameObject bank, uint withdrawl)
{
if (withdrawl == 0) return;
if (!bank.CanInteractWith(withdrawer)) return;
if (withdrawer.Guild == null || withdrawer.GuildMember == null) return;
if (withdrawer.Guild != Guild) return;
if (Guild.Money < withdrawl) return;
var member = withdrawer.GuildMember;
if (!member.HasRight(GuildPrivileges.WITHDRAW_GOLD) ||
member.HasRight(GuildPrivileges.WITHDRAW_GOLD_LOCK))
{
return;
}
if (member.BankMoneyWithdrawlAllowance < withdrawl)
{
return;
}
Guild.Money -= withdrawl;
withdrawer.Money += withdrawl;
member.BankMoneyWithdrawlAllowance -= withdrawl;
BankLog.LogEvent(GuildBankLogEntryType.WithdrawMoney, withdrawer, withdrawl, null, 0, null);
GuildHandler.SendMemberRemainingDailyWithdrawlAllowance(withdrawer, member.BankMoneyWithdrawlAllowance);
GuildHandler.SendGuildBankTabNames(withdrawer, bank);
GuildHandler.SendGuildBankTabContents(withdrawer, bank, 0);
GuildHandler.SendGuildBankMoneyUpdate(withdrawer, bank);
}
示例9: GetTrainerSpellState
/// <summary>
/// The availability of the spell for the spell list filter.
/// </summary>
/// <returns>Available, Unavailable, AlreadyKnown</returns>
public TrainerSpellState GetTrainerSpellState(Character character)
{
var spell = Spell;
if (spell.IsTeachSpell)
{
spell = spell.LearnSpell;
}
if (character.Spells.Contains(spell.Id))
{
return TrainerSpellState.AlreadyLearned;
}
if (spell.PreviousRank != null && !character.Spells.Contains(spell.PreviousRank.Id))
{
return TrainerSpellState.Unavailable;
}
if (spell.Ability == null || RequiredLevel > 0 && character.Level < RequiredLevel)
{
return TrainerSpellState.Unavailable;
}
if (RequiredSpellId != 0 && !character.Spells.Contains(RequiredSpellId))
return TrainerSpellState.Unavailable;
if (RequiredSkillId != 0 && !character.Skills.CheckSkill(RequiredSkillId, (int)RequiredSkillAmount))
return TrainerSpellState.Unavailable;
if (Spell.IsProfession && Spell.TeachesApprenticeAbility && character.Skills.FreeProfessions == 0)
return TrainerSpellState.Unavailable;
return TrainerSpellState.Available;
}
示例10: SendInBounds
public static void SendInBounds(Character duelist)
{
using (var packet = new RealmPacketOut(RealmServerOpCode.SMSG_DUEL_INBOUNDS,4))
{
duelist.Send(packet);
}
}
示例11: Use
public override bool Use(Character user)
{
var entry = m_go.Entry as GODoorEntry;
m_go.AnimationProgress = m_go.AnimationProgress == 100 ? (byte)0 : (byte)100;
return true;
}
示例12: Blastenheimer5000Used
private static bool Blastenheimer5000Used(GameObject go, Character user)
{
var cast = user.SpellCast;
cast.Start(CannonPrepId);
user.IncMechanicCount(SpellMechanic.Rooted);
switch (go.EntryId)
{
case (uint)Blastenheimer5000ElwynnId:
{
user.TeleportTo(ElwynnTelePosition, ElwynnTeleOrientation);
} break;
case (uint)Blastenheimer5000TerokkarId:
{
user.TeleportTo(TerokkarTelePosition, TerokkarTeleOrientation);
} break;
case (uint)Blastenheimer5000MulgoreId:
{
user.TeleportTo(MulgoreTelePosition, MulgoreTeleOrientation);
} break;
default:
{
user.DecMechanicCount(SpellMechanic.Rooted);
return false;
}
}
go.PlaySound(8476);
user.CallDelayed(2000, obj => FireCannon(user));
return true;
}
示例13: LoadAllOfCharacter
internal static SpecProfile[] LoadAllOfCharacter(Character chr)
{
//ICriterion[] query = { Expression.Eq("_characterGuid", (int)chr.EntityId.Low) };
var specs = RealmWorldDBMgr.DatabaseProvider.Query<SpecProfile>().Where(specProfile => specProfile.CharacterGuid == chr.EntityId.Low).OrderBy(specProfile => specProfile.SpecIndex).ToArray(); //FindAll(order, query);
var i = 0;
foreach (var spec in specs)
{
// ensure correct index
if (spec.SpecIndex != i)
{
LogManager.GetCurrentClassLogger().Warn("Found SpecProfile for \"{0}\" with invalid SpecIndex {1} (should be {2})", spec.SpecIndex, i);
spec.SpecIndex = i;
RealmWorldDBMgr.DatabaseProvider.SaveOrUpdate(spec);
}
// ensure correct ActionButtons
if (spec.ActionButtons == null)
{
// make sure to create the array, if loading or the last save failed
spec.ActionButtons = (byte[])chr.Archetype.ActionButtons.Clone();
}
else if (spec.ActionButtons.Length != chr.Archetype.ActionButtons.Length)
{
var buts = spec.ActionButtons;
Array.Resize(ref buts, chr.Archetype.ActionButtons.Length);
spec.ActionButtons = buts;
}
i++;
}
return specs;
}
示例14: HandleTeleport
/// <summary>
/// Teleports into an instance
/// </summary>
/// <param name="chr"></param>
/// <param name="trigger"></param>
/// <returns></returns>
public static bool HandleTeleport(Character chr, AreaTrigger trigger)
{
var regionInfo = World.GetRegionTemplate(trigger.Template.TargetMap);
#if DEBUG
chr.SendSystemMessage("Target location: {0}", trigger.Template.TargetMap);
#endif
if (regionInfo.IsInstance)
{
if (regionInfo.Type == MapType.Normal)
{
InstanceMgr.LeaveInstance(chr, regionInfo, trigger.Template.TargetPos);
return true;
}
else
{
return InstanceMgr.EnterInstance(chr, regionInfo, trigger.Template.TargetPos);
}
}
else if (regionInfo.BGTemplate == null)
{
var rgn = World.GetRegion(regionInfo.Id);
if (rgn != null)
{
chr.TeleportTo(rgn, trigger.Template.TargetPos, trigger.Template.TargetOrientation);
return true;
}
else
{
ContentMgr.OnInvalidDBData("Invalid Region: " + rgn);
}
}
return true;
}
示例15: GetHighestQuestGiverStatus
/// <summary>
/// Gets the Highest Status of any quest newly available or continuable for the given Character
/// </summary>
/// <param name="chr">The character which is status calculated with.</param>
/// <returns></returns>
public QuestStatus GetHighestQuestGiverStatus(Character chr)
{
var highestStatus = QuestStatus.NotAvailable;
if (QuestStarts != null)
{
foreach (var qt in QuestStarts)
{
var qs = qt.GetStartStatus(this, chr);
if (qs > highestStatus)
{
highestStatus = qs;
}
}
}
if (QuestEnds != null)
{
foreach (var qt in QuestEnds)
{
var qs = qt.GetEndStatus(chr);
if (qs > highestStatus)
{
highestStatus = qs;
}
}
}
return highestStatus;
}