本文整理汇总了C#中WCell.RealmServer.Entities.NPC.Say方法的典型用法代码示例。如果您正苦于以下问题:C# NPC.Say方法的具体用法?C# NPC.Say怎么用?C# NPC.Say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WCell.RealmServer.Entities.NPC
的用法示例。
在下文中一共展示了NPC.Say方法的2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: OnBeforeAmbusherDeath
private static bool OnBeforeAmbusherDeath(NPC ambusher)
{
if (ambusher.FirstAttacker is Character)
{
var killer = (Character)ambusher.FirstAttacker;
if (!killer.QuestLog.HasActiveQuest(AmbusherQuest))
{
// quest isn't active
return true;
}
// say something
ambusher.Say("Oh kind sir, please don't kill me!");
// discarded the idea of the backstabber:
//ambusher.MoveBehindThenExecute(killer,
// attacker => attacker.SpellCast.Start(SpellId.ClassSkillBackstabRank1, false, killer));
// cast some AoE spell (ignoring all restrictions)
ambusher.SpellCast.Trigger(SpellId.ClassSkillFrostNovaRank6);
// Is now friendly with everyone
ambusher.FactionId = FactionId.Friendly;
// more health than ever before (not necessary here)
ambusher.BaseHealth = ambusher.Health = 100000;
// won't do anything stupid anymore
ambusher.Brain.DefaultState = BrainState.Idle;
ambusher.Brain.EnterDefaultState();
// never leave the killer alone: Approach again and again...
ambusher.CallPeriodically(2000,
obj => SeekForgiveness(ambusher, killer));
return false; // return false to indicate that the guy didn't die
}
return true; // die
}
示例2: SeekForgiveness
/// <summary>
/// Move to the killer and pleed
/// </summary>
/// <param name="ambusher"></param>
/// <param name="killer"></param>
private static void SeekForgiveness(NPC ambusher, Character killer)
{
if (killer.IsInWorld &&
killer.IsAlive &&
killer.Map == ambusher.Map &&
killer.IsInRadius(ambusher, MaxForgivenessDistance))
{
// make sure we are using the right means of transportation
if (killer.IsFlying)
{
ambusher.Mount(MountId.FlyingBroom); // probably won't display correctly
ambusher.Movement.MoveType = AIMoveType.Fly;
}
else
{
ambusher.Dismount();
ambusher.Movement.MoveType = AIMoveType.Walk;
}
// go to killer
ambusher.MoveInFrontThenExecute(killer, mover => {
mover.StandState = StandState.Kneeling;
mover.Say("I beg thee for forgiveness!");
});
}
else
{
// killer is not in reach anymore
ambusher.Say("Sigh!");
ambusher.Delete();
}
}