本文整理汇总了C#中WCell.RealmServer.Entities.WorldObject.IsInFrontOf方法的典型用法代码示例。如果您正苦于以下问题:C# WorldObject.IsInFrontOf方法的具体用法?C# WorldObject.IsInFrontOf怎么用?C# WorldObject.IsInFrontOf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.WorldObject
的用法示例。
在下文中一共展示了WorldObject.IsInFrontOf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: IsInFrontOfCaster
public static void IsInFrontOfCaster(SpellEffectHandler effectHandler, WorldObject target, ref SpellFailedReason failedReason, TargetFilter filter)
{
var caster = effectHandler.Cast.CasterObject;
if (caster.IsPlayer && !target.IsInFrontOf(caster))
{
failedReason = SpellFailedReason.NotInfront;
}
else
{
filter(effectHandler, target, ref failedReason);
}
}
示例2: CheckPlayerCast
/// <summary>
/// Checks the current Cast when Players are using it
/// </summary>
protected SpellFailedReason CheckPlayerCast(WorldObject selected)
{
var caster = (Character)CasterUnit;
if (Spell.TargetFlags != 0 && !IsAoE && selected == caster)
{
// Caster is selected by default
return SpellFailedReason.NoValidTargets;
}
// target specific settings
if (!IsAoE && caster != selected && selected != null)
{
// Target must be selected and in front of us
if (caster.IsPlayer && !selected.IsInFrontOf(caster))
{
// NPCs always face the Target
return SpellFailedReason.UnitNotInfront;
}
if (Spell.HasHarmfulEffects && selected is Unit)
{
if (((Unit)selected).IsEvading || ((Unit)selected).IsInvulnerable)
{
return SpellFailedReason.TargetAurastate;
}
}
//else if (Caster is Unit && !Caster.IsInFrontOfThis(TargetLoc))
//{
// ((Unit)Caster).Face(TargetLoc);
//}
}
// we can't cast if we are dead
else if (!caster.IsAlive)
{
return SpellFailedReason.CasterDead;
}
var err = Spell.CheckCasterConstraints(caster);
if (err != SpellFailedReason.Ok)
{
return err;
}
// cancel looting
caster.CancelLooting();
// check required skill
if (Spell.Ability != null && Spell.Ability.RedValue > 0 &&
caster.Skills.GetValue(Spell.Ability.Skill.Id) < Spell.Ability.RedValue)
{
return SpellFailedReason.MinSkill;
}
// Taming needs some extra checks
if (Spell.IsTame)
{
var target = selected as NPC;
if (target == null)
{
return SpellFailedReason.BadTargets;
}
if (target.CurrentTamer != null)
{
return SpellFailedReason.AlreadyBeingTamed;
}
if (CheckTame(caster, target) != TameFailReason.Ok)
{
return SpellFailedReason.DontReport;
}
}
if (!caster.HasEnoughPowerToCast(Spell, null) ||
(UsesRunes && !caster.PlayerSpells.Runes.HasEnoughRunes(Spell)))
{
return SpellFailedReason.NoPower;
}
// Item restrictions
return Spell.CheckItemRestrictions(TargetItem, caster.Inventory);
}