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C# ServerMessage.AppendBool方法代码示例

本文整理汇总了C#中Yupi.Messages.ServerMessage.AppendBool方法的典型用法代码示例。如果您正苦于以下问题:C# ServerMessage.AppendBool方法的具体用法?C# ServerMessage.AppendBool怎么用?C# ServerMessage.AppendBool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Yupi.Messages.ServerMessage的用法示例。


在下文中一共展示了ServerMessage.AppendBool方法的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: Compose

 /// <summary>
 ///     Composes the specified session.
 /// </summary>
 /// <param name="session">The session.</param>
 /// <param name="quest">The quest.</param>
 /// <returns>ServerMessage.</returns>
 internal static ServerMessage Compose(GameClient session, Quest quest)
 {
     var amountOfQuestsInCategory = Yupi.GetGame().GetQuestManager().GetAmountOfQuestsInCategory(quest.Category);
     var i = quest == null ? amountOfQuestsInCategory : quest.Number;
     var i2 = quest == null ? 0 : session.GetHabbo().GetQuestProgress(quest.Id);
     var serverMessage = new ServerMessage(LibraryParser.OutgoingRequest("QuestCompletedMessageComposer"));
     serverMessage.AppendString(quest.Category);
     serverMessage.AppendInteger(i);
     serverMessage.AppendInteger(quest.Name.Contains("xmas2012") ? 1 : amountOfQuestsInCategory);
     serverMessage.AppendInteger(quest == null ? 3 : quest.RewardType);
     serverMessage.AppendInteger(quest == null ? 0 : quest.Id);
     serverMessage.AppendBool(quest != null && session.GetHabbo().CurrentQuestId == quest.Id);
     serverMessage.AppendString(quest == null ? string.Empty : quest.ActionName);
     serverMessage.AppendString(quest == null ? string.Empty : quest.DataBit);
     serverMessage.AppendInteger(quest == null ? 0 : quest.Reward);
     serverMessage.AppendString(quest == null ? string.Empty : quest.Name);
     serverMessage.AppendInteger(i2);
     serverMessage.AppendInteger(quest == null ? 0u : quest.GoalData);
     serverMessage.AppendInteger(quest == null ? 0 : quest.TimeUnlock);
     serverMessage.AppendString("");
     serverMessage.AppendString("");
     serverMessage.AppendBool(true);
     serverMessage.AppendBool(true);
     return serverMessage;
 }
开发者ID:sgf,项目名称:Yupi,代码行数:31,代码来源:QuestCompletedComposer.cs

示例2: ComposeIndex

        /// <summary>
        ///     Composes the index.
        /// </summary>
        /// <param name="rank">The rank.</param>
        /// <param name="type">The type.</param>
        /// <returns>ServerMessage.</returns>
        internal static ServerMessage ComposeIndex(uint rank, string type)
        {
            IEnumerable<CatalogPage> pages =
                Yupi.GetGame().GetCatalogManager().Categories.Values.OfType<CatalogPage>().ToList();

            IOrderedEnumerable<CatalogPage> sortedPages = pages.Where(x => x.ParentId == -2 && x.MinRank <= rank).OrderBy(x => x.OrderNum);

            if (type == "NORMAL")
                sortedPages = pages.Where(x => x.ParentId == -1 && x.MinRank <= rank).OrderBy(x => x.OrderNum);

            ServerMessage message = new ServerMessage(LibraryParser.OutgoingRequest("CatalogueIndexMessageComposer"));

            message.AppendBool(true);
            message.AppendInteger(0);
            message.AppendInteger(-1);
            message.AppendString("root");
            message.AppendString(string.Empty);
            message.AppendInteger(0);
            message.AppendInteger(sortedPages.Count());

            foreach (CatalogPage cat in sortedPages)
            {
                message.AppendBool(cat.Visible);
                message.AppendInteger(cat.IconImage);
                message.AppendInteger(cat.PageId);
                message.AppendString(cat.CodeName);
                message.AppendString(cat.Caption);
                message.AppendInteger(cat.FlatOffers.Count);

                foreach (uint i in cat.FlatOffers.Keys)
                    message.AppendInteger(i);

                IOrderedEnumerable<CatalogPage> sortedSubPages =
                    pages.Where(x => x.ParentId == cat.PageId && x.MinRank <= rank).OrderBy(x => x.OrderNum);

                message.AppendInteger(sortedSubPages.Count());

                foreach (CatalogPage subCat in sortedSubPages)
                {
                    message.AppendBool(subCat.Visible);
                    message.AppendInteger(subCat.IconImage);
                    message.AppendInteger(subCat.PageId);
                    message.AppendString(subCat.CodeName);
                    message.AppendString(subCat.Caption);
                    message.AppendInteger(subCat.FlatOffers.Count);

                    foreach (uint i2 in subCat.FlatOffers.Keys)
                        message.AppendInteger(i2);

                    message.AppendInteger(0);
                }
            }

            message.AppendBool(false);
            message.AppendString(type);

            return message;
        }
开发者ID:AngelRmz,项目名称:Yupi,代码行数:64,代码来源:CatalogPageComposer.cs

示例3: Searialize

 /// <summary>
 ///     Searializes the specified reply.
 /// </summary>
 /// <param name="reply">The reply.</param>
 internal void Searialize(ServerMessage reply)
 {
     reply.AppendInteger(UserId);
     reply.AppendString(UserName);
     reply.AppendString(Motto);
     reply.AppendBool(Yupi.GetGame().GetClientManager().GetClient(UserId) != null);
     reply.AppendBool(false);
     reply.AppendString(string.Empty);
     reply.AppendInteger(0);
     reply.AppendString(Look);
     reply.AppendString(LastOnline);
 }
开发者ID:sgf,项目名称:Yupi,代码行数:16,代码来源:SearchResult.cs

示例4: GenerateMessage

 internal static void GenerateMessage(Pet pet)
 {
     ServerMessage serverMessage = new ServerMessage(LibraryParser.OutgoingRequest("RespectPetComposer"));
     serverMessage.AppendInteger(pet.VirtualId);
     serverMessage.AppendBool(true);
     pet.Room.SendMessage(serverMessage);
 }
开发者ID:bblackv,项目名称:Yupi,代码行数:7,代码来源:RespectPetComposer.cs

示例5: Serialize

 internal void Serialize(ref ServerMessage message)
 {
     Habbo habbo = Yupi.GetHabboById(UserId);
     message.AppendInteger(Yupi.DifferenceInMilliSeconds(TimeStamp, DateTime.Now));
     message.AppendInteger(UserId);
     message.AppendString(habbo == null ? "*User not found*" : habbo.UserName);
     message.AppendString(Message);
     message.AppendBool(GlobalMessage);
 }
开发者ID:sgf,项目名称:Yupi,代码行数:9,代码来源:Chatlog.cs

示例6: Compose

 /// <summary>
 ///     Composes the specified session.
 /// </summary>
 /// <param name="session">The session.</param>
 /// <param name="quests">The quests.</param>
 /// <param name="send">if set to <c>true</c> [send].</param>
 /// <returns>ServerMessage.</returns>
 internal static ServerMessage Compose(GameClient session, List<Quest> quests, bool send)
 {
     var dictionary = new Dictionary<string, int>();
     var dictionary2 = new Dictionary<string, Quest>();
     foreach (var current in quests)
     {
         if (!current.Category.Contains("xmas2012"))
         {
             if (!dictionary.ContainsKey(current.Category))
             {
                 dictionary.Add(current.Category, 1);
                 dictionary2.Add(current.Category, null);
             }
             if (current.Number >= dictionary[current.Category])
             {
                 var questProgress = session.GetHabbo().GetQuestProgress(current.Id);
                 if (session.GetHabbo().CurrentQuestId != current.Id && questProgress >= current.GoalData)
                 {
                     dictionary[current.Category] = current.Number + 1;
                 }
             }
         }
     }
     foreach (var current2 in quests)
     {
         foreach (var current3 in dictionary)
         {
             if (!current2.Category.Contains("xmas2012") && current2.Category == current3.Key &&
                 current2.Number == current3.Value)
             {
                 dictionary2[current3.Key] = current2;
                 break;
             }
         }
     }
     var serverMessage = new ServerMessage(LibraryParser.OutgoingRequest("QuestListMessageComposer"));
     serverMessage.AppendInteger(dictionary2.Count);
     foreach (var current4 in dictionary2)
     {
         if (current4.Value != null)
         {
             SerializeQuest(serverMessage, session, current4.Value, current4.Key);
         }
     }
     foreach (var current5 in dictionary2)
     {
         if (current5.Value == null)
         {
             SerializeQuest(serverMessage, session, current5.Value, current5.Key);
         }
     }
     serverMessage.AppendBool(send);
     return serverMessage;
 }
开发者ID:sgf,项目名称:Yupi,代码行数:61,代码来源:QuestListComposer.cs

示例7: SerializePromotionsResultListFlatcats

        /// <summary>
        ///     Serializes the promotions result list flatcats.
        /// </summary>
        /// <param name="flatCatId">The flat cat identifier.</param>
        /// <param name="direct">if set to <c>true</c> [direct].</param>
        /// <param name="message">The message.</param>
        internal static void SerializePromotionsResultListFlatcats(int flatCatId, bool direct, ServerMessage message)
        {
            PublicCategory flatCat = Yupi.GetGame().GetNavigator().GetFlatCat(flatCatId);

            message.AppendString("new_ads");
            message.AppendString(flatCat.Caption);
            message.AppendInteger(0);
            message.AppendBool(true);
            message.AppendInteger(-1);

            KeyValuePair<RoomData, uint>[] rooms = Yupi.GetGame().GetRoomManager().GetEventRooms();
            Yupi.GetGame().GetNavigator().SerializeNavigatorPopularRoomsNews(ref message, rooms, flatCatId, direct);
        }
开发者ID:AngelRmz,项目名称:Yupi,代码行数:19,代码来源:SearchResultList.cs

示例8: SerializeSearchResultListFlatcats

        /// <summary>
        ///     Serializes the search result list flatcats.
        /// </summary>
        /// <param name="flatCatId">The flat cat identifier.</param>
        /// <param name="direct">if set to <c>true</c> [direct].</param>
        /// <param name="message">The message.</param>
        internal static void SerializeSearchResultListFlatcats(int flatCatId, bool direct, ServerMessage message)
        {
            PublicCategory flatCat = Yupi.GetGame().GetNavigator().GetFlatCat(flatCatId);

            if (flatCat == null)
                return;

            message.AppendString($"category__{flatCat.Caption}");
            message.AppendString(flatCat.Caption);
            message.AppendInteger(0);
            message.AppendBool(true);
            message.AppendInteger(-1);

            KeyValuePair<RoomData, uint>[] rooms = Yupi.GetGame().GetRoomManager().GetActiveRooms();
            Yupi.GetGame().GetNavigator().SerializeNavigatorPopularRoomsNews(ref message, rooms, flatCatId, direct);
        }
开发者ID:AngelRmz,项目名称:Yupi,代码行数:22,代码来源:SearchResultList.cs

示例9: GetPacket

        /// <summary>
        ///     Gets the packet.
        /// </summary>
        /// <returns>ServerMessage.</returns>
        internal ServerMessage GetPacket()
        {
            ServerMessage serverMessage = new ServerMessage(LibraryParser.OutgoingRequest("EffectsInventoryMessageComposer"));

            serverMessage.AppendInteger(_effects.Count);

            foreach (AvatarEffect current in _effects)
            {
                serverMessage.AppendInteger(current.EffectId);
                serverMessage.AppendInteger(current.Type); 
                serverMessage.AppendInteger(current.TotalDuration);
                serverMessage.AppendInteger(0);
                serverMessage.AppendInteger(current.TimeLeft);
                serverMessage.AppendBool(current.TotalDuration == -1);
            }

            return serverMessage;
        }
开发者ID:sgf,项目名称:Yupi,代码行数:22,代码来源:AvatarEffectComponent.cs

示例10: Compose

        /// <summary>
        ///     Composes the specified achievement.
        /// </summary>
        /// <param name="achievement">The achievement.</param>
        /// <param name="level">The level.</param>
        /// <param name="pointReward">The point reward.</param>
        /// <param name="pixelReward">The pixel reward.</param>
        /// <returns>ServerMessage.</returns>
        internal static ServerMessage Compose(Achievement achievement, uint level, uint pointReward, uint pixelReward)
        {
            ServerMessage serverMessage = new ServerMessage(LibraryParser.OutgoingRequest("UnlockAchievementMessageComposer"));

            serverMessage.AppendInteger(achievement.Id);
            serverMessage.AppendInteger(level);
            serverMessage.AppendInteger(144);
            serverMessage.AppendString($"{achievement.GroupName}{level}");
            serverMessage.AppendInteger(pointReward);
            serverMessage.AppendInteger(pixelReward);
            serverMessage.AppendInteger(0);
            serverMessage.AppendInteger(10);
            serverMessage.AppendInteger(21);
            serverMessage.AppendString(level > 1 ? $"{achievement.GroupName}{level - 1}" : string.Empty);
            serverMessage.AppendString(achievement.Category);
            serverMessage.AppendBool(true);

            return serverMessage;
        }
开发者ID:sgf,项目名称:Yupi,代码行数:27,代码来源:AchievementUnlockedComposer.cs

示例11: Compose

        /// <summary>
        ///     Composes the specified achievement.
        /// </summary>
        /// <param name="achievement">The achievement.</param>
        /// <param name="targetLevel">The target level.</param>
        /// <param name="targetLevelData">The target level data.</param>
        /// <param name="totalLevels">The total levels.</param>
        /// <param name="userData">The user data.</param>
        /// <returns>ServerMessage.</returns>
        internal static ServerMessage Compose(Achievement achievement, uint targetLevel, AchievementLevel targetLevelData, uint totalLevels, UserAchievement userData)
        {
            ServerMessage serverMessage = new ServerMessage(LibraryParser.OutgoingRequest("AchievementProgressMessageComposer"));

            serverMessage.AppendInteger(achievement.Id);
            serverMessage.AppendInteger(targetLevel);
            serverMessage.AppendString($"{achievement.GroupName}{targetLevel}");
            serverMessage.AppendInteger(targetLevelData.Requirement);
            serverMessage.AppendInteger(targetLevelData.Requirement);
            serverMessage.AppendInteger(targetLevelData.RewardPixels);
            serverMessage.AppendInteger(0);
            serverMessage.AppendInteger(userData.Progress);
            serverMessage.AppendBool(userData.Level >= totalLevels);
            serverMessage.AppendString(achievement.Category);
            serverMessage.AppendString(string.Empty);
            serverMessage.AppendInteger(totalLevels);
            serverMessage.AppendInteger(0);

            return serverMessage;
        }
开发者ID:sgf,项目名称:Yupi,代码行数:29,代码来源:AchievementProgressComposer.cs

示例12: Compose

        /// <summary>
        ///     Composes the specified session.
        /// </summary>
        /// <param name="session">The session.</param>
        /// <param name="achievements">The achievements.</param>
        /// <returns>ServerMessage.</returns>
        internal static ServerMessage Compose(GameClient session, List<Achievement> achievements)
        {
            ServerMessage serverMessage = new ServerMessage(LibraryParser.OutgoingRequest("AchievementListMessageComposer"));

            serverMessage.AppendInteger(achievements.Count);

            foreach (Achievement achievement in achievements)
            {
                UserAchievement achievementData = session.GetHabbo().GetAchievementData(achievement.GroupName);

                uint i = achievementData?.Level + 1 ?? 1;

                uint count = (uint) achievement.Levels.Count;

                if (i > count)
                    i = count;

                AchievementLevel achievementLevel = achievement.Levels[i];

                AchievementLevel oldLevel = achievement.Levels.ContainsKey(i - 1) ? achievement.Levels[i - 1] : achievementLevel;

                serverMessage.AppendInteger(achievement.Id);
                serverMessage.AppendInteger(i);
                serverMessage.AppendString($"{achievement.GroupName}{i}");
                serverMessage.AppendInteger(oldLevel.Requirement);
                serverMessage.AppendInteger(achievementLevel.Requirement);
                serverMessage.AppendInteger(achievementLevel.RewardPoints);
                serverMessage.AppendInteger(0);
                serverMessage.AppendInteger(achievementData?.Progress ?? 0);
                serverMessage.AppendBool(!(achievementData == null || achievementData.Level < count));
                serverMessage.AppendString(achievement.Category);
                serverMessage.AppendString(string.Empty);
                serverMessage.AppendInteger(count);
                serverMessage.AppendInteger(0);
            }

            serverMessage.AppendString(string.Empty);

            return serverMessage;
        }
开发者ID:weslley17w,项目名称:Yupi,代码行数:46,代码来源:AchievementListComposer.cs

示例13: SerializeQuest

        /// <summary>
        ///     Serializes the quest.
        /// </summary>
        /// <param name="message">The message.</param>
        /// <param name="session">The session.</param>
        /// <param name="quest">The quest.</param>
        /// <param name="category">The category.</param>
        internal static void SerializeQuest(ServerMessage message, GameClient session, Quest quest, string category)
        {
            if (message == null || session == null)
            {
                return;
            }
            var amountOfQuestsInCategory = Yupi.GetGame().GetQuestManager().GetAmountOfQuestsInCategory(category);

            {
                var num = quest == null ? amountOfQuestsInCategory : quest.Number - 1;
                var num2 = quest == null ? 0 : session.GetHabbo().GetQuestProgress(quest.Id);
                if (quest != null && quest.IsCompleted(num2))
                {
                    num++;
                }
                message.AppendString(category);
                message.AppendInteger(quest == null ? 0 : (quest.Category.Contains("xmas2012") ? 0 : num));
                message.AppendInteger(quest == null
                    ? 0
                    : (quest.Category.Contains("xmas2012") ? 0 : amountOfQuestsInCategory));
                message.AppendInteger(quest?.RewardType ?? 3);
                message.AppendInteger(quest?.Id ?? 0);
                message.AppendBool(quest != null && session.GetHabbo().CurrentQuestId == quest.Id);
                message.AppendString(quest == null ? string.Empty : quest.ActionName);
                message.AppendString(quest == null ? string.Empty : quest.DataBit);
                message.AppendInteger(quest?.Reward ?? 0);
                message.AppendString(quest == null ? string.Empty : quest.Name);
                message.AppendInteger(num2);
                message.AppendInteger(quest?.GoalData ?? 0u);
                message.AppendInteger(quest?.TimeUnlock ?? 0);
                message.AppendString(string.Empty);
                message.AppendString(string.Empty);
                message.AppendBool(true);
            }
        }
开发者ID:sgf,项目名称:Yupi,代码行数:42,代码来源:QuestListComposer.cs

示例14: OnTrigger

        public override void OnTrigger(GameClient session, RoomItem item, int request, bool hasRights)
        {
            if (session == null || item?.GetRoom() == null || !hasRights)
                return;

            IWiredItem wired = item.GetRoom().GetWiredHandler().GetWired(item);

            if (wired == null)
                return;

            string extraInfo = wired.OtherString;
            bool flag = wired.OtherBool;
            int delay = wired.Delay/500;
            List<RoomItem> list = wired.Items.Where(roomItem => roomItem != null).ToList();
            string extraString = wired.OtherExtraString;
            string extraString2 = wired.OtherExtraString2;

            switch (item.GetBaseItem().InteractionType)
            {
                case Interaction.TriggerTimer:
                {
                    ServerMessage serverMessage = new ServerMessage(LibraryParser.OutgoingRequest("WiredTriggerMessageComposer"));
                    serverMessage.AppendBool(false);
                    serverMessage.AppendInteger(5);
                    serverMessage.AppendInteger(list.Count);
                    foreach (RoomItem current in list) serverMessage.AppendInteger(current.Id);
                    serverMessage.AppendInteger(item.GetBaseItem().SpriteId);
                    serverMessage.AppendInteger(item.Id);
                    serverMessage.AppendString(extraInfo);
                    serverMessage.AppendInteger(1);
                    serverMessage.AppendInteger(delay);
                    serverMessage.AppendInteger(1);
                    serverMessage.AppendInteger(3);
                    serverMessage.AppendInteger(0);
                    serverMessage.AppendInteger(0);
                    session.SendMessage(serverMessage);
                    return;
                }
                case Interaction.TriggerRoomEnter:
                {
                    ServerMessage serverMessage2 = new ServerMessage(LibraryParser.OutgoingRequest("WiredTriggerMessageComposer"));
                    serverMessage2.AppendBool(false);
                    serverMessage2.AppendInteger(0);
                    serverMessage2.AppendInteger(list.Count);
                    foreach (RoomItem current2 in list) serverMessage2.AppendInteger(current2.Id);
                    serverMessage2.AppendInteger(item.GetBaseItem().SpriteId);
                    serverMessage2.AppendInteger(item.Id);
                    serverMessage2.AppendString(extraInfo);
                    serverMessage2.AppendInteger(0);
                    serverMessage2.AppendInteger(0);
                    serverMessage2.AppendInteger(7);
                    serverMessage2.AppendInteger(0);
                    serverMessage2.AppendInteger(0);
                    serverMessage2.AppendInteger(0);
                    session.SendMessage(serverMessage2);
                    return;
                }
                case Interaction.TriggerGameEnd:
                {
                    ServerMessage serverMessage3 = new ServerMessage(LibraryParser.OutgoingRequest("WiredTriggerMessageComposer"));
                    serverMessage3.AppendBool(false);
                    serverMessage3.AppendInteger(0);
                    serverMessage3.AppendInteger(list.Count);
                    foreach (RoomItem current3 in list) serverMessage3.AppendInteger(current3.Id);
                    serverMessage3.AppendInteger(item.GetBaseItem().SpriteId);
                    serverMessage3.AppendInteger(item.Id);
                    serverMessage3.AppendString(extraInfo);
                    serverMessage3.AppendInteger(0);
                    serverMessage3.AppendInteger(0);
                    serverMessage3.AppendInteger(8);
                    serverMessage3.AppendInteger(0);
                    serverMessage3.AppendInteger(0);
                    serverMessage3.AppendInteger(0);
                    session.SendMessage(serverMessage3);
                    return;
                }
                case Interaction.TriggerGameStart:
                {
                    ServerMessage serverMessage4 = new ServerMessage(LibraryParser.OutgoingRequest("WiredTriggerMessageComposer"));
                    serverMessage4.AppendBool(false);
                    serverMessage4.AppendInteger(0);
                    serverMessage4.AppendInteger(list.Count);
                    foreach (RoomItem current4 in list) serverMessage4.AppendInteger(current4.Id);
                    serverMessage4.AppendInteger(item.GetBaseItem().SpriteId);
                    serverMessage4.AppendInteger(item.Id);
                    serverMessage4.AppendString(extraInfo);
                    serverMessage4.AppendInteger(0);
                    serverMessage4.AppendInteger(0);
                    serverMessage4.AppendInteger(8);
                    serverMessage4.AppendInteger(0);
                    serverMessage4.AppendInteger(0);
                    serverMessage4.AppendInteger(0);
                    session.SendMessage(serverMessage4);
                    return;
                }
                case Interaction.TriggerLongRepeater:
                {
                    ServerMessage serverMessage = new ServerMessage(LibraryParser.OutgoingRequest("WiredTriggerMessageComposer"));
                    serverMessage.AppendBool(false);
                    serverMessage.AppendInteger(5);
//.........这里部分代码省略.........
开发者ID:weslley17w,项目名称:Yupi,代码行数:101,代码来源:InteractorWired.cs

示例15: SerializeGroupInfo

        /// <summary>
        ///     Serializes the theGroup information.
        /// </summary>
        /// <param name="group">The theGroup.</param>
        /// <param name="response">The response.</param>
        /// <param name="session">The session.</param>
        /// <param name="room">The room.</param>
        /// <param name="newWindow">if set to <c>true</c> [new window].</param>
        internal void SerializeGroupInfo(Group group, ServerMessage response, GameClient session, Room room,
            bool newWindow = false)
        {
            if (room == null || group == null)
                return;

            DateTime dateTime = new DateTime(1970, 1, 1, 0, 0, 0, 0);
            DateTime dateTime2 = dateTime.AddSeconds(group.CreateTime);

            response.Init(LibraryParser.OutgoingRequest("GroupDataMessageComposer"));

            response.AppendInteger(group.Id);
            response.AppendBool(true);
            response.AppendInteger(group.State);
            response.AppendString(group.Name);
            response.AppendString(group.Description);
            response.AppendString(group.Badge);
            response.AppendInteger(group.RoomId);
            response.AppendString(Yupi.GetGame().GetRoomManager().GenerateRoomData(@group.RoomId) == null
                ? "No room found.."
                : Yupi.GetGame().GetRoomManager().GenerateRoomData(group.RoomId).Name);
            response.AppendInteger(@group.CreatorId == session.GetHabbo().Id
                ? 3
                : (group.Requests.ContainsKey(session.GetHabbo().Id)
                    ? 2
                    : (group.Members.ContainsKey(session.GetHabbo().Id) ? 1 : 0)));
            response.AppendInteger(group.Members.Count);
            response.AppendBool(session.GetHabbo().FavouriteGroup == group.Id);
            response.AppendString($"{dateTime2.Day.ToString("00")}-{dateTime2.Month.ToString("00")}-{dateTime2.Year}");
            response.AppendBool(group.CreatorId == session.GetHabbo().Id);
            response.AppendBool(group.Admins.ContainsKey(session.GetHabbo().Id));
            response.AppendString(Yupi.GetHabboById(@group.CreatorId) == null
                ? string.Empty
                : Yupi.GetHabboById(group.CreatorId).UserName);
            response.AppendBool(newWindow);
            response.AppendBool(group.AdminOnlyDeco == 0u);
            response.AppendInteger(group.Requests.Count);
            response.AppendBool(group.Forum.Id != 0);
            room.SendMessage(response);
        }
开发者ID:AngelRmz,项目名称:Yupi,代码行数:48,代码来源:GroupManager.cs


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