本文整理汇总了Golang中pulogic.ICreature.AddVisibleCreature方法的典型用法代码示例。如果您正苦于以下问题:Golang ICreature.AddVisibleCreature方法的具体用法?Golang ICreature.AddVisibleCreature怎么用?Golang ICreature.AddVisibleCreature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pulogic.ICreature
的用法示例。
在下文中一共展示了ICreature.AddVisibleCreature方法的4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Golang代码示例。
示例1: OnCreatureMove
func (p *Player) OnCreatureMove(_creature pul.ICreature, _from pul.ITile, _to pul.ITile, _teleport bool) {
if _creature.GetUID() == p.GetUID() {
p.lastStep = PUSYS_TIME()
return
}
from := _from.(*Tile)
to := _to.(*Tile)
canSeeFromTile := CanSeePosition(p.GetPosition(), from.Position)
canSeeToTile := CanSeePosition(p.GetPosition(), to.Position)
if canSeeFromTile && !canSeeToTile { // Leaving viewport
p.sendCreatureMove(_creature, from, to)
p.RemoveVisibleCreature(_creature)
_creature.RemoveVisibleCreature(p)
} else if canSeeToTile && !canSeeFromTile { // Entering viewport
p.AddVisibleCreature(_creature)
_creature.RemoveVisibleCreature(p)
p.sendCreatureMove(_creature, from, to)
} else { // Moving inside viewport
p.AddVisibleCreature(_creature)
_creature.AddVisibleCreature(p)
p.sendCreatureMove(_creature, from, to)
}
}
示例2: OnCreatureAppear
func (n *Npc) OnCreatureAppear(_creature pul.ICreature, _isLogin bool) {
// Check if _creature is a Player, otherwise return
if _creature.GetType() != CTYPE_PLAYER {
return
}
canSeeCreature := CanSeeCreature(n, _creature)
if !canSeeCreature {
return
}
// We're checking the existence of _creature inside the AddVisibleCreature method
// so no need to check here
n.AddVisibleCreature(_creature)
_creature.AddVisibleCreature(n)
}
示例3: OnCreatureAppear
func (p *Player) OnCreatureAppear(_creature pul.ICreature, _isLogin bool) {
if _creature.GetUID() == p.GetUID() {
return
}
if _isLogin {
// Check if creature is in friendlist
p.UpdateFriend(_creature.GetName(), true)
}
canSeeCreature := CanSeeCreature(p, _creature)
if !canSeeCreature {
return
}
// We're checking inside the AddVisibleCreature method so no need to check here
p.AddVisibleCreature(_creature)
_creature.AddVisibleCreature(p)
}
示例4: OnCreatureMove
func (n *Npc) OnCreatureMove(_creature pul.ICreature, _from pul.ITile, _to pul.ITile, _teleport bool) {
// Check if _creature is a Player, otherwise return
if _creature.GetType() != CTYPE_PLAYER {
return
}
canSeeFromTile := CanSeePosition(n.GetPosition(), _from.GetPosition())
canSeeToTile := CanSeePosition(n.GetPosition(), _to.GetPosition())
if canSeeFromTile && !canSeeToTile { // Leaving viewport
n.RemoveVisibleCreature(_creature)
_creature.RemoveVisibleCreature(n)
} else if canSeeToTile && !canSeeFromTile { // Entering viewport
n.AddVisibleCreature(_creature)
_creature.RemoveVisibleCreature(n)
} else { // Moving inside viewport
n.AddVisibleCreature(_creature)
_creature.AddVisibleCreature(n)
}
}