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TypeScript camelot-unchained.registerSlashCommand函数代码示例

本文整理汇总了TypeScript中@csegames/camelot-unchained.registerSlashCommand函数的典型用法代码示例。如果您正苦于以下问题:TypeScript registerSlashCommand函数的具体用法?TypeScript registerSlashCommand怎么用?TypeScript registerSlashCommand使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。


在下文中一共展示了registerSlashCommand函数的7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TypeScript代码示例。

示例1: default

export default () => {
  /**
   * Print registered slash command help
   */
  registerSlashCommand('help', 'show available slash commands', () => {
    const commands = getSlashCommands();
    for (let i = 0; i < commands.length; ++i) {
      systemMessage(`${commands[i].command} : ${commands[i].helpText}`);
    }
  });

  registerSlashCommand('respawn', 'respawn your character', (id?: string) => {
    game.selfPlayerState.respawn(id || '');
  });

  /**
   * Change camera mode
   */
  registerSlashCommand('togglecamera', 'toggles the camera mode', () => game.triggerKeyAction(
    game.keyActions.PlayerCameraFreeToggle, // COHERENT TODO should this be something else?
  ));

  /**
   * Get your characters current x, y, z coordinates -- ONLY DURING DEVELOPMENT
   */
  registerSlashCommand('loc', 'tells you your current location', () => {
    setTimeout(() => systemMessage(
      `${game.selfPlayerState.position.x},${game.selfPlayerState.position.y},${game.selfPlayerState.position.z}`,
    ), 100);
  });
};
开发者ID:Mehuge,项目名称:Camelot-Unchained,代码行数:31,代码来源:generalCommands.ts

示例2: default

export default () => {
  /**
   * Play the Dance 1 emote
   */
  registerSlashCommand('dance1', 'Dance!', () => client.Emote(emotes.DANCE1));

  /**
   * Play the Dance 2 emote
   */
  registerSlashCommand('dance2', 'Dance!', () => client.Emote(emotes.DANCE2));

  /**
   * Play the Wave 1 emote
   */
  registerSlashCommand('wave1', 'Wave!', () => client.Emote(emotes.WAVE1));

  /**
   * Play the Wave 2 emote
   */
  registerSlashCommand('wave2', 'Wave!', () => client.Emote(emotes.WAVE2));


  /**
   * Stop your repeating emote
   */
  registerSlashCommand('stop', 'Stop!', () => client.Emote(emotes.STOP));

};
开发者ID:codecorsair,项目名称:Camelot-Unchained,代码行数:28,代码来源:emoteCommands.ts

示例3: default

export default () => {
  /**
   * Reload the UI or a single UI Module
   */
  registerSlashCommand('reloadui', 'reload the ui, or a single module if a name is provided', () => {
    game.reloadUI();
  });

  /**
   * Enables console debugging for the UI
   */
  registerSlashCommand('debugui', 'Toggle UI debug logging', () => {
    _devGame.debug = !_devGame.debug;
  });
};
开发者ID:Mehuge,项目名称:Camelot-Unchained,代码行数:15,代码来源:uiCommands.ts

示例4: default

export default () => {
  /**
   * Reload the UI or a single UI Module
   */
  registerSlashCommand('reloadui', 'reload the ui, or a single module if a name is provided', (params: string = '') => {
    client.ReleaseInputOwnership();
    if (params.length > 0) {
      client.ReloadUI(params);
    } else {
      client.ReloadAllUI();
    }
  });

  /**
   * Open a UI Module
   */
  registerSlashCommand('openui', 'open a ui module', (params: string) => {
    if (params.length > 0) client.OpenUI(params);
  });

  /**
   * Close a UI Module
   */
  registerSlashCommand('closeui', 'close a ui module', (params: string) => {
    if (params.length > 0) {
      client.ReleaseInputOwnership();
      client.CloseUI(params);
    }
  });

  /**
   * Show a hidden UI module
   */
  registerSlashCommand('showui', 'show a hidden ui module', (params: string) => {
    if (params.length > 0) client.ShowUI(params);
  });

  /**
   * Hide a UI module
   */
  registerSlashCommand('hideui', 'hide a ui module', (params: string) => {
    if (params.length > 0) client.HideUI(params);
  });
};
开发者ID:codecorsair,项目名称:Camelot-Unchained,代码行数:44,代码来源:uiCommands.ts

示例5: default

export default () => {
  /**
   * Print registered slash command help
   */
  registerSlashCommand('help', 'show available slash commands', () => {
    const commands = getSlashCommands();
    for (let i = 0; i < commands.length; ++i) {
      systemMessage(`${commands[i].command} : ${commands[i].helpText}`);
    }
  });

  /**
   * Unstuck! (kills you and respawns for now)
   */
  registerSlashCommand('stuck', 'get your character unstuck', () => client.Stuck());

  /**
   * Change your zone -- Only works on Hatchery / Debug & Internal builds
   */
  registerSlashCommand('zone', 'change your zone', (params: string) => client.ChangeZone(parseInt(params, 10)));

  /**
   * Change camera mode
   */
  registerSlashCommand('togglecamera', 'toggles the camera mode', () => client.ToggleCamera());

  /**
   * Crash the game -- Yes, this really just crashes the game
   */
  registerSlashCommand('crashthegame', 'CRASH the game client!!', () => client.CrashTheGame());

  /**
   * Get your characters current x, y, z coordinates -- ONLY DURING DEVELOPMENT
   */
  registerSlashCommand('loc', 'tells you your current location', () => {
    setTimeout(() => systemMessage(`${client.locationX},${client.locationY},${client.locationZ}`), 100);
  });
};
开发者ID:codecorsair,项目名称:Camelot-Unchained,代码行数:38,代码来源:generalCommands.ts

示例6: default

export default () => {
  if (!hasClientAPI()) return;

  /**
   * Set field of view
   */
  registerSlashCommand('fov', 'set your field of view, client accepts values from 20 -> 179.9', (params: string = '') => {
    const argv = parseArgs(params);
    const degrees = argv._.length > 0 ? argv._[0] : 120;
    client.FOV(degrees);
  });

  /**
   * Drop a temporary light at the characters feet
   */
  registerSlashCommand(
    'droplight',
    'drop a light at your location, options: (colors are 0-255) droplight <intensity> <radius> <red> <green> <blue>',
    (params: string = '') => {
      if (params.length === 0) return;

      const argv = parseArgs(params);
      if (argv._.length > 0) {
        const intensity = argv._.length >= 0 ? argv._[0] : 1;
        const radius = argv._.length > 1 ? argv._[1] : 20;
        const red = argv._.length > 2 ? argv._[2] : 100;
        const green = argv._.length > 3 ? argv._[3] : 100;
        const blue = argv._.length > 4 ? argv._[4] : 100;
        client.DropLight(intensity, radius, red, green, blue);
        return;
      }

      const intensity = argv.intensity ? argv.intensity : 1;
      const radius = argv.radius > 1 ? argv.radius : 20;
      const red = argv.red > 2 ? argv.red : 100;
      const green = argv.green > 3 ? argv.green : 100;
      const blue = argv.blue > 4 ? argv.blue : 100;
      client.DropLight(intensity, radius, red, green, blue);
    });

  /**
   * Remove the closest dropped light to the player
   */
  registerSlashCommand('removelight', 'removes the closest dropped light to the player', (params: string = '') => {
    client.RemoveLight();
  });

  /**
   * Remove all lights placed with the drop light command
   */
  registerSlashCommand('resetlights', 'removes all dropped lights from the world', (params: string = '') => {
    client.ResetLights();
  });

  /**
   * Count all the placed blocks in the world
   */
  registerSlashCommand('countblocks', 'count all placed blocks in the world.', () => {
    client.CountBlocks();
    setTimeout(() => systemMessage(`There are ${client.placedBlockCount} blocks in this world.`), 1000);
  });

  /**
   * Quit the game
   */
  registerSlashCommand('exit', 'quit the game', () => client.Quit());

  registerSlashCommand(
    'replacesubstance',
    'replace blocks with type args[0] with blocks with type of args[1]', (params: string = '') => {
      if (params.length === 0) return;
      const argv = parseArgs(params);
      if (argv._.length >= 2) {
        client.ReplaceSubstance(argv._[0], argv._[1]);
      }
      return;
    });
  registerSlashCommand(
    'replaceshape',
    'replace blocks with shape args[0] with blocks with shape of args[1]', (params: string = '') => {
      if (params.length === 0) return;
      const argv = parseArgs(params);
      if (argv._.length >= 2) {
        client.ReplaceShapes(argv._[0], argv._[1]);
      }
      return;
    });
  registerSlashCommand(
    'replaceselectedsubstance',
    'replace blocks with type args[0] with blocks with type of args[1] within selected range', (params: string = '') => {
      if (params.length === 0) return;
      const argv = parseArgs(params);
      if (argv._.length >= 2) {
        client.ReplaceSelectedSubstance(argv._[0], argv._[1]);
      }
      return;
    });
  registerSlashCommand(
    'replaceselectedshape',
    'replace blocks with shape args[0] to blocks with shape of args[1] within selected range', (params: string = '') => {
//.........这里部分代码省略.........
开发者ID:codecorsair,项目名称:Camelot-Unchained,代码行数:101,代码来源:clientCommands.ts

示例7: default

export default () => {

  /**
   * Drop a temporary light at the characters feet
   */
  registerSlashCommand(
    'droplight',
    'drop a light at your location, options: (colors are 0-255) droplight <intensity> <radius> <red> <green> <blue>',
    (params: string = '') => {
      if (params.length === 0) return;

      const argv = parseArgs(params);
      if (argv._.length > 0) {
        const intensity = argv._.length >= 0 ? argv._[0] : 1;
        const radius = argv._.length > 1 ? argv._[1] : 20;
        const red = argv._.length > 2 ? argv._[2] : 100;
        const green = argv._.length > 3 ? argv._[3] : 100;
        const blue = argv._.length > 4 ? argv._[4] : 100;
        game.dropLight.drop(intensity, radius, red, green, blue);
        return;
      }

      const intensity = argv.intensity ? argv.intensity : 1;
      const radius = argv.radius > 1 ? argv.radius : 20;
      const red = argv.red > 2 ? argv.red : 100;
      const green = argv.green > 3 ? argv.green : 100;
      const blue = argv.blue > 4 ? argv.blue : 100;
      game.dropLight.drop(intensity, radius, red, green, blue);
    });

  /**
   * Remove the closest dropped light to the player
   */
  registerSlashCommand('removelight', 'removes the closest dropped light to the player', (params: string = '') => {
    game.dropLight.removeLast();
  });

  /**
   * Remove all lights placed with the drop light command
   */
  registerSlashCommand('resetlights', 'removes all dropped lights from the world', (params: string = '') => {
    game.dropLight.clearAll();
  });

  /**
   * Quit the game
   */
  registerSlashCommand('exit', 'quit the game', () => game.quit());

  registerSlashCommand(
    'replacesubstance',
    'replace blocks with type args[0] with blocks with type of args[1]', (params: string = '') => {
      if (params.length === 0) return;
      const argv = parseArgs(params);
      if (argv._.length >= 2) {
        game.building.replaceMaterialsAsync(argv._[0], argv._[1], false);
      }
      return;
    });
  registerSlashCommand(
    'replaceshape',
    'replace blocks with shape args[0] with blocks with shape of args[1]', (params: string = '') => {
      if (params.length === 0) return;
      const argv = parseArgs(params);
      if (argv._.length >= 2) {
        game.building.replaceShapesAsync(argv._[0], argv._[1], false);
      }
      return;
    });
  registerSlashCommand(
    'replaceselectedsubstance',
    'replace blocks with type args[0] with blocks with type of args[1] within selected range', (params: string = '') => {
      if (params.length === 0) return;
      const argv = parseArgs(params);
      if (argv._.length >= 2) {
        game.building.replaceMaterialsAsync(argv._[0], argv._[1], true);
      }
      return;
    });
  registerSlashCommand(
    'replaceselectedshape',
    'replace blocks with shape args[0] to blocks with shape of args[1] within selected range', (params: string = '') => {
      if (params.length === 0) return;
      const argv = parseArgs(params);
      if (argv._.length >= 2) {
        game.building.replaceShapesAsync(argv._[0], argv._[1], true);
      }
      return;
    });
  registerSlashCommand('blocktypes', 'prints out substance and shape of selected blocks', () => {
    // TODO COHERENT BlockTypes is missing, potentially use materials property
    // client.BlockTypes();
    // setTimeout(() => systemMessage(`${client.blockTypes}`), 1000);
  });
  registerSlashCommand('rotatex', 'rotate selected blocks 90 degrees around the x axis', () => {
    game.triggerKeyAction(game.keyActions.CubeRotateBlockX);
  });
  registerSlashCommand('rotatey', 'rotate selected blocks 90 degrees around the y axis', () => {
    game.triggerKeyAction(game.keyActions.CubeRotateBlockY);
  });
//.........这里部分代码省略.........
开发者ID:Mehuge,项目名称:Camelot-Unchained,代码行数:101,代码来源:clientCommands.ts


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