本文整理汇总了TypeScript中@csegames/camelot-unchained.client.OnCharacterZoneChanged方法的典型用法代码示例。如果您正苦于以下问题:TypeScript client.OnCharacterZoneChanged方法的具体用法?TypeScript client.OnCharacterZoneChanged怎么用?TypeScript client.OnCharacterZoneChanged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@csegames/camelot-unchained.client
的用法示例。
在下文中一共展示了client.OnCharacterZoneChanged方法的1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 () => {
slashCommands();
signalr.initializeSignalR();
client.OnToggleHUDItem((name: string) => {
events.fire('hudnav--navigate', name);
});
client.OnCharacterZoneChanged((id: string) => {
window['zoneID'] = id;
});
function combatLogToString(log: CombatLog): string {
// fromName (fromFaction) > toName
// (toFaction) | {damages} | {disruption} | {heals} | {cures} | {resources} | {impulse} | {activeEffects}
//
// {damages} (RED) => received (sent - received) part type [100(20) RIGHTLEG SLASHING]
// {disruption} (ORANGE) => received (sent - received) tracks [100(20) PRIMARYWEAPON]
// {resources} (YELLOW) => received (sent - received) type
// {heals} (GREEN) => received (sent - received) part
// {cures} (BLUE) => HEAD(2) TORSO
// {impulse} (INDIGO) => received (sent - received) IMPULSE
// {activeEffects} (VIOLET) => activeEffects[0] activeEffects[1] ...
if (!log) return;
let output = `${log.fromName}(${Faction[log.fromFaction]}) > ${log.toName}(${Faction[log.toFaction]}) | `;
if (log.damages) {
for (let i = 0; i < log.damages.length; ++i) {
const d = log.damages[i];
output += `::red::${d.received.toFixed(0)}(${Math.abs(d.sent - d.received).toFixed(0)}) ${bodyParts[d.part]}
${damageTypes[d.type]} | `;
}
}
if (log.disruption) {
output += `::orange::${log.disruption.received.toFixed(0)}(${Math.abs(log.disruption.sent - log.disruption.received)
.toFixed(0)}) DISRUPTION ${log.disruption.source} `;
if (log.disruption.tracksInterrupted === skillTracks.NONE) {
output += ` | `;
} else {
if (log.disruption.tracksInterrupted & skillTracks.BOTHWEAPONS) {
output += ` ${skillTracks[skillTracks.BOTHWEAPONS]}`;
} else if (log.disruption.tracksInterrupted & skillTracks.PRIMARYWEAPON) {
output += ` ${skillTracks[skillTracks.PRIMARYWEAPON]} `;
} else if (log.disruption.tracksInterrupted & skillTracks.SECONDARYWEAPON) {
output += ` ${skillTracks[skillTracks.SECONDARYWEAPON]} `;
}
if (log.disruption.tracksInterrupted & skillTracks.VOICE) {
output += ` ${skillTracks[skillTracks.VOICE]} `;
}
if (log.disruption.tracksInterrupted & skillTracks.MIND) {
output += ` ${skillTracks[skillTracks.MIND]} `;
}
output += ` INTERRUPTED | `;
}
}
if (log.heals) {
for (let i = 0; i < log.heals.length; ++i) {
const h = log.heals[i];
output += `::green::HEALED ${h.received.toFixed(0)}(${Math.abs(h.sent - h.received).toFixed(0)})
${bodyParts[h.part]} | `;
}
}
if (log.cures) {
output += `::blue::CURED `;
const curedParts = [0, 0, 0, 0, 0, 0];
for (let i = 0; i < log.cures.length; ++i) {
curedParts[log.cures[i]] += 1;
}
for (let i = 0; i < curedParts.length; ++i) {
if (curedParts[i] > 0) {
output += ` ${bodyParts[i]}(${curedParts[i]}) `;
}
}
output += '| ';
}
if (log.resources) {
for (let i = 0; i < log.resources.length; ++i) {
const d = log.resources[i];
output += `::yellow::${d.received.toFixed(0)}(${Math.abs(d.sent - d.received).toFixed(0)})
${resourceTypes[d.type]} | `;
}
}
if (log.impulse) {
output += `::indigo::${log.impulse.received.toFixed(0)}(${Math.abs(log.impulse.sent - log.impulse.received)
.toFixed(0)}) IMPULSE | `;
//.........这里部分代码省略.........