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TypeScript IAction.anyOf函数代码示例

本文整理汇总了TypeScript中action/IAction.anyOf函数的典型用法代码示例。如果您正苦于以下问题:TypeScript anyOf函数的具体用法?TypeScript anyOf怎么用?TypeScript anyOf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anyOf函数的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TypeScript代码示例。

示例1: Action

import { Action } from "action/Action";
import { ActionArgument, anyOf } from "action/IAction";
import Doodad from "doodad/doodads/Doodad";
import { EntityPlayerCreatureNpc, EntityType } from "entity/IEntity";
import { IVector3 } from "utilities/math/IVector";
import { defaultUsability } from "../Actions";
import { DebugToolsTranslation, translation } from "../IDebugTools";
import CloneDoodad from "./helpers/CloneDoodad";
import CloneEntity from "./helpers/CloneEntity";
import GetPosition from "./helpers/GetPosition";

/**
 * Clones an entity or doodad to a new location. If given a player, an NPC with the appearance, items, and stats of the player is cloned.
 */
export default new Action(anyOf(ActionArgument.Entity, ActionArgument.Doodad), ActionArgument.Vector3)
	.setUsableBy(EntityType.Player)
	.setUsableWhen(...defaultUsability)
	.setHandler((action, toClone, position: IVector3 | undefined) => {

		position = GetPosition(action.executor, position!, () => translation(DebugToolsTranslation.ActionClone)
			.get(toClone.getName()));

		if (!position) return;

		if (toClone instanceof Doodad) {
			CloneDoodad(toClone, position);

		} else {
			CloneEntity(toClone as EntityPlayerCreatureNpc, position);
		}
开发者ID:WaywardGame,项目名称:developertools,代码行数:30,代码来源:Clone.ts

示例2: Action

import { Action } from "action/Action";
import { ActionArgument, anyOf } from "action/IAction";
import { EntityType } from "entity/IEntity";
import Player from "player/Player";
import { defaultUsability } from "../Actions";
import Remove from "./helpers/Remove";

/**
 * Removes a creature, NPC, item, doodad, corpse, or tile event.
 */
export default new Action(anyOf(ActionArgument.Entity, ActionArgument.Doodad, ActionArgument.Corpse, ActionArgument.TileEvent, ActionArgument.Item))
	.setUsableBy(EntityType.Player)
	.setUsableWhen(...defaultUsability)
	.setHandler((action, toRemove) => {
		if (toRemove instanceof Player) {
			return;
		}
		
		Remove(action, toRemove as any);

		renderer.computeSpritesInViewport();
		action.setUpdateRender();
	});
开发者ID:WaywardGame,项目名称:developertools,代码行数:23,代码来源:Remove.ts

示例3: Action

import { Action } from "action/Action";
import { ActionArgument, anyOf } from "action/IAction";
import Entity from "entity/Entity";
import { EntityType, StatusEffectChangeReason } from "entity/IEntity";
import { IStatMax, Stat } from "entity/IStats";
import { PlayerState, StatusType } from "Enums";
import { ScreenId } from "newui/screen/IScreen";
import GameScreen from "newui/screen/screens/GameScreen";
import Actions, { defaultUsability } from "../Actions";
import ResurrectCorpse from "./helpers/ResurrectCorpse";

/**
 * The core stats, namely, Health, Stamina, Hunger, and Thirst, are all set to their maximum values. Any status effects are removed.
 */
export default new Action(anyOf(ActionArgument.Entity, ActionArgument.Corpse))
	.setUsableBy(EntityType.Player)
	.setUsableWhen(...defaultUsability)
	.setHandler((action, entity) => {
		// resurrect corpses
		if (action.isArgumentType(entity, 0, ActionArgument.Corpse)) {
			if (ResurrectCorpse(action.executor, entity)) {
				action.setUpdateRender();
			}

			return;
		}

		const health = entity.getStat<IStatMax>(Stat.Health);
		const stamina = entity.getStat<IStatMax>(Stat.Stamina);
		const hunger = entity.getStat<IStatMax>(Stat.Hunger);
		const thirst = entity.getStat<IStatMax>(Stat.Thirst);
开发者ID:WaywardGame,项目名称:developertools,代码行数:31,代码来源:Heal.ts

示例4: Action

import { Action } from "action/Action";
import { ActionArgument, anyOf } from "action/IAction";
import Entity from "entity/Entity";
import { EntityType } from "entity/IEntity";
import { IContainer } from "item/IItem";
import Player from "player/Player";
import { defaultUsability } from "../Actions";
import InspectDialog from "../ui/InspectDialog";

/**
 * Adds an item to the inventory of a doodad, human, or tile.
 */
export default new Action(anyOf(ActionArgument.Container, ActionArgument.Player), ActionArgument.ItemType, ActionArgument.ItemQuality)
	.setUsableBy(EntityType.Player)
	.setUsableWhen(...defaultUsability)
	.setHandler((action, target, item, quality) => {
		if (target instanceof Player) {
			target.createItemInInventory(item, quality);

			if (Entity.is(target, EntityType.Player)) {
				target.updateTablesAndWeight();
			}

		} else {
			itemManager.create(item, target as IContainer, quality);
			action.setUpdateView();
		}

		if (InspectDialog.INSTANCE) InspectDialog.INSTANCE.update();
	});
开发者ID:WaywardGame,项目名称:developertools,代码行数:30,代码来源:AddItemToInventory.ts


注:本文中的action/IAction.anyOf函数示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。