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TypeScript camelot-unchained.hasClientAPI函数代码示例

本文整理汇总了TypeScript中camelot-unchained.hasClientAPI函数的典型用法代码示例。如果您正苦于以下问题:TypeScript hasClientAPI函数的具体用法?TypeScript hasClientAPI怎么用?TypeScript hasClientAPI使用的例子?那么, 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hasClientAPI函数的8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();

  if (!hasClientAPI()) return;
  // hook up for console messages to system messages
  client.OnConsoleText((text: string) => events.fire('system_message', text));
}
开发者ID:Fidaman,项目名称:Camelot-Unchained,代码行数:7,代码来源:index.ts

示例2: return

  return (dispatch: (action: any) => any) => {
    dispatch(init());

    if (!hasClientAPI()) return;

    // init handlers / events
    events.on(events.clientEventTopics.handlesEnemyTarget, (player: Player) => dispatch(characterUpdate(player)));

  };
开发者ID:Fidaman,项目名称:Camelot-Unchained,代码行数:9,代码来源:target.ts

示例3: return

  return (dispatch: (action: any) => any) => {
    dispatch(init());

    if (!hasClientAPI()) return;

    // init handlers / events
    client.OnCharacterStaminaChanged((current: number, max: number) => dispatch(staminaChanged(current, max)));
    client.OnCharacterHealthChanged((current: number, max: number) => dispatch(healthChanged(current, max, BodyParts.Torso)));

    client.OnCharacterNameChanged((name: string) => dispatch(nameChanged(name)));
    client.OnCharacterRaceChanged((race: race) => dispatch(raceChanged(race)));
    client.OnCharacterFactionChanged((faction: faction) => dispatch(factionChanged(faction)));

    events.on(events.clientEventTopics.handlesCharacter, (player: Player) => dispatch(characterUpdate(player)));

  };
开发者ID:Fidaman,项目名称:Camelot-Unchained,代码行数:16,代码来源:player.ts

示例4: fakePlayer

}

export interface PlayerState {
  playerStatus: PlayerStatus;
  events: {
    key: number,
    value: string,
    textType: string,
    iconType: string,
    timestamp: number,
  }[];
}

const initialState = {
  playerStatus: fakePlayer(),
  events: hasClientAPI() ? [] : fakeEvents(),
}

function clone<T>(obj: T): T {
  return Object.assign({}, obj);
}

let key = 3;
export default function reducer(state: PlayerState = initialState,
                                action: PlayerAction = {type: null}) : PlayerState {
  switch(action.type) {
    case INIT:
      return Object.assign({}, state, {

      });
开发者ID:Fidaman,项目名称:Camelot-Unchained,代码行数:30,代码来源:player.ts

示例5: 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 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());

  /**
   * Build Var handling -- generally for dev use things only
   */
  registerSlashCommand('var', 'Buildvar control: No params = help, var name only = get value, var name and value = set value', (params: string) => {
    if (params.length == 0) {
      client.SendSlashCommand('help');
    } else {
      client.SendSlashCommand(params);
    }
  });
  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) => {
    if (params.length == 0) return;
    const argv = parseArgs(params);
    if(argv._.length >= 2){
      client.ReplaceSelectedShapes(argv._[0], argv._[1]);
    }
    return;
//.........这里部分代码省略.........
开发者ID:Shane7,项目名称:Camelot-Unchained,代码行数:101,代码来源:clientCommands.ts

示例6: default

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

  /**
   * Create a new Warband
   * 
   * usage:
   * 
   *   1. Create a temporary warband, this type of warband will go away after all members leave. This is the standard "Party".
   *    /createWarband
   * 
   *   2. Create a permanent warband, this type of warband will live on until it is abandonded by all its members.
   *    /createWarband Friendship Warriors
   */
  registerSlashCommand('createWarband', 'Create a Warband. Optionally, accepts a name if you wish to make this a permanent Warband.', (name: string = '') => {
    webAPI.warbands.createWarband(client.shardID, client.characterID, false, name)
      .then((response: any) => {
        if (!response.ok) {
          // something went wrong
          console.error(response);

          return;
        }
        
        // success

      });
  });

  /**
   * Invite a player to your warband you are invite
   * 
   * usage:  /invite mehuge
   */

  let friendlyTargetName: string = '';
  client.OnFriendlyTargetNameChanged((name: string) => {
    friendlyTargetName = name;
  });

  registerSlashCommand('invite', 'Invite a player to your warband. Will use either your current friendly target, or a character name if you provide one.',
   (name: string = '') => {
     if (name.length > 0) {
       webAPI.warbands.inviteCharacterToWarbandByName(client.shardID, client.characterID, name)
        .then((response: any) => {
          if (!response.ok) {
            // something went wrong
            console.error(response);
            
            return;
          }

          // success

        });
     } else if (friendlyTargetName && friendlyTargetName !== '') {
       webAPI.warbands.inviteCharacterToWarbandByName(client.shardID, client.characterID, friendlyTargetName)
        .then((response: any) => {
          if (!response.ok) {
            // something went wrong
            console.error(response);
            return;
          }
          // success
        });
     } else {
       systemMessage('No friendly target to invite. Provide a name or select a friendly target and try again.');
     }
  });


  registerSlashCommand('joinWarband', 'Join an existing Warband.', (args: string) => {
    let argv = yargs(args);
    if (argv._.length === 1) {
      // name only

      webAPI.warbands.joinWarbandByName(client.shardID, argv._[0], client.characterID)
        .then((response: any) => {
          if (!response.ok) {
            // something went wrong
            console.error(response);
            return;
          }
          // success
        });

    } else if (argv._.length === 2) {
      // name and invite code

      webAPI.warbands.joinWarbandByName(client.shardID, argv._[0], client.characterID, argv._[1])
        .then((response: any) => {
          if (!response.ok) {
            // something went wrong
            console.error(response);
            return;
          }
          // success
        });

    } else {
//.........这里部分代码省略.........
开发者ID:Shane7,项目名称:Camelot-Unchained,代码行数:101,代码来源:slashCommands.ts

示例7: initialState

function initialState() {
  return {
    playerStatus: fakePlayer(),
    events: hasClientAPI() ? [] : fakeHealthEvents(),
  };
}
开发者ID:Shane7,项目名称:Camelot-Unchained,代码行数:6,代码来源:target.ts

示例8: default

export default () => {
  slashCommands();

  signalr.initializeSignalR();

  if (!hasClientAPI()) return;
  // hook up for console messages to system messages
  client.OnConsoleText((text: string) => events.fire('system_message', text));

  client.OnToggleHUDItem((name: string) => {
    console.log(name);
    events.fire('hudnav--navigate', name);
  });

  function combatLogToString(log: CombatLog): string {
    // fromName (fromFaction) > toName
    // (toFaction) | {damages} | {disruption} | {heals} | {cures} | {resources} | {impulse} | {activeEffects}
    //
    // {damages} (RED) => recieved (sent - recieved) part type  [100(20) RIGHTLEG SLASHING]
    // {disruption} (ORANGE) => recieved (sent - receieved) tracks  [100(20) PRIMARYWEAPON]
    // {resources} (YELLOW) => recieved (sent - recieved) type
    // {heals} (GREEN) => recieved (sent - recieved) part
    // {cures} (BLUE) => HEAD(2) TORSO
    // {impulse} (INDIGO) => recieved (sent - recieved) IMPULSE 
    // {activeEffects} (VIOLET) => activeEffects[0] activeEffects[1] ...

    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::${d.recieved.toFixed(0)}(${Math.abs(d.sent - d.recieved).toFixed(0)}) ${bodyParts[d.part]}
        ${damageTypes[d.type]} | `;
      }
    }
  

    if (log.disruption) {
      output += `::orange::${log.disruption.recieved.toFixed(0)}(${Math.abs(log.disruption.sent - log.disruption.recieved)
        .toFixed(0)}) DISRUPTION ${log.disruption.source} `;

      if (log.disruption.tracksInterupted === skillTracks.NONE) {
        output += ` | `;

      } else {

        if (log.disruption.tracksInterupted & skillTracks.BOTHWEAPONS) {
          output += ` ${skillTracks[skillTracks.BOTHWEAPONS]}`;
        } else if (log.disruption.tracksInterupted & skillTracks.PRIMARYWEAPON) {
          output += ` ${skillTracks[skillTracks.PRIMARYWEAPON]} `;
        } else if (log.disruption.tracksInterupted & skillTracks.SECONDARYWEAPON) {
          output += ` ${skillTracks[skillTracks.SECONDARYWEAPON]} `;
        }

        if (log.disruption.tracksInterupted & skillTracks.VOICE) {
          output += ` ${skillTracks[skillTracks.VOICE]} `;
        }
        
        if (log.disruption.tracksInterupted & 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 ${h.recieved.toFixed(0)}(${Math.abs(h.sent - h.recieved).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::${d.recieved.toFixed(0)}(${Math.abs(d.sent - d.recieved).toFixed(0)})
        ${resourceTypes[d.type]} | `;
      }
    }

    if (log.impulse) {
      output += `::indigo::${log.impulse.recieved.toFixed(0)}(${Math.abs(log.impulse.sent - log.impulse.recieved)
//.........这里部分代码省略.........
开发者ID:JoelTerMeer,项目名称:Camelot-Unchained,代码行数:101,代码来源:index.ts


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