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TypeScript camelot-unchained.signalr类代码示例

本文整理汇总了TypeScript中camelot-unchained.signalr的典型用法代码示例。如果您正苦于以下问题:TypeScript signalr类的具体用法?TypeScript signalr怎么用?TypeScript signalr使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了signalr类的3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: return

  return (dispatch: (action: WarbandAction) => any) => {
    dispatch(initSignalR());

    initializeSignalR();

    signalr.initializeSignalRHubs({
      name: signalr.WARBANDS_HUB,
      callback: (succeeded: boolean) => {
        if (succeeded) {
          dispatch(initSignalRSuccess());
          registerWarbandEvents(dispatch);
        } else {
          dispatch(initSignalRFailed());
        }
      }
    });
  }
开发者ID:Fidaman,项目名称:Camelot-Unchained,代码行数:17,代码来源:warband.ts

示例2: return

  return (dispatch: (action: InvitesAction | AsyncAction<InvitesAction>) => any) => {
    dispatch(fetchInvites());
    dispatch(initSignalR());

    try {
      signalr.initializeSignalRHubs({
        name: signalr.GROUPS_HUB,
        callback: (succeeded: boolean) => {
          if (succeeded) {
            dispatch(initSignalRSuccess());
            registerInviteEvents(dispatch);
          } else {
            dispatch(initSignalRFailed());
          }
        }
      });
    } catch(e) {
      console.log(e);
      dispatch(initSignalRFailed());
    }
  }
开发者ID:Shane7,项目名称:Camelot-Unchained,代码行数:21,代码来源:invites.ts

示例3: 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


注:本文中的camelot-unchained.signalr类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。