本文整理匯總了C#中BasePlayer.GiveItem方法的典型用法代碼示例。如果您正苦於以下問題:C# BasePlayer.GiveItem方法的具體用法?C# BasePlayer.GiveItem怎麽用?C# BasePlayer.GiveItem使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在類BasePlayer
的用法示例。
在下文中一共展示了BasePlayer.GiveItem方法的2個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的C#代碼示例。
示例1: EventReward
void EventReward(BasePlayer player)
{
EventWinner winner = player.GetComponent<EventWinner>();
if (winner != null)
{
clearGUI(player);
player.GiveItem(ItemManager.CreateByPartialName("supply.signal", winner.amount));
UnityEngine.GameObject.Destroy(winner);
PrintChat(player, "Your reward has been added to your inventory.");
}
else
{
PrintChat(player, "You haven't won the event.");
}
}
示例2: SalvageItem
void SalvageItem(BasePlayer player, Item item) {
//check player can craft item
bool canCraft = player.blueprints.CanCraft(item.info.itemid, 0);
//if can't craft or broken, else salvage
if(!canCraft || (item.hasCondition && item.condition == 0)) {
player.ChatMessage("This item is not salvageable.");
} else {
//remove the item from the container
item.RemoveFromContainer();
//get bp
ItemBlueprint itemBp = blueprints[item.info.shortname];
//set ratios
double refundRatio = 0.5;
//if item.hasCondition then conditionRatio == item.conditionNormalized else conditionRatio = 1
double conditionRatio = item.hasCondition ? item.conditionNormalized : 1;
/*
itemBp.amountToCreate is the number of items made by the act of crafting (3x 5.56)
ingredient.amount is the number of that material required (100 wood for campfire)
ingredient.itemDef.stackable is the max stack size of that ingredient
*/
foreach(ItemAmount ingredient in itemBp.ingredients) {
//calculate refund amount
double refundAmount = ingredient.amount / itemBp.amountToCreate;
refundAmount = refundAmount * refundRatio * conditionRatio * item.amount;
refundAmount = Math.Ceiling(refundAmount);
if(refundAmount < 1)
refundAmount = 1;
//calculate how many stacks to split the refund into (no super stacks)
double refundStacks = refundAmount / ingredient.itemDef.stackable;
if(refundStacks < 1)
refundStacks = 1;
//refund ingredient
for(int i = 0; i < refundStacks; i++) {
int amt;
//calculate how much to give in this stack
if (refundAmount <= ingredient.itemDef.stackable)
amt = (int)refundAmount;
else
amt = ingredient.itemDef.stackable;
//reduce the pending refund amount by how much we're about to give out
refundAmount = refundAmount - amt;
//create and give this stack
Item newItem = ItemManager.Create(ingredient.itemDef, amt);
player.GiveItem(newItem);
}
}
}
}