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C# Player.setTaggedLastAgilityPillar方法代碼示例

本文整理匯總了C#中RS2.Server.player.Player.setTaggedLastAgilityPillar方法的典型用法代碼示例。如果您正苦於以下問題:C# Player.setTaggedLastAgilityPillar方法的具體用法?C# Player.setTaggedLastAgilityPillar怎麽用?C# Player.setTaggedLastAgilityPillar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RS2.Server.player.Player的用法示例。


在下文中一共展示了Player.setTaggedLastAgilityPillar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: updateVariables


//.........這裏部分代碼省略.........
                        p.getPackets().setMinimapStatus(0);
                        Barrows.removeBrotherFromGame(p);
                    }
                }
                if (Location.atGodwars(p.getLocation()))
                {
                    if (p.getTemporaryAttribute("atGodwars") == null)
                    {
                        p.getPackets().sendOverlay(601);
                        p.setTemporaryAttribute("atGodwars", true);
                    }
                }
                else
                {
                    if (p.getTemporaryAttribute("atGodwars") != null)
                    {
                        p.getPackets().sendRemoveOverlay();
                        p.removeTemporaryAttribute("atGodwars");
                    }
                }
                if (Location.atAgilityArena(p.getLocation()))
                {
                    if (p.getTemporaryAttribute("atAgilityArena") == null)
                    {
                        p.getPackets().sendOverlay(5);
                        AgilityArena.updatePillarForPlayer(p);
                        p.setTemporaryAttribute("atAgilityArena", true);
                    }
                    if (p.getLocation().getZ() == 0)
                    {
                        p.removeTemporaryAttribute("atAgilityArena");
                        p.getPackets().sendRemoveOverlay();
                        p.setAgilityArenaStatus(0);
                        p.setTaggedLastAgilityPillar(false);
                    }
                }
                else
                {
                    if (p.getTemporaryAttribute("atAgilityArena") != null)
                    {
                        p.getPackets().sendRemoveOverlay();
                        p.setAgilityArenaStatus(0);
                        p.setTaggedLastAgilityPillar(false);
                        p.removeTemporaryAttribute("atAgilityArena");
                    }
                }
                /*
                 * We check the cantDoAnything variable to determine whether they're using the orb.
                 */
                if (Location.inFightPitsWaitingArea(p.getLocation()))
                {
                    if (p.getTemporaryAttribute("waitingForFightPits") == null)
                    {
                        Server.getMinigames().getFightPits().addWaitingPlayer(p);
                        p.setTemporaryAttribute("waitingForFightPits", true);
                    }
                }
                else
                {
                    if (p.getTemporaryAttribute("waitingForFightPits") != null && p.getTemporaryAttribute("cantDoAnything") == null)
                    {
                        Server.getMinigames().getFightPits().removeWaitingPlayer(p);
                        p.removeTemporaryAttribute("waitingForFightPits");
                    }
                }
                if (Location.inFightPits(p.getLocation()))
開發者ID:ramatronics,項目名稱:rsps,代碼行數:67,代碼來源:AreaVariables.cs

示例2: tagPillar

 public static void tagPillar(Player p, int pillarIndex)
 {
     AreaEvent tagPillarAreaEvent = new AreaEvent(p, AGILITY_ARENA_PILLARS[pillarIndex][1] - 1, AGILITY_ARENA_PILLARS[pillarIndex][2] - 1, AGILITY_ARENA_PILLARS[pillarIndex][1] + 1, AGILITY_ARENA_PILLARS[pillarIndex][2] + 1);
     tagPillarAreaEvent.setAction(() =>
     {
         if (p.getLocation().getZ() == 3)
         {
             p.setFaceLocation(new Location(AGILITY_ARENA_PILLARS[pillarIndex][1], AGILITY_ARENA_PILLARS[pillarIndex][2], 3));
             if (pillarIndex != currentPillar)
             {
                 p.getPackets().sendMessage("You can only get a ticket when the flashing arrow is above the pillar!");
                 return;
             }
             if (p.isTaggedLastAgilityPillar())
             {
                 p.getPackets().sendMessage("You have already tagged this pillar, wait until the arrow moves again.");
                 return;
             }
             int currentStatus = p.getAgilityArenaStatus();
             if (currentStatus == 0)
             {
                 p.getPackets().sendConfig(309, 4);
                 p.getPackets().sendMessage("You get tickets by tagging more than one pillar in a row. Tag the next pillar!");
             }
             else
             {
                 p.getInventory().addItem(2996);
                 p.getPackets().sendMessage("You recieve an Agility Arena ticket!");
             }
             p.setAgilityArenaStatus(currentStatus == 0 ? 1 : 1);
             p.setTaggedLastAgilityPillar(true);
         }
     });
     Server.registerCoordinateEvent(tagPillarAreaEvent);
 }
開發者ID:ramatronics,項目名稱:rsps,代碼行數:35,代碼來源:AgilityArena.cs


注:本文中的RS2.Server.player.Player.setTaggedLastAgilityPillar方法示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。