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C# NPCEntry.CreateMainHandWeapon方法代碼示例

本文整理匯總了C#中WCell.RealmServer.NPCs.NPCEntry.CreateMainHandWeapon方法的典型用法代碼示例。如果您正苦於以下問題:C# NPCEntry.CreateMainHandWeapon方法的具體用法?C# NPCEntry.CreateMainHandWeapon怎麽用?C# NPCEntry.CreateMainHandWeapon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WCell.RealmServer.NPCs.NPCEntry的用法示例。


在下文中一共展示了NPCEntry.CreateMainHandWeapon方法的1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: SetupNPC

		protected internal virtual void SetupNPC(NPCEntry entry, SpawnPoint spawnPoint)
		{
			// auras
			m_auras = new NPCAuraCollection(this);

			var mainWeapon = entry.CreateMainHandWeapon();

			SpawnEntry spawnEntry;
			if (spawnPoint != null)
			{
				// Spawn-specific information
				spawnEntry = spawnPoint.SpawnEntry;
				m_spawnPoint = spawnPoint;
				Phase = spawnEntry.PhaseMask;
				m_orientation = spawnEntry.Orientation;
				if (spawnEntry.MountId != 0)
				{
					Mount(spawnEntry.MountId);
				}

				if (spawnEntry.DisplayIdOverride != 0)
				{
					DisplayId = spawnEntry.DisplayIdOverride;
				}

				SetUInt32(UnitFields.BYTES_0, spawnEntry.Bytes);
				SetUInt32(UnitFields.BYTES_2, spawnEntry.Bytes2);
			}
			else
			{
				Phase = 1;
				spawnEntry = entry.FirstSpawnEntry;
			}

			EmoteState = (spawnEntry != null && spawnEntry.EmoteState != 0) ? spawnEntry.EmoteState : entry.EmoteState;
			Entry = entry;
			NativeDisplayId = DisplayId;

			// misc stuff
			Faction = entry.Faction;
			NPCFlags = entry.NPCFlags;
			UnitFlags = entry.UnitFlags;
			DynamicFlags = entry.DynamicFlags;
			Class = entry.ClassId;
			Race = entry.RaceId;
			YieldsXpOrHonor = entry.GeneratesXp;
			SheathType = SheathType.Melee;

			// speeds
			m_runSpeed = entry.RunSpeed;
			m_swimSpeed = entry.RunSpeed;
			m_swimBackSpeed = entry.RunSpeed;
			m_walkSpeed = entry.WalkSpeed;
			m_walkBackSpeed = entry.WalkSpeed;
			m_flightSpeed = entry.FlySpeed;
			m_flightBackSpeed = entry.FlySpeed;

			Array.Copy(entry.Resistances, m_baseResistances, m_baseResistances.Length);

			MainWeapon = mainWeapon;

			// Set Level/Scale *after* MainWeapon is set:
			var level = entry.GetRandomLevel();
			Level = level;

			// Set model after Scale
			Model = m_entry.GetRandomModel();

			m_gossipMenu = entry.DefaultGossip; // set gossip menu

			// TODO: Init stats
			//for (int i = 0; i < 5; i++)
			//{
			//    m_baseStats[i] = statVal;
			//}
			PowerType = PowerType.Mana;
			SetBaseStat(StatType.Strength, 1, false);
			SetBaseStat(StatType.Agility, 1, false);
			SetBaseStat(StatType.Intellect, 1, false);
			SetBaseStat(StatType.Stamina, 1, false);
			SetBaseStat(StatType.Spirit, 1, false);

			// health + power
			var health = entry.GetRandomHealth();
			SetUInt32(UnitFields.MAXHEALTH, health);
			SetUInt32(UnitFields.BASE_HEALTH, health);

			if (spawnEntry == null || !spawnEntry.IsDead)
			{
				SetUInt32(UnitFields.HEALTH, health);
			}

			var mana = entry.GetRandomMana();
			SetInt32(UnitFields.MAXPOWER1, mana);
			SetInt32(UnitFields.BASE_MANA, mana);
			SetInt32(UnitFields.POWER1, mana);

			OffHandWeapon = entry.CreateOffhandWeapon();
			RangedWeapon = entry.CreateRangedWeapon();

//.........這裏部分代碼省略.........
開發者ID:WCellFR,項目名稱:WCellFR,代碼行數:101,代碼來源:NPC.cs


注:本文中的WCell.RealmServer.NPCs.NPCEntry.CreateMainHandWeapon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。