本文整理匯總了Golang中pulogic.ICreature.GetType方法的典型用法代碼示例。如果您正苦於以下問題:Golang ICreature.GetType方法的具體用法?Golang ICreature.GetType怎麽用?Golang ICreature.GetType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pulogic.ICreature
的用法示例。
在下文中一共展示了ICreature.GetType方法的8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Golang代碼示例。
示例1: OnCreatureDisappear
func (n *Npc) OnCreatureDisappear(_creature pul.ICreature, _isLogout bool) {
// Check if _creature is a Player, otherwise return
if _creature.GetType() != CTYPE_PLAYER {
return
}
n.RemoveVisibleCreature(_creature)
}
示例2: AddVisibleCreature
func (n *Npc) AddVisibleCreature(_creature pul.ICreature) {
// Check if _creature is a Player, otherwise return
if _creature.GetType() != CTYPE_PLAYER {
return
}
if _, found := n.VisibleCreatures[_creature.GetUID()]; !found {
n.VisibleCreatures[_creature.GetUID()] = _creature
}
}
示例3: RemoveVisibleCreature
func (n *Npc) RemoveVisibleCreature(_creature pul.ICreature) {
// Check if _creature is a Player, otherwise return
if _creature.GetType() != CTYPE_PLAYER {
return
}
// Check if the player was interacting with this npc
if n.HasInteractingPlayer(_creature.(*Player)) {
n.RemoveInteractingPlayer(_creature.(*Player))
}
// No need to check if the key actually exists because Go is awesome
// http://golang.org/doc/effective_go.html#maps
delete(n.VisibleCreatures, _creature.GetUID())
}
示例4: OnCreatureAppear
func (n *Npc) OnCreatureAppear(_creature pul.ICreature, _isLogin bool) {
// Check if _creature is a Player, otherwise return
if _creature.GetType() != CTYPE_PLAYER {
return
}
canSeeCreature := CanSeeCreature(n, _creature)
if !canSeeCreature {
return
}
// We're checking the existence of _creature inside the AddVisibleCreature method
// so no need to check here
n.AddVisibleCreature(_creature)
_creature.AddVisibleCreature(n)
}
示例5: OnCreatureMove
func (n *Npc) OnCreatureMove(_creature pul.ICreature, _from pul.ITile, _to pul.ITile, _teleport bool) {
// Check if _creature is a Player, otherwise return
if _creature.GetType() != CTYPE_PLAYER {
return
}
canSeeFromTile := CanSeePosition(n.GetPosition(), _from.GetPosition())
canSeeToTile := CanSeePosition(n.GetPosition(), _to.GetPosition())
if canSeeFromTile && !canSeeToTile { // Leaving viewport
n.RemoveVisibleCreature(_creature)
_creature.RemoveVisibleCreature(n)
} else if canSeeToTile && !canSeeFromTile { // Entering viewport
n.AddVisibleCreature(_creature)
_creature.RemoveVisibleCreature(n)
} else { // Moving inside viewport
n.AddVisibleCreature(_creature)
_creature.AddVisibleCreature(n)
}
}
示例6: AddCreature
func (g *Game) AddCreature(_creature pul.ICreature) {
// TODO: Maybe only take the creatues from the area the new creature is in. This saves some extra iterating
g.mutexCreatureList.Lock()
defer g.mutexCreatureList.Unlock()
for _, value := range g.Creatures {
value.OnCreatureAppear(_creature, true)
}
g.Creatures[_creature.GetUID()] = _creature
if _creature.GetType() == CTYPE_PLAYER {
g.mutexPlayerList.Lock()
defer g.mutexPlayerList.Unlock()
g.Players[_creature.GetUID()] = _creature.(*Player)
// Join default channels
g.Chat.AddUserToChannel(_creature.(*Player), pnet.CHANNEL_WORLD)
g.Chat.AddUserToChannel(_creature.(*Player), pnet.CHANNEL_TRADE)
}
}
示例7: OnCreatureTurn
func (n *Npc) OnCreatureTurn(_creature pul.ICreature) {
// Check if _creature is a Player, otherwise return
if _creature.GetType() != CTYPE_PLAYER {
return
}
}
示例8: checkForWildEncounter
func (g *Game) checkForWildEncounter(_creature pul.ICreature) {
if _creature.GetType() == CTYPE_PLAYER {
// Do some checkin'
}
}