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C# SpawnObject类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

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



SpawnObject类属于命名空间,在下文中一共展示了SpawnObject类的18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,您的评价将有助于我们的系统推荐出更棒的C#代码示例。

示例1: ImportMegaSpawner

		private static void ImportMegaSpawner( Mobile from, XmlElement node )
		{
			string name = GetText( node["Name"], "MegaSpawner" );
			bool running = bool.Parse( GetText( node["Active"], "True" ) );
			Point3D location = Point3D.Parse( GetText( node["Location"], "Error" ) );
			Map map = Map.Parse( GetText( node["Map"], "Error" ) );


			int team = 0;
			bool group = false;
			int maxcount = 0;  // default maxcount of the spawner
			int homeRange = 4; // default homerange
			int spawnRange = 4; // default homerange
			TimeSpan maxDelay = TimeSpan.FromMinutes( 10 );
			TimeSpan minDelay = TimeSpan.FromMinutes( 5 );

			XmlElement listnode = node["EntryLists"];

			int nentries = 0;
			SpawnObject[] so = null;


			if( listnode != null )
			{
				// get the number of entries
				if( listnode.HasAttributes )
				{
					XmlAttributeCollection attr = listnode.Attributes;

					nentries = int.Parse( attr.GetNamedItem( "count" ).Value );
				}
				if( nentries > 0 )
				{
					so = new SpawnObject[nentries];

					int entrycount = 0;
					bool diff = false;
					foreach( XmlElement entrynode in listnode.GetElementsByTagName( "EntryList" ) )
					{
						// go through each entry and add a spawn object for it
						if( entrynode != null )
						{
							if( entrycount == 0 )
							{
								// get the spawner defaults from the first entry
								// dont handle the individually specified entry attributes
								group = bool.Parse( GetText( entrynode["GroupSpawn"], "False" ) );
								maxDelay = TimeSpan.FromSeconds( int.Parse( GetText( entrynode["MaxDelay"], "10:00" ) ) );
								minDelay = TimeSpan.FromSeconds( int.Parse( GetText( entrynode["MinDelay"], "05:00" ) ) );
								homeRange = int.Parse( GetText( entrynode["WalkRange"], "10" ) );
								spawnRange = int.Parse( GetText( entrynode["SpawnRange"], "4" ) );
							}
							else
							{
								// just check for consistency with other entries and report discrepancies
								if( group != bool.Parse( GetText( entrynode["GroupSpawn"], "False" ) ) )
								{
									diff = true;
									// log it
									try
									{
										using( StreamWriter op = new StreamWriter( "badimport.log", true ) )
										{
											op.WriteLine( "MSFimport : individual group entry difference: {0} vs {1}",
												GetText( entrynode["GroupSpawn"], "False" ), group );

										}
									}
									catch { }
								}
								if( minDelay != TimeSpan.FromSeconds( int.Parse( GetText( entrynode["MinDelay"], "05:00" ) ) ) )
								{
									diff = true;
									// log it
									try
									{
										using( StreamWriter op = new StreamWriter( "badimport.log", true ) )
										{
											op.WriteLine( "MSFimport : individual mindelay entry difference: {0} vs {1}",
												GetText( entrynode["MinDelay"], "05:00" ), minDelay );

										}
									}
									catch { }
								}
								if( maxDelay != TimeSpan.FromSeconds( int.Parse( GetText( entrynode["MaxDelay"], "10:00" ) ) ) )
								{
									diff = true;
									// log it
									try
									{
										using( StreamWriter op = new StreamWriter( "badimport.log", true ) )
										{
											op.WriteLine( "MSFimport : individual maxdelay entry difference: {0} vs {1}",
												GetText( entrynode["MaxDelay"], "10:00" ), maxDelay );

										}
									}
									catch { }
								}
//.........这里部分代码省略.........
开发者ID:greeduomacro,项目名称:hubroot,代码行数:101,代码来源:XmlSpawner2.cs


示例2: XmlLoadFromStream


//.........这里部分代码省略.........

							double SpawnTriggerProbability = 1;
							try { SpawnTriggerProbability = double.Parse( (string)dr["TriggerProbability"] ); }
							catch { }

							int SpawnSequentialSpawning = -1;
							try { SpawnSequentialSpawning = int.Parse( (string)dr["SequentialSpawning"] ); }
							catch { }

							string SpawnRegionName = null;
							try { SpawnRegionName = (string)dr["RegionName"]; }
							catch { }

							string SpawnConfigFile = null;
							try { SpawnConfigFile = (string)dr["ConfigFile"]; }
							catch { }

							bool SpawnAllowGhost = false;
							try { SpawnAllowGhost = bool.Parse( (string)dr["AllowGhostTriggering"] ); }
							catch { }

							bool SpawnAllowNPC = false;
							try { SpawnAllowNPC = bool.Parse( (string)dr["AllowNPCTriggering"] ); }
							catch { }

							bool SpawnSpawnOnTrigger = false;
							try { SpawnSpawnOnTrigger = bool.Parse( (string)dr["SpawnOnTrigger"] ); }
							catch { }

							bool SpawnSmartSpawning = false;
							try { SpawnSmartSpawning = bool.Parse( (string)dr["SmartSpawning"] ); }
							catch { }

							string SpawnObjectPropertyName = null;
							try { SpawnObjectPropertyName = (string)dr["ObjectPropertyName"]; }
							catch { }

							// read in the object proximity target, this will be an object name, so have to do a search
							// to find the item in the world.  Also have to test for redundancy
							string triggerObjectName = null;
							try { triggerObjectName = (string)dr["ObjectPropertyItemName"]; }
							catch { }

							// read in the target for the set command, this will be an object name, so have to do a search
							// to find the item in the world.  Also have to test for redundancy
							string setObjectName = null;
							try { setObjectName = (string)dr["SetPropertyItemName"]; }
							catch { }

							// we will assign this during the self-reference resolution pass
							Item SpawnSetPropertyItem = null;

							// we will assign this during the self-reference resolution pass
							Item SpawnObjectPropertyItem = null;

							// read the duration parameter from the xml file
							// but older files wont have it so deal with that condition and set it to the default of "0", i.e. infinite duration
							// Try to get the "Duration" field, but in case it doesn't exist, catch and discard the exception
							TimeSpan SpawnDuration = TimeSpan.FromMinutes( 0 );
							try { SpawnDuration = TimeSpan.FromMinutes( double.Parse( (string)dr["Duration"] ) ); }
							catch { }

							TimeSpan SpawnDespawnTime = TimeSpan.FromHours( 0 );
							try { SpawnDespawnTime = TimeSpan.FromHours( double.Parse( (string)dr["DespawnTime"] ) ); }
							catch { }
							int SpawnProximityRange = -1;
开发者ID:greeduomacro,项目名称:hubroot,代码行数:67,代码来源:XmlSpawner2.cs


示例3: ParseOldMapFormat


//.........这里部分代码省略.........
								{
									case 0:
										spawnmap = Map.Felucca;
										// note it also does trammel
										break;
									case 1:
										spawnmap = Map.Felucca;
										break;
									case 2:
										spawnmap = Map.Trammel;
										break;
									case 3:
										spawnmap = Map.Ilshenar;
										break;
									case 4:
										spawnmap = Map.Malas;
										break;
									case 5:
										spawnmap = Map.Tokuno;
										break;
								}

								if( !IsValidMapLocation( x, y, spawnmap ) )
								{
									// invalid so dont spawn it
									badspawnercount++;
									from.SendMessage( "Invalid map/location at line {0}", linenumber );
									from.SendMessage( "Bad spawn at line {1}: {0}", line, linenumber );
									return;
								}

								// allow it to make an xmlspawner instead
								// first add all of the creatures on the list
								SpawnObject[] so = new SpawnObject[typenames.Length];

								bool hasvendor = true;
								for( int i = 0; i < typenames.Length; i++ )
								{
									so[i] = new SpawnObject( typenames[i], maxcount );

									// check the type to see if there are vendors on it
									Type type = SpawnerType.GetType( typenames[i] );

									// check for vendor-only spawners which get special spawnrange treatment
									if( type != null && (type != typeof( BaseVendor ) && !type.IsSubclassOf( typeof( BaseVendor ) )) )
									{
										hasvendor = false;
									}

								}

								// assign it a unique id
								Guid SpawnId = Guid.NewGuid();

								// and give it a name based on the spawner count and file
								string spawnername = String.Format( "{0}#{1}", Path.GetFileNameWithoutExtension( filename ), spawnercount );

								// Create the new xml spawner
								XmlSpawner spawner = new XmlSpawner( SpawnId, x, y, 0, 0, spawnername, maxcount,
									TimeSpan.FromMinutes( mindelay ), TimeSpan.FromMinutes( maxdelay ), TimeSpan.FromMinutes( 0 ), -1, defaultTriggerSound, 1,
									0, homerange, false, so, TimeSpan.FromMinutes( 0 ), TimeSpan.FromMinutes( 0 ), TimeSpan.FromMinutes( 0 ),
									TimeSpan.FromMinutes( 0 ), null, null, null, null, null,
									null, null, null, null, 1, null, false, defTODMode, defKillReset, false, -1, null, false, false, false, null,
									TimeSpan.FromHours( 0 ), null, false, null );

								if( hasvendor )
开发者ID:greeduomacro,项目名称:hubroot,代码行数:67,代码来源:XmlSpawner2.cs


示例4: ImportSpawner

		private static void ImportSpawner( XmlElement node, Mobile from )
		{
			int count = int.Parse( GetText( node["count"], "1" ) );
			int homeRange = int.Parse( GetText( node["homerange"], "4" ) );
			int walkingRange = int.Parse( GetText( node["walkingrange"], "-1" ) );
			// width of the spawning area
			int spawnwidth = homeRange * 2;
			if( walkingRange >= 0 ) spawnwidth = walkingRange * 2;

			int team = int.Parse( GetText( node["team"], "0" ) );
			bool group = bool.Parse( GetText( node["group"], "False" ) );
			TimeSpan maxDelay = TimeSpan.Parse( GetText( node["maxdelay"], "10:00" ) );
			TimeSpan minDelay = TimeSpan.Parse( GetText( node["mindelay"], "05:00" ) );
			ArrayList creaturesName = LoadCreaturesName( node["creaturesname"] );
			string name = GetText( node["name"], "Spawner" );
			Point3D location = Point3D.Parse( GetText( node["location"], "Error" ) );
			Map map = Map.Parse( GetText( node["map"], "Error" ) );

			// allow it to make an xmlspawner instead
			// first add all of the creatures on the list
			SpawnObject[] so = new SpawnObject[creaturesName.Count];

			bool hasvendor = false;

			for( int i = 0; i < creaturesName.Count; i++ )
			{
				so[i] = new SpawnObject( (string)creaturesName[i], count );
				// check the type to see if there are vendors on it
				Type type = SpawnerType.GetType( (string)creaturesName[i] );

				// if it has basevendors on it or invalid types, then skip it
				if( type != null && (type == typeof( BaseVendor ) || type.IsSubclassOf( typeof( BaseVendor ) )) )
				{
					hasvendor = true;
				}
			}

			// assign it a unique id
			Guid SpawnId = Guid.NewGuid();

			// Create the new xml spawner
			XmlSpawner spawner = new XmlSpawner( SpawnId, location.X, location.Y, spawnwidth, spawnwidth, name, count,
				minDelay, maxDelay, TimeSpan.FromMinutes( 0 ), -1, defaultTriggerSound, 1,
				team, homeRange, false, so, TimeSpan.FromMinutes( 0 ), TimeSpan.FromMinutes( 0 ), TimeSpan.FromMinutes( 0 ),
				TimeSpan.FromMinutes( 0 ), null, null, null, null, null,
				null, null, null, null, 1, null, group, defTODMode, defKillReset, false, -1, null, false, false, false, null, defDespawnTime, null, false, null );

			if( hasvendor )
			{
				spawner.SpawnRange = 0;
			}
			else
			{
				spawner.SpawnRange = homeRange;
			}
			spawner.m_PlayerCreated = true;
			string fromname = null;
			if( from != null ) fromname = from.Name;
			spawner.LastModifiedBy = fromname;
			spawner.FirstModifiedBy = fromname;

			spawner.MoveToWorld( location, map );
			if( !IsValidMapLocation( location, spawner.Map ) )
			{
				spawner.Delete();
				throw new Exception( "Invalid spawner location." );
			}
		}
开发者ID:greeduomacro,项目名称:hubroot,代码行数:68,代码来源:XmlSpawner2.cs


示例5: configGamePlayer

    public void configGamePlayer(PlayerClassType playerClassCongfig, int playerRefID, string playerName, SpawnObject spawn)
    {
        this.playerRefID = playerRefID;
        playerClass = playerClassCongfig.playerClass;

        if (this.playerClass == PlayerClassType.ClassList.GAME_MASTER)
        {
            GameSessionManager gameManager = this.gameObject.GetComponent<GameSessionManager>();
            gameManager.scriptEnabled = true;
        }
        else
        {
            SpaceshipController spaceshipController = this.GetComponent<SpaceshipController>();
            HealthSystem spaceshipHealth = this.GetComponent<HealthSystem>();
            StealSystem spaceshipSteal = this.GetComponent<StealSystem>();
            CombatSystem spaceshipCombat = this.GetComponent<CombatSystem>();
            AbilitySystem abilitySystem = this.GetComponent<AbilitySystem>();

            spaceshipController.PlayerName = playerName;
            spaceshipController.playerRefID = playerRefID;
            spaceshipController.scriptEnabled = true;
            spaceshipController.spriteName = playerClassCongfig.shipSprite.name;
            spaceshipController.transformScale = playerClassCongfig.transformScale;
            spaceshipController.colliderSize = playerClassCongfig.colliderSize;

            abilitySystem.config = playerClass;
            Debug.Log (spawn.location);
            spaceshipHealth.respawnLocation = spawn.location;
            spaceshipHealth.respawnRotation = spawn.rotation;

            spaceshipSteal.playerRefID = this.playerRefID;
            spaceshipSteal.playerName = playerName;

            if (spawnGamePrefabs) {
                if (planetPrefab != null && satellitePrefab != null && basePrefab != null)
                {
                    planetReference = (GameObject)Instantiate(planetPrefab,
                        transform.position + playerClassCongfig.planetOffset,
                        transform.rotation);
                    NetworkServer.Spawn(planetReference);

                    SatelliteController satelliteControl = satellitePrefab.GetComponent<SatelliteController>();
                    HealthSystem satelliteHealth = satellitePrefab.GetComponent<HealthSystem>();
                    satelliteControl.orbitCentre = planetReference.transform.position;
                    satelliteControl.playerRefID = this.playerRefID;
                    satelliteHealth.respawnLocation = planetReference.transform.position + new Vector3(0,-satelliteControl.orbitRadius,0);
                    satelliteReference = (GameObject)Instantiate(satellitePrefab,
                        planetReference.transform.position,
                        transform.rotation);
                    NetworkServer.Spawn(satelliteReference);

                    StealSystem baseSteal = basePrefab.GetComponent<StealSystem>();
                    baseSteal.playerRefID = this.playerRefID;
                    baseReference = (GameObject)Instantiate(basePrefab,
                        planetReference.transform.position + playerClassCongfig.baseOffset,
                        transform.rotation);
                    NetworkServer.Spawn(baseReference);
                }
            }
        }
    }
开发者ID:RoryCharlton,项目名称:DECO3801-2015-sem-2,代码行数:61,代码来源:PlayerMasterScript.cs


示例6: LoadXmlConfig


//.........这里部分代码省略.........
							}

							valid_entry = true;
							try { strEntry = (string)dr["MobTriggerName"]; }
							catch { valid_entry = false; }
							if( valid_entry )
							{
								m_MobTriggerName = strEntry;
							}

							valid_entry = true;
							try { strEntry = (string)dr["ObjectPropertyName"]; }
							catch { valid_entry = false; }
							if( valid_entry )
							{
								m_ObjectPropertyName = strEntry;
							}

							valid_entry = true;
							try { strEntry = (string)dr["ObjectPropertyItemName"]; }
							catch { valid_entry = false; }
							if( valid_entry )
							{
								string[] typeargs = strEntry.Split( ",".ToCharArray(), 2 );
								string typestr = null;
								string namestr = strEntry;

								if( typeargs.Length > 1 )
								{
									namestr = typeargs[0];
									typestr = typeargs[1];
								}
								m_ObjectPropertyItem = BaseXmlSpawner.FindItemByName( this, namestr, typestr );
							}

							valid_entry = true;
							try { strEntry = (string)dr["SetPropertyItemName"]; }
							catch { valid_entry = false; }
							if( valid_entry )
							{
								string[] typeargs = strEntry.Split( ",".ToCharArray(), 2 );
								string typestr = null;
								string namestr = strEntry;

								if( typeargs.Length > 1 )
								{
									namestr = typeargs[0];
									typestr = typeargs[1];
								}
								m_SetPropertyItem = BaseXmlSpawner.FindItemByName( this, namestr, typestr );
							}

							valid_entry = true;
							try { strEntry = (string)dr["Name"]; }
							catch { valid_entry = false; }
							if( valid_entry ) { Name = strEntry; }

							valid_entry = true;
							try { strEntry = (string)dr["Map"]; }
							catch { valid_entry = false; }
							if( valid_entry )
							{
								// Convert the xml map value to a real map object
								try
								{
									Map = Map.Parse( strEntry );
								}
								catch { }
							}

							// try loading the new spawn specifications first
							SpawnObject[] Spawns = new SpawnObject[0];
							bool havenew = true;
							valid_entry = true;
							try { Spawns = SpawnObject.LoadSpawnObjectsFromString2( (string)dr["Objects2"] ); }
							catch { havenew = false; }
							if( !havenew )
							{
								// try loading the new spawn specifications
								try { Spawns = SpawnObject.LoadSpawnObjectsFromString( (string)dr["Objects"] ); }
								catch { valid_entry = false; }
								// can only have one of these defined
							}
							if( valid_entry )
							{

								// clear existing spawns
								RemoveSpawnObjects();

								// Create the new array of spawned objects
								m_SpawnObjects = new ArrayList();

								// Assign the list of objects to spawn
								SpawnObjects = Spawns;
							}
						}
					}
				}
			}
		}
开发者ID:greeduomacro,项目名称:hubroot,代码行数:101,代码来源:XmlSpawner2.cs


示例7: Deserialize


//.........这里部分代码省略.........
					{
						m_Name = reader.ReadString();
						// backward compatibility with old name storage
						if( m_Name != null && m_Name != String.Empty ) Name = m_Name;
						m_X = reader.ReadInt();
						m_Y = reader.ReadInt();
						m_Width = reader.ReadInt();
						m_Height = reader.ReadInt();
						if( m_Width == m_Height )
							m_SpawnRange = m_Width / 2;
						else
							m_SpawnRange = -1;
						if( !haveproximityrange )
						{
							m_ProximityRange = -1;
						}
						m_WayPoint = reader.ReadItem() as WayPoint;
						m_Group = reader.ReadBool();
						m_MinDelay = reader.ReadTimeSpan();
						m_MaxDelay = reader.ReadTimeSpan();
						m_Count = reader.ReadInt();
						m_Team = reader.ReadInt();
						m_HomeRange = reader.ReadInt();
						m_Running = reader.ReadBool();

						if( m_Running == true )
						{
							TimeSpan delay = reader.ReadTimeSpan();
							DoTimer( delay );
						}

						// Read in the size of the spawn object list
						int SpawnListSize = reader.ReadInt();
						m_SpawnObjects = new ArrayList( SpawnListSize );
						for( int i = 0; i < SpawnListSize; ++i )
						{
							string TypeName = reader.ReadString();
							int TypeMaxCount = reader.ReadInt();

							SpawnObject TheSpawnObject = new SpawnObject( TypeName, TypeMaxCount );

							m_SpawnObjects.Add( TheSpawnObject );

							string typeName = BaseXmlSpawner.ParseObjectType( TypeName );
							// does it have a substitution that might change its validity?
							// if so then let it go

							if( typeName == null || ((SpawnerType.GetType( typeName ) == null) &&
								(!BaseXmlSpawner.IsTypeOrItemKeyword( typeName ) && typeName.IndexOf( '{' ) == -1 && !typeName.StartsWith( "*" ) && !typeName.StartsWith( "#" ))) )
							{
								if( m_WarnTimer == null )
									m_WarnTimer = new WarnTimer2();

								m_WarnTimer.Add( Location, Map, TypeName );

								this.status_str = "invalid type: " + typeName;
							}

							// Read in the number of spawns already
							int SpawnedCount = reader.ReadInt();

							TheSpawnObject.SpawnedObjects = new ArrayList( SpawnedCount );

							for( int x = 0; x < SpawnedCount; ++x )
							{
								int serial = reader.ReadInt();
开发者ID:greeduomacro,项目名称:hubroot,代码行数:67,代码来源:XmlSpawner2.cs


示例8: InitSpawn

		public void InitSpawn( int x, int y, int width, int height, string name, int maxCount, TimeSpan minDelay, TimeSpan maxDelay, TimeSpan duration,
			int proximityRange, int proximityTriggerSound, int amount, int team, int homeRange, bool isRelativeHomeRange, SpawnObject[] objectsToSpawn,
			TimeSpan minRefractory, TimeSpan maxRefractory, TimeSpan todstart, TimeSpan todend, Item objectPropertyItem, string objectPropertyName, string proximityMessage,
			string itemTriggerName, string noitemTriggerName, string speechTrigger, string mobTriggerName, string mobPropertyName, string playerPropertyName, double triggerProbability,
			Item setPropertyItem, bool isGroup, TODModeType todMode, int killReset, bool externalTriggering, int sequentialSpawning, string regionName, bool allowghost, bool allownpc, bool spawnontrigger,
			string configfile, TimeSpan despawnTime, string skillTrigger, bool smartSpawning, WayPoint wayPoint )
		{

			Visible = false;
			Movable = false;
			m_X = x;
			m_Y = y;
			m_Width = width;
			m_Height = height;

			// init spawn range if compatible
			if( width == height )
				m_SpawnRange = width / 2;
			else
				m_SpawnRange = -1;
			m_Running = true;
			m_Group = isGroup;

			if( (name != null) && (name.Length > 0) )
				Name = name;
			else
				Name = "Spawner";

			m_MinDelay = minDelay;
			m_MaxDelay = maxDelay;

			// duration and proximity range parameter
			m_MinRefractory = minRefractory;
			m_MaxRefractory = maxRefractory;
			m_TODStart = todstart;
			m_TODEnd = todend;
			m_TODMode = todMode;
			m_KillReset = killReset;
			m_Duration = duration;
			m_DespawnTime = despawnTime;
			m_ProximityRange = proximityRange;
			m_ProximityTriggerSound = proximityTriggerSound;
			m_proximityActivated = false;
			m_durActivated = false;
			m_refractActivated = false;
			m_Count = maxCount;
			m_Team = team;
			m_StackAmount = amount;
			m_HomeRange = homeRange;
			m_HomeRangeIsRelative = isRelativeHomeRange;
			m_ObjectPropertyItem = objectPropertyItem;
			m_ObjectPropertyName = objectPropertyName;
			m_ProximityTriggerMessage = proximityMessage;
			m_ItemTriggerName = itemTriggerName;
			m_NoItemTriggerName = noitemTriggerName;
			m_SpeechTrigger = speechTrigger;
			SkillTrigger = skillTrigger;        // note this will register the skill as well
			m_MobTriggerName = mobTriggerName;
			m_MobPropertyName = mobPropertyName;
			m_PlayerPropertyName = playerPropertyName;
			m_TriggerProbability = triggerProbability;
			m_SetPropertyItem = setPropertyItem;
			m_ExternalTriggering = externalTriggering;
			m_ExternalTrigger = false;
			m_SequentialSpawning = sequentialSpawning;
			RegionName = regionName;
			m_AllowGhostTriggering = allowghost;
			m_AllowNPCTriggering = allownpc;
			m_SpawnOnTrigger = spawnontrigger;
			m_SmartSpawning = smartSpawning;
			ConfigFile = configfile;
			m_WayPoint = wayPoint;

			// set the totalitem property to -1 so that it doesnt show up in the item count of containers
			//TotalItems = -1;
			//UpdateTotal(this, TotalType.Items, -1);

			// Create the array of spawned objects
			m_SpawnObjects = new ArrayList();

			// Assign the list of objects to spawn
			SpawnObjects = objectsToSpawn;

			// Kick off the process
			DoTimer( TimeSpan.FromSeconds( 1 ) );
		}
开发者ID:greeduomacro,项目名称:hubroot,代码行数:86,代码来源:XmlSpawner2.cs


示例9: RemoveSpawnObjects

		public void RemoveSpawnObjects(SpawnObject so)
		{
			if (so == null) return;

			Defrag(false);

			for (int i = 0; i < so.SpawnedObjects.Count; ++i)
			{
				object o = so.SpawnedObjects[i];

				if (o is Item)
					((Item)o).Delete();
				else if (o is Mobile)
					((Mobile)o).Delete();

			}

			// Defrag again
			Defrag(false);
		}
开发者ID:cynricthehun,项目名称:UOLegends,代码行数:20,代码来源:XmlSpawner2.cs


示例10: RemoveSpawnObjects

		public void RemoveSpawnObjects( SpawnObject so )
		{
			if( so == null ) return;

			Defrag( false );

			ArrayList deletelist = new ArrayList();

			for( int i = 0; i < so.SpawnedObjects.Count; ++i )
			{
				object o = so.SpawnedObjects[i];

				if( o is Item || o is Mobile ) deletelist.Add( o );

			}

			DeleteFromList( deletelist );

			// Defrag again
			Defrag( false );
		}
开发者ID:greeduomacro,项目名称:hubroot,代码行数:21,代码来源:XmlSpawner2.cs


示例11: XmlImportMap


//.........这里部分代码省略.........
											break;
										case 1:
											spawnmap = Map.Felucca;
											break;
										case 2:
											spawnmap = Map.Trammel;
											break;
										case 3:
											spawnmap = Map.Ilshenar;
											break;
										case 4:
											spawnmap = Map.Malas;
											break;
										case 5:
											try
											{
												spawnmap = Map.Parse("Tokuno");
											}
											catch { from.SendMessage("Invalid map at line {0}", linenumber); }
											break;
									}

									if (!IsValidMapLocation(x, y, spawnmap))
									{
										// invalid so dont spawn it
										badspawnercount++;
										from.SendMessage("Invalid map/location at line {0}", linenumber);
										from.SendMessage("Bad spawn at line {1}: {0}", line, linenumber);
										continue;
									}

									// allow it to make an xmlspawner instead
									// first add all of the creatures on the list
									SpawnObject[] so = new SpawnObject[typenames.Length];

									bool hasvendor = true;
									for (int i = 0; i < typenames.Length; i++)
									{
										so[i] = new SpawnObject(typenames[i], maxcount);

										// check the type to see if there are vendors on it
										Type type = SpawnerType.GetType(typenames[i]);

										// check for vendor-only spawners which get special spawnrange treatment
										if (type != null && (type != typeof(BaseVendor) && !type.IsSubclassOf(typeof(BaseVendor))))
										{
											hasvendor = false;
										}

									}

									// assign it a unique id
									Guid SpawnId = Guid.NewGuid();

									// and give it a name based on the spawner count and file
									string spawnername = String.Format("{0}#{1}", filename, spawnercount);

									// Create the new xml spawner
									XmlSpawner spawner = new XmlSpawner(SpawnId, x, y, 0, 0, spawnername, maxcount,
										TimeSpan.FromMinutes(mindelay), TimeSpan.FromMinutes(maxdelay), TimeSpan.FromMinutes(0), -1, defaultTriggerSound, 1,
										0, homerange, false, so, TimeSpan.FromMinutes(0), TimeSpan.FromMinutes(0), TimeSpan.FromMinutes(0),
										TimeSpan.FromMinutes(0), null, null, null, null, null,
										null, null, null, null, 1, null, false, defTODMode, defKillReset, false, -1, null, false, false, false, null,
										TimeSpan.FromHours(0), null, false, null);

									if (hasvendor)
开发者ID:cynricthehun,项目名称:UOLegends,代码行数:67,代码来源:XmlSpawner2.cs


示例12: XmlSpawner

		public XmlSpawner(
			int amount, int minDelay, int maxDelay, int team, int homeRange, int spawnRange, string creatureName)
			: base(BaseItemId)
		{
			m_PlayerCreated = true;
			m_UniqueId = Guid.NewGuid().ToString();
			SpawnRange = spawnRange;
			var so = new SpawnObject[1];
			so[0] = new SpawnObject(creatureName, amount);

			InitSpawn(
				0,
				0,
				m_Width,
				m_Height,
				string.Empty,
				amount,
				TimeSpan.FromMinutes(minDelay),
				TimeSpan.FromMinutes(maxDelay),
				defDuration,
				defProximityRange,
				defProximityTriggerSound,
				defAmount,
				team,
				homeRange,
				defRelativeHome,
				so,
				defMinRefractory,
				defMaxRefractory,
				defTODStart,
				defTODEnd,
				null,
				null,
				null,
				null,
				null,
				null,
				null,
				null,
				null,
				defTriggerProbability,
				null,
				defIsGroup,
				defTODMode,
				defKillReset,
				false,
				-1,
				null,
				false,
				false,
				false,
				null,
				defDespawnTime,
				null,
				false,
				null);
		}
开发者ID:mtPrimo,项目名称:ServUO,代码行数:57,代码来源:XmlSpawner2.cs


示例13: ExecuteAction

		public static void ExecuteAction(object attachedto, Mobile trigmob, string action)
		{
			Point3D loc = Point3D.Zero;
			Map map = null;
			if (attachedto is IEntity)
			{
				loc = ((IEntity)attachedto).Location;
				map = ((IEntity)attachedto).Map;
			}

			if (action == null || action.Length <= 0 || attachedto == null || map == null)
			{
				return;
			}

			string status_str = null;
			SpawnObject TheSpawn = new SpawnObject(null, 0);

			TheSpawn.TypeName = action;
			string substitutedtypeName = BaseXmlSpawner.ApplySubstitution(null, attachedto, trigmob, action);
			string typeName = BaseXmlSpawner.ParseObjectType(substitutedtypeName);

			if (BaseXmlSpawner.IsTypeOrItemKeyword(typeName))
			{
				BaseXmlSpawner.SpawnTypeKeyword(
					attachedto, TheSpawn, typeName, substitutedtypeName, true, trigmob, loc, map, out status_str);
			}
			else
			{
				// its a regular type descriptor so find out what it is
				Type type = SpawnerType.GetType(typeName);
				try
				{
					var arglist = BaseXmlSpawner.ParseString(substitutedtypeName, 3, "/");
					object o = CreateObject(type, arglist[0]);

					if (o == null)
					{
						status_str = "invalid type specification: " + arglist[0];
					}
					else if (o is Mobile)
					{
						Mobile m = (Mobile)o;
						if (m is BaseCreature)
						{
							BaseCreature c = (BaseCreature)m;
							c.Home = loc; // Spawners location is the home point
						}

						m.Location = loc;
						m.Map = map;

						BaseXmlSpawner.ApplyObjectStringProperties(null, substitutedtypeName, m, trigmob, attachedto, out status_str);
					}
					else if (o is Item)
					{
						Item item = (Item)o;
						BaseXmlSpawner.AddSpawnItem(
							null, attachedto, TheSpawn, item, loc, map, trigmob, false, substitutedtypeName, out status_str);
					}
				}
				catch
				{ }
			}
		}
开发者ID:mtPrimo,项目名称:ServUO,代码行数:65,代码来源:XmlSpawner2.cs


示例14: XmlSpawner

		public XmlSpawner( string creatureName )
			: base( BaseItemId )
		{
			m_PlayerCreated = true;
			m_UniqueId = Guid.NewGuid().ToString();
			SpawnObject[] so = new SpawnObject[1];
			so[0] = new SpawnObject( creatureName, 1 );
			SpawnRange = defSpawnRange;

			InitSpawn( 0, 0, m_Width, m_Height, string.Empty, 1, defMinDelay, defMaxDelay, defDuration,
				defProximityRange, defProximityTriggerSound, defAmount, defTeam, defHomeRange, defRelativeHome, so, defMinRefractory, defMaxRefractory,
				defTODStart, defTODEnd, null, null, null, null, null, null, null, null, null, defTriggerProbability, null, defIsGroup, defTODMode,
				defKillReset, false, -1, null, false, false, false, null, defDespawnTime, null, false, null );
		}
开发者ID:greeduomacro,项目名称:hubroot,代码行数:14,代码来源:XmlSpawner2.cs


示例15: LoadSpawnObjectsFromString

			internal static SpawnObject[] LoadSpawnObjectsFromString( string ObjectList )
			{
				// Clear the spawn object list
				ArrayList NewSpawnObjects = new ArrayList();

				if( ObjectList != null && ObjectList.Length > 0 )
				{
					// Split the string based on the object separator first ':'
					string[] SpawnObjectList = ObjectList.Split( ':' );

					// Parse each item in the array
					foreach( string s in SpawnObjectList )
					{
						// Split the single spawn object item by the max count '='
						string[] SpawnObjectDetails = s.Split( '=' );

						// Should be two entries
						if( SpawnObjectDetails.Length == 2 )
						{
							// Validate the information

							// Make sure the spawn object name part has a valid length
							if( SpawnObjectDetails[0].Length > 0 )
							{
								// Make sure the max count part has a valid length
								if( SpawnObjectDetails[1].Length > 0 )
								{
									int maxCount = 1;

									try
									{
										maxCount = int.Parse( SpawnObjectDetails[1] );
									}
									catch( System.Exception )
									{ // Something went wrong, leave the default amount }
									}

									// Create the spawn object and store it in the array list
									SpawnObject so = new SpawnObject( SpawnObjectDetails[0], maxCount );
									NewSpawnObjects.Add( so );
								}
							}
						}
					}
				}

				return (SpawnObject[])NewSpawnObjects.ToArray( typeof( SpawnObject ) );
			}
开发者ID:greeduomacro,项目名称:hubroot,代码行数:48,代码来源:XmlSpawner2.cs


示例16: LoadSpawnObjectsFromString2

			internal static SpawnObject[] LoadSpawnObjectsFromString2( string ObjectList )
			{
				// Clear the spawn object list
				ArrayList NewSpawnObjects = new ArrayList();

				// spawn object definitions will take the form typestring:MX=int:SB=int:RT=double:TO=int:KL=int
				// or typestring:MX=int:SB=int:RT=double:TO=int:KL=int:OBJ=typestring...
				if( ObjectList != null && ObjectList.Length > 0 )
				{
					string[] SpawnObjectList = BaseXmlSpawner.SplitString( ObjectList, ":OBJ=" );

					// Parse each item in the array
					foreach( string s in SpawnObjectList )
					{
						// at this point each spawn string will take the form typestring:MX=int:SB=int:RT=double:TO=int:KL=int
						// Split the single spawn object item by the max count to get the typename and the remaining parms
						string[] SpawnObjectDetails = BaseXmlSpawner.SplitString( s, ":MX=" );

						// Should be two entries
						if( SpawnObjectDetails.Length == 2 )
						{
							// Validate the information

							// Make sure the spawn object name part has a valid length
							if( SpawnObjectDetails[0].Length > 0 )
							{
								// Make sure the parm part has a valid length
								if( SpawnObjectDetails[1].Length > 0 )
								{
									// now parse out the parms
									// MaxCount
									string parmstr = GetParm( s, ":MX=" );
									int maxCount = 1;
									try { maxCount = int.Parse( parmstr ); }
									catch { }

									// SubGroup
									parmstr = GetParm( s, ":SB=" );

									int subGroup = 0;
									try { subGroup = int.Parse( parmstr ); }
									catch { }

									// SequentialSpawnResetTime
									parmstr = GetParm( s, ":RT=" );
									double resetTime = 0;
									try { resetTime = double.Parse( parmstr ); }
									catch { }

									// SequentialSpawnResetTo
									parmstr = GetParm( s, ":TO=" );
									int resetTo = 0;
									try { resetTo = int.Parse( parmstr ); }
									catch { }

									// KillsNeeded
									parmstr = GetParm( s, ":KL=" );
									int killsNeeded = 0;
									try { killsNeeded = int.Parse( parmstr ); }
									catch { }

									// RestrictKills
									parmstr = GetParm( s, ":RK=" );
									bool restrictKills = false;
									if( parmstr != null )
										try { restrictKills = (int.Parse( parmstr ) == 1); }
										catch { }

									// ClearOnAdvance
									parmstr = GetParm( s, ":CA=" );
									bool clearAdvance = true;
									// if kills needed is zero, then set CA to false by default.  This maintains consistency with the
									// previous default behavior for old spawn specs that havent specified CA
									if( killsNeeded == 0 )
										clearAdvance = false;
									if( parmstr != null )
										try { clearAdvance = (int.Parse( parmstr ) == 1); }
										catch { }

									// MinDelay
									parmstr = GetParm( s, ":DN=" );
									double minD = -1;
									try { minD = double.Parse( parmstr ); }
									catch { }

									// MaxDelay
									parmstr = GetParm( s, ":DX=" );
									double maxD = -1;
									try { maxD = double.Parse( parmstr ); }
									catch { }

									// SpawnsPerTick
									parmstr = GetParm( s, ":SP=" );
									int spawnsPer = 1;
									try { spawnsPer = int.Parse( parmstr ); }
									catch { }

									// PackRange
									parmstr = GetParm( s, ":PR=" );
									int packRange = -1;
//.........这里部分代码省略.........
开发者ID:greeduomacro,项目名称:hubroot,代码行数:101,代码来源:XmlSpawner2.cs


示例17: RefreshNextSpawnTime

		public void RefreshNextSpawnTime( SpawnObject so )
		{
			if( so == null ) return;

			int mind = (int)(so.MinDelay * 60);
			int maxd = (int)(so.MaxDelay * 60);
			if( mind < 0 || maxd < 0 )
			{
				so.NextSpawn = DateTime.Now;
			}
			else
			{

				TimeSpan delay = TimeSpan.FromSeconds( Utility.RandomMinMax( mind, maxd ) );

				so.NextSpawn = DateTime.Now + delay;
			}

		}
开发者ID:greeduomacro,项目名称:hubroot,代码行数:19,代码来源:XmlSpawner2.cs


示例18: SpawnEntity

 public override void SpawnEntity()
 {
     Ttl = 9999999;
     Level.AddEntity(this);
     var addEntity = new SpawnObject(Shooter.Wrapper)
     {
         EntityId = EntityId,
         X = KnownPosition.X,
         Y = KnownPosition.Y,
         Z = KnownPosition.Z,
         Type = ObjectType,
         Info = Shooter.EntityId,
         Pitch = (byte) KnownPosition.Pitch,
         Yaw = (byte) KnownPosition.Yaw,
         VelocityX = (short)Velocity.X,
         VelocityY = (short)Velocity.Y,
         VelocityZ = (short)Velocity.Z,
     };
     Level.BroadcastPacket(addEntity);
 }
开发者ID:LiveMC,项目名称:SharpMC,代码行数:20,代码来源:Projectile.cs



注:本文中的SpawnObject类示例整理自Github/MSDocs等源码及文档管理平台,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。


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C# Spawner类代码示例发布时间:2022-05-24
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