Beispiel #1
0
 /// <summary>
 /// Default constructor
 /// </summary>
 public Mgenerate()
 {
     FriendlyName      = "mgenerate";
     PrivilegeLevel    = PrivilegeLevel.Builder;
     RequiresFullMatch = true;
     ValidStates.Add(EntityState.Active);
 }
Beispiel #2
0
 /// <summary>
 /// Default constructor
 /// </summary>
 public Elist()
 {
     FriendlyName      = "elist";
     PrivilegeLevel    = PrivilegeLevel.Builder;
     RequiresFullMatch = true;
     ValidStates.Add(EntityState.Active);
 }
Beispiel #3
0
 /// <summary>
 /// Default constructor
 /// </summary>
 public Title()
 {
     FriendlyName        = "title";
     IsPlayerOnlyCommand = true;
     PrivilegeLevel      = PrivilegeLevel.Player;
     ValidStates.Add(EntityState.Active);
 }
Beispiel #4
0
 /// <summary>
 /// Default constructor
 /// </summary>
 public East()
 {
     FriendlyName   = "east";
     HasPriority    = true;
     PrivilegeLevel = PrivilegeLevel.NPC;
     ValidStates.Add(EntityState.Active);
 }
Beispiel #5
0
        public void SetSignalState(string state)
        {
            if (!ValidStates.Contains(state))
            {
                Debug.LogWarning($"'{state}' is an invalid state for '{ControlType}'");
                return;
            }

            CurrentState = state;
            CurrentSignalLight.SetSignalLightState(state);
            switch (CurrentState)
            {
            case "red":
                stopLine.currentState = SignalLightStateType.Red;
                break;

            case "green":
                stopLine.currentState = SignalLightStateType.Green;
                break;

            case "yellow":
                stopLine.currentState = SignalLightStateType.Yellow;
                break;

            case "black":
                stopLine.currentState = SignalLightStateType.Black;
                break;
            }
        }
Beispiel #6
0
 /// <summary>
 /// Default constructor
 /// </summary>
 public Help()
 {
     FriendlyName      = "help";
     RequiresFullMatch = true;
     ValidStates.Add(EntityState.Active);
     ValidStates.Add(EntityState.Combat);
 }
Beispiel #7
0
 /// <summary>
 /// Default constructor
 /// </summary>
 public Remove()
 {
     FriendlyName   = "remove";
     PrivilegeLevel = PrivilegeLevel.NPC;
     ValidStates.Add(EntityState.Active);
     ValidStates.Add(EntityState.Combat);
 }
Beispiel #8
0
 /// <summary>
 /// Default constructor
 /// </summary>
 public Shutdown()
 {
     FriendlyName      = "shutdown";
     PrivilegeLevel    = PrivilegeLevel.Administrator;
     RequiresFullMatch = true;
     ValidStates.Add(EntityState.Active);
 }
Beispiel #9
0
 /// <summary>
 /// Default constructor
 /// </summary>
 public South()
 {
     FriendlyName   = "south";
     HasPriority    = true;
     PrivilegeLevel = PrivilegeLevel.NPC;
     ValidStates.Add(EntityState.Active);
 }
Beispiel #10
0
 /// <summary>
 /// Default constructor
 /// </summary>
 public Flee()
 {
     FriendlyName    = "flee";
     IsCombatCommand = true;
     PrivilegeLevel  = PrivilegeLevel.NPC;
     ValidStates.Add(EntityState.Combat);
 }
Beispiel #11
0
 /// <summary>
 /// Default constructor
 /// </summary>
 public Wear()
 {
     FriendlyName   = "wear";
     PrivilegeLevel = PrivilegeLevel.NPC;
     ValidStates.Add(EntityState.Active);
     ValidStates.Add(EntityState.Combat);
 }
Beispiel #12
0
 /// <summary>
 /// Default constructor
 /// </summary>
 public Drink()
 {
     FriendlyName   = "drink";
     PrivilegeLevel = PrivilegeLevel.NPC;
     ValidStates.Add(EntityState.Active);
     ValidStates.Add(EntityState.Combat);
 }
Beispiel #13
0
 /// <summary>
 /// Default constructor
 /// </summary>
 public Autodig()
 {
     FriendlyName        = "autodig";
     IsPlayerOnlyCommand = true;
     PrivilegeLevel      = PrivilegeLevel.Builder;
     RequiresFullMatch   = true;
     ValidStates.Add(EntityState.Active);
 }
Beispiel #14
0
 /// <summary>
 /// Default constructor
 /// </summary>
 public Prompt()
 {
     FriendlyName        = "prompt";
     IsPlayerOnlyCommand = true;
     PrivilegeLevel      = PrivilegeLevel.Player;
     ValidStates.Add(EntityState.Active);
     ValidStates.Add(EntityState.Combat);
 }
Beispiel #15
0
 /// <summary>
 /// Default constructor
 /// </summary>
 public Learn()
 {
     FriendlyName        = "learn";
     IsPlayerOnlyCommand = false;
     PrivilegeLevel      = PrivilegeLevel.None;
     RequiresFullMatch   = true;
     ValidStates.Add(EntityState.Active);
 }
Beispiel #16
0
 /// <summary>
 /// Default constructor
 /// </summary>
 public Quit()
 {
     FriendlyName        = "quit";
     IsPlayerOnlyCommand = true;
     PrivilegeLevel      = PrivilegeLevel.Player;
     RequiresFullMatch   = true;
     ValidStates.Add(EntityState.Active);
 }
Beispiel #17
0
 /// <summary>
 /// Default constructor
 /// </summary>
 public Skills()
 {
     FriendlyName        = "skills";
     IsPlayerOnlyCommand = true;
     PrivilegeLevel      = PrivilegeLevel.Player;
     RequiresFullMatch   = false;
     ValidStates.Add(EntityState.Active);
 }
Beispiel #18
0
 /// <summary>
 /// Default constructor
 /// </summary>
 public Config()
 {
     FriendlyName        = "config";
     IsPlayerOnlyCommand = true;
     PrivilegeLevel      = PrivilegeLevel.Player;
     RequiresFullMatch   = true;
     ValidStates.Add(EntityState.Active);
     ValidStates.Add(EntityState.Combat);
 }
Beispiel #19
0
 public Kick()
 {
     FriendlyName   = "kick";
     HasPriority    = false;
     PrivilegeLevel = PrivilegeLevel.NPC;
     ValidStates.Add(EntityState.Active);
     ValidStates.Add(EntityState.Combat);
     IsCombatCommand = true;
     Cooldown        = 1;
 }
Beispiel #20
0
        public void SetSignalState(string state)
        {
            if (!ValidStates.Contains(state))
            {
                Debug.LogError($"'{state}' is an invalid state for '{ControlType}'");
                return;
            }

            CurrentState = state;
            switch (CurrentState)
            {
            case "red":
                stopLine.currentState = SignalLightStateType.Red;
                signalLightMesh.material.SetTextureOffset("_EmissiveColorMap", new Vector2(0f, 0.65f));
                signalLightMesh.material.SetColor("_EmissiveColor", Color.red);
                signalLightMesh.material.SetVector("_EmissiveColor", Color.red * 3.0f);
                break;

            case "green":
                stopLine.currentState = SignalLightStateType.Green;
                signalLightMesh.material.SetTextureOffset("_EmissiveColorMap", new Vector2(0f, 0f));
                signalLightMesh.material.SetColor("_EmissiveColor", Color.green);
                signalLightMesh.material.SetVector("_EmissiveColor", Color.green * 3.0f);
                break;

            case "yellow":
                stopLine.currentState = SignalLightStateType.Yellow;
                signalLightMesh.material.SetTextureOffset("_EmissiveColorMap", new Vector2(0f, 0.35f));
                signalLightMesh.material.SetColor("_EmissiveColor", Color.yellow);
                signalLightMesh.material.SetVector("_EmissiveColor", Color.yellow * 3.0f);
                break;

            case "black":
                stopLine.currentState = SignalLightStateType.Black;
                signalLightMesh.material.SetColor("_EmissiveColor", Color.black);
                signalLightMesh.material.SetVector("_EmissiveColor", Color.black * 3.0f);
                break;

            default:
                break;
            }
        }
Beispiel #21
0
 /// <summary>
 /// Default constructor
 /// </summary>
 public Buy()
 {
     FriendlyName = "buy";
     ValidStates.Add(EntityState.Active);
 }
Beispiel #22
0
 /// <summary>
 /// Default constructor
 /// </summary>
 public Equipment()
 {
     FriendlyName = "equipment";
     ValidStates.Add(EntityState.Active);
     ValidStates.Add(EntityState.Combat);
 }
Beispiel #23
0
 /// <summary>
 /// Default constructor
 /// </summary>
 public Shop()
 {
     FriendlyName = "shop";
     ValidStates.Add(EntityState.Active);
 }
Beispiel #24
0
 /// <summary>
 /// Default constructor
 /// </summary>
 public Goto()
 {
     FriendlyName   = "goto";
     PrivilegeLevel = PrivilegeLevel.Builder;
     ValidStates.Add(EntityState.Active);
 }
Beispiel #25
0
 /// <summary>
 /// Default constructor
 /// </summary>
 public Stats()
 {
     FriendlyName = "stats";
     ValidStates.Add(EntityState.Active);
     ValidStates.Add(EntityState.Combat);
 }
Beispiel #26
0
 /// <summary>
 /// Default constructor
 /// </summary>
 public MoveEntity()
 {
     FriendlyName   = "move entity";
     PrivilegeLevel = PrivilegeLevel.NPC;
     ValidStates.Add(EntityState.Active);
 }
Beispiel #27
0
 /// <summary>
 /// Default constructor
 /// </summary>
 public Look()
 {
     FriendlyName = "look";
     ValidStates.Add(EntityState.Active);
     ValidStates.Add(EntityState.Combat);
 }
Beispiel #28
0
 /// <summary>
 /// Default constructor
 /// </summary>
 public Craft()
 {
     FriendlyName   = "craft";
     PrivilegeLevel = PrivilegeLevel.NPC;
     ValidStates.Add(EntityState.Active);
 }
Beispiel #29
0
 /// <summary>
 /// Who command lists out currently online players.
 /// </summary>
 public Who()
 {
     FriendlyName = "who";
     ValidStates.Add(EntityState.Active);
     ValidStates.Add(EntityState.Combat);
 }
Beispiel #30
0
 /// <summary>
 /// Default constructor
 /// </summary>
 public Inventory()
 {
     FriendlyName = "inventory";
     ValidStates.Add(EntityState.Active);
     ValidStates.Add(EntityState.Combat);
 }