public void Deletion(string text) { Changes.Enqueue(new LineItem { Change = Edit.Remove, Text = text }); Deletions++; }
public void Addition(string text) { Changes.Enqueue(new LineItem { Change = Edit.Add, Text = text }); Additions++; }
internal void SetEquimentState(int playerId, int itemId, bool equipped) { var targetPlayer = GetPlayer(playerId); if (targetPlayer != null) { Changes.Enqueue(new PlayerEquipmentStateUpdated(targetPlayer, itemId, equipped)); } }
internal void PlayerStatUpdate(int playerId, string skill, int level, decimal experience) { var targetPlayer = GetPlayer(playerId); if (targetPlayer != null) { Changes.Enqueue(new PlayerStatUpdated(targetPlayer, skill, level, experience)); } }
internal void UpdateHealth(int npcServerId, int health, int maxHealth, int delta) { var npc = GetNPC(npcServerId); if (npc != null) { Changes.Enqueue(new NpcHealthUpdated(npc, health, maxHealth, delta)); } }
internal void Death(int npcServerId) { var npc = GetNPC(npcServerId); if (npc != null) { Changes.Enqueue(new NpcDied(npc)); } }
internal void Respawn(int npcServerId) { var npc = GetNPC(npcServerId); if (npc != null) { Changes.Enqueue(new NpcRespawned(npc)); } }
internal void PlayerLevelUp(int playerId, string skill, int gainedLevels) { var targetPlayer = GetPlayer(playerId); if (targetPlayer != null) { Changes.Enqueue(new PlayerLeveledUp(targetPlayer, skill, gainedLevels)); } }
public void SetAnimationState(int playerId, string animationState, bool enabled, bool trigger, int actionNumber) { var targetPlayer = GetPlayer(playerId); if (targetPlayer != null) { Changes.Enqueue(new PlayerAnimationStateUpdated(targetPlayer, animationState, enabled, trigger, actionNumber)); } }
internal void SetPlayerInventory(int playerId, long coins, int[] itemId, long[] amount) { var targetPlayer = GetPlayer(playerId); if (targetPlayer != null) { Changes.Enqueue(new PlayerInventoryUpdated(targetPlayer, coins, itemId, amount)); return; } }
public void NpcAction(int playerId, int npcId, int actionType, int parameterId, byte status) { UnityEngine.Debug.Log("PlayerHandler::NpcAction"); var targetPlayer = GetPlayer(playerId); if (targetPlayer != null) { Changes.Enqueue(new PlayerNpcAction(targetPlayer, npcId, actionType, parameterId, status)); } }
public void OpenTradeWindow(int playerId, int npcServerId, string shopName, int[] itemId, int[] itemPrice, int[] itemStock) { UnityEngine.Debug.Log("PlayerHandler::ObjectAction"); var targetPlayer = GetPlayer(playerId); if (targetPlayer != null) { Changes.Enqueue(new OpenNpcTradeWindow(targetPlayer, npcServerId, shopName, itemId, itemPrice, itemStock)); } }
internal void PlayerItemRemove(int playerId, int itemId, int amount) { var targetPlayer = GetPlayer(playerId); if (targetPlayer != null) { Changes.Enqueue(new PlayerItemRemoved(targetPlayer, itemId, amount)); return; } }
internal void UpdateHealth(int targetPlayerId, int health, int maxHealth, int delta) { lock (SyncRoot) { var targetPlayer = Entities.FirstOrDefault(x => x.Id == targetPlayerId); if (targetPlayer != null) { Changes.Enqueue(new PlayerHealthUpdated(targetPlayer, health, maxHealth, delta)); } } }
/// <summary> /// Tries to detect any changes between the current state of the <see cref="DBContext"/> and the Snapshot of the latest synchronization /// </summary> public bool DetectChanges(DBContext context) { // Parse the changes and add them to the queue foreach (var change in ParseChanges(context)) { Changes.Enqueue(change); } // Return wether there are changes in the context return(Changes.Count > 0); }
internal void PlayerStatsUpdate(int playerId, Attributes attributes, Professions professions) { var targetPlayer = GetPlayer(playerId); if (targetPlayer != null) { targetPlayer.Attributes = attributes; targetPlayer.Professions = professions; Changes.Enqueue(new PlayerStatsUpdated(targetPlayer)); return; } }
public void Move(int playerId, Vector3 position, Vector3 destination, bool running) { lock (SyncRoot) { var targetPlayer = Entities.FirstOrDefault(x => x.Id == playerId); if (targetPlayer != null) { targetPlayer.Destination = destination; targetPlayer.Position = position; targetPlayer.Running = running; Changes.Enqueue(new EntityMoved <Player>(targetPlayer)); } } }
public void Move() { var newHead = GetNewHeadCoordinate(); snake.AddBefore(snake.First, newHead); Changes.Enqueue(new SnakeCoordinateChange(newHead, SnakeCoordinateChangeType.Add)); if (gameField.GetDotType(newHead) == DotType.Fruit) { return; } Changes.Enqueue(new SnakeCoordinateChange(snake.Last.Value, SnakeCoordinateChangeType.Remove)); snake.RemoveLast(); }
public Snake(int x, int y) { snake.AddFirst(new LinkedListNode <Coordinate>(new Coordinate(x, y))); Changes.Enqueue(new SnakeCoordinateChange(snake.First.Value, SnakeCoordinateChangeType.Add)); }
public void Unchanged(string text) => Changes.Enqueue(new LineItem { Change = Edit.None, Text = text });
/// <summary> /// Adds the change. /// </summary> /// <param name="change">The change.</param> public void AddChange(ChangeSet change) { lock (_changeSetLock) { Changes.Enqueue(change); } }