Ejemplo n.º 1
0
 //public static void Print(string message, ushort hue = defaultHue, MessageType type = MessageType.Regular, MessageFont font = MessageFont.Normal) => Print(_system, message, hue, type, font);
 //public static void Print(this Entity entity, string message, ushort hue = defaultHue, MessageType type = MessageType.Regular, MessageFont font = MessageFont.Normal) => new PUnicodeSpeechRequest(entity.Serial, entity.Graphic, type, hue, font, _language, entity.Name ?? string.Empty, message).SendToClient();
 public static void Say(string message, ushort hue = defaultHue, MessageType type = MessageType.Regular, MessageFont font = MessageFont.Normal)
 {
     GameActions.Say(message, hue, type, font);
 }
Ejemplo n.º 2
0
        public void Generate(WEATHER_TYPE type, byte count, byte temp)
        {
            if (CurrentWeather.HasValue && CurrentWeather == type)
            {
                return;
            }

            Reset();

            Type        = type;
            Count       = (byte)Math.Min(MAX_WEATHER_EFFECT, (int)count);
            Temperature = temp;
            _timer      = Time.Ticks + Constants.WEATHER_TIMER;

            _lastTick = Time.Ticks;

            if (Type == WEATHER_TYPE.WT_INVALID_0 || Type == WEATHER_TYPE.WT_INVALID_1)
            {
                _timer         = 0;
                CurrentWeather = null;

                return;
            }

            bool showMessage = Count > 0;

            switch (type)
            {
            case WEATHER_TYPE.WT_RAIN:
                if (showMessage)
                {
                    GameActions.Print
                    (
                        ResGeneral.ItBeginsToRain,
                        1154,
                        MessageType.System,
                        3,
                        false
                    );

                    CurrentWeather = type;
                }

                break;

            case WEATHER_TYPE.WT_FIERCE_STORM:
                if (showMessage)
                {
                    GameActions.Print
                    (
                        ResGeneral.AFierceStormApproaches,
                        1154,
                        MessageType.System,
                        3,
                        false
                    );

                    CurrentWeather = type;
                }

                break;

            case WEATHER_TYPE.WT_SNOW:
                if (showMessage)
                {
                    GameActions.Print
                    (
                        ResGeneral.ItBeginsToSnow,
                        1154,
                        MessageType.System,
                        3,
                        false
                    );

                    CurrentWeather = type;
                }

                break;

            case WEATHER_TYPE.WT_STORM:
                if (showMessage)
                {
                    GameActions.Print
                    (
                        ResGeneral.AStormIsBrewing,
                        1154,
                        MessageType.System,
                        3,
                        false
                    );

                    CurrentWeather = type;
                }

                break;
            }


            _windTimer = 0;

            while (CurrentCount < Count)
            {
                ref WeatherEffect effect = ref _effects[CurrentCount++];
                effect.X = RandomHelper.GetValue(0, ProfileManager.CurrentProfile.GameWindowSize.X);
                effect.Y = RandomHelper.GetValue(0, ProfileManager.CurrentProfile.GameWindowSize.Y);
            }