Example #1
0
 public EmoteData(string pText, NPCBrainEvents pEvent, NPCEmoteType pType, uint pSoundId)
 {
     this.mText    = pText;
     this.mEvent   = pEvent;
     this.mType    = pType;
     this.mSoundId = pSoundId;
 }
Example #2
0
 public EmoteData(string pText, NPCBrainEvents pEvent, NPCEmoteType pType, uint pSoundId)
 {
     mText = pText;
     mEvent = pEvent;
     mType = pType;
     mSoundId = pSoundId;
 }
Example #3
0
 /// <summary>Makes npc emote text. And play wanted sound.</summary>
 /// <param name="pText">Wanted Text,</param>
 /// <param name="pType">Type of emote, Yell, Say, etc.</param>
 /// <param name="pSoundId">Id of sound(Found in DBC).</param>
 public void DoEmote(string pText, NPCEmoteType pType, uint pSoundId)
 {
     if (pSoundId != 0U)
     {
         this.NPC.PlaySound(pSoundId);
     }
     this.DoEmote(pText, pType);
 }
Example #4
0
        /// <summary>Makes npc emote text.</summary>
        /// <param name="pText">Wanted Text.</param>
        /// <param name="pType">Type of emote, Yell, Say, etc.</param>
        public void DoEmote(string pText, NPCEmoteType pType)
        {
            switch (pType)
            {
            case NPCEmoteType.NPC_Yell:
                this.NPC.Yell(pText);
                break;

            case NPCEmoteType.NPC_Say:
                this.NPC.Say(pText);
                break;

            case NPCEmoteType.NPC_Emote:
                this.NPC.Emote(pText);
                break;
            }
        }
Example #5
0
 public void AddEmote(string pText, NPCBrainEvents pEvent, NPCEmoteType pType)
 {
     var newEmoteData = new EmoteData(pText, pEvent, pType, 0);
     AddEmote(newEmoteData);
 }
Example #6
0
 public void AddEmote(string pText, NPCBrainEvents pEvent, NPCEmoteType pType, uint pSoundId)
 {
     var newEmoteData = new EmoteData(pText, pEvent, pType, pSoundId);
     AddEmote(newEmoteData);
 }
Example #7
0
        /// <summary>
        /// Makes npc emote text. And play wanted sound.
        /// </summary>
        /// <param name="pText">Wanted Text,</param>
        /// <param name="pType">Type of emote, Yell, Say, etc.</param>
        /// <param name="pSoundId">Id of sound(Found in DBC).</param>
        public void DoEmote(string pText, NPCEmoteType pType, uint pSoundId)
        {
            if( pSoundId != 0 )
                NPC.PlaySound(pSoundId);

            DoEmote(pText, pType);
        }
Example #8
0
 /// <summary>
 /// Makes npc emote text.
 /// </summary>
 /// <param name="pText">Wanted Text.</param>
 /// <param name="pType">Type of emote, Yell, Say, etc.</param>
 public void DoEmote(string pText, NPCEmoteType pType)
 {
     switch (pType)
     {
         case NPCEmoteType.NPC_Say:
             NPC.Say(pText);
             break;
         case NPCEmoteType.NPC_Yell:
             NPC.Yell(pText);
             break;
         case NPCEmoteType.NPC_Emote:
             NPC.Emote(pText);
             break;
         default:
             break;
     }
 }
Example #9
0
 public void AddEmote(string pText, NPCBrainEvents pEvent, NPCEmoteType pType)
 {
     this.AddEmote(new EmoteData(pText, pEvent, pType, 0U));
 }
Example #10
0
 public void AddEmote(string pText, NPCBrainEvents pEvent, NPCEmoteType pType, uint pSoundId)
 {
     this.AddEmote(new EmoteData(pText, pEvent, pType, pSoundId));
 }
Example #11
0
        public void AddEmote(string pText, NPCBrainEvents pEvent, NPCEmoteType pType)
        {
            var newEmoteData = new EmoteData(pText, pEvent, pType, 0);

            AddEmote(newEmoteData);
        }