public override void ReadImplement() { int roomId = ReadInt(); roomName = ReadString(23); mapId = ReadShort(); stage4vs4 = ReadByte(); byte type = ReadByte(); stageType = (RoomTypeEnum)type; state = (RoomStateEnum)ReadByte(); players = ReadByte(); slots = ReadByte(); ping = ReadByte(); weaponsFlag = ReadByte(); //RoomWeaponsFlag È um Enum randomMap = ReadByte(); //0=DESATIVADO 2=ATIVADO modeSpecial = (RoomModeSpecial)ReadByte(); //2=DINO 3=SHOTGUN 4=SNIPER 6=CHALLENGE NORMAL 7=HEADHUNTER 8=CHALLENGE KNIFE 9=ZOMBIE 10=CHAOS (MODO PORRADA NAO É MODO SPECIAL=0) leaderName = ReadString(33); killTime = ReadInt(); limit = ReadByte(); //BLOQUEAR A ENTRADA QUANDO A PARTIDA ESTIVER EM ANDAMENTO(JOGANDO) seeConf = ReadByte(); //[MIN 0 MAX 30] 0=DESATIVADO 1=TERCEIRA PESSOA 2=CAMERA LIVRE 4=VISUALIZAR TIME ADVERSÁRIO 8=VER HP DO INIMIGO 16=DESATIVAR O USO DA VISÃO DE TERCEIRA PESSOA balancing = ReadShort(); password = ReadString(4); IsSpecialMode = modeSpecial == RoomModeSpecial.CHALLENGE_NORMAL || modeSpecial == RoomModeSpecial.CHALLENGE_KNIFE || modeSpecial == RoomModeSpecial.ZOMBIE; if (IsSpecialMode) { aiCount = ReadByte(); aiLevel = ReadByte(); } Logger.DebugPacket(GetType().Name, $"RoomId: {roomId} RoomName: {roomName} MapId: {mapId} Stage4vs4: {stage4vs4} StageType: {stageType} Type: {type} State: {state} Players: {players} Slots: {slots} Ping: {ping} WeaponsFlag: {weaponsFlag} RandomMap: {randomMap} ModeSpecial: {modeSpecial} KillTime: {killTime} Limit: {limit} SeeConf: {seeConf} Balancing: {balancing} AiCount: {aiCount} AiLevel: {aiLevel}"); }
public Room(int roomNumber, bool isOcupedid, RoomTypeEnum type, string description) { RoomNumber = roomNumber; this.isOcupedid = isOcupedid; Type = type; Description = description; }
public ReservationCreateRoomViewModel(int id, RoomTypeEnum roomType, double pricePerAdult, double pricePerChild, bool isFree) { this.Id = id; this.RoomType = roomType; this.PricePerAdult = pricePerAdult; this.PricePerChild = pricePerChild; this.IsFree = isFree; }
public Room(int capacity, RoomTypeEnum roomType, bool isFree, double pricePerAdult, double pricePerChild, int number) { Capacity = capacity; RoomType = roomType; IsFree = isFree; PricePerAdult = pricePerAdult; PricePerChild = pricePerChild; Number = number; }
public RoomsEditViewModel(int id, int capacity, RoomTypeEnum roomType , bool isFree, double pricePerAdult, double pricePerChild, int number) { Id = id; Capacity = capacity; RoomType = roomType; IsFree = isFree; PricePerAdult = pricePerAdult; PricePerChild = pricePerChild; Number = number; }
public override void ReadImplement() { roomId = ReadInt(); roomName = ReadString(23); mapId = ReadShort(); stage4vs4 = ReadByte(); stageType = (RoomTypeEnum)ReadByte(); state = (RoomStateEnum)ReadByte(); players = ReadByte(); slots = ReadByte(); ping = ReadByte(); weaponsFlag = ReadByte(); randomMap = ReadByte(); modeSpecial = (RoomModeSpecial)ReadByte(); aiCount = ReadByte(); aiLevel = ReadByte(); }
public override void ReadImplement() { try { matchId = ReadShort(); int channel1 = ReadInt(); int channel2 = ReadInt(); ReadShort(); roomName = ReadString(23); mapId = ReadShort(); stage4vs4 = ReadByte(); mode = (RoomTypeEnum)ReadByte(); ReadShort(); slots = ReadByte(); ReadByte(); weaponsFlag = ReadByte(); randomMap = ReadByte(); modeSpecial = (RoomModeSpecial)ReadByte(); } catch (Exception ex) { PacketLog(ex); } }
public void CheckRoom(List <GameObject> currentSpawnedRooms, int curListIndex) { //RaycastHit2D upRay = Physics2D.Raycast(new Vector2(transform.position.x, transform.position.y) + Vector2.up * 2, Vector2.up, 22f, ~(1 << LayerMask.NameToLayer("Rooms"))); //RaycastHit2D rightRay = Physics2D.Raycast(new Vector2(transform.position.x, transform.position.y) + Vector2.right * 2, Vector2.right, 15f, ~(1 << LayerMask.NameToLayer("Rooms"))); //RaycastHit2D downRay = Physics2D.Raycast(new Vector2(transform.position.x, transform.position.y) + Vector2.down * 2, Vector2.down, 22f, ~(1 << LayerMask.NameToLayer("Rooms"))); //RaycastHit2D leftRay = Physics2D.Raycast(new Vector2(transform.position.x, transform.position.y) + Vector2.left * 2, Vector2.left, 15f, ~(1 << LayerMask.NameToLayer("Rooms"))); bool upRoom = false; bool rightRoom = false; bool downRoom = false; bool leftRoom = false; for (int i = 0; i < currentSpawnedRooms.Count; i++) { //Check up if (currentSpawnedRooms[i].transform.position == transform.position + new Vector3(0, 20, 0)) { upRoom = true; } //Check right if (currentSpawnedRooms[i].transform.position == transform.position + new Vector3(13, 0, 0)) { rightRoom = true; } //Check down if (currentSpawnedRooms[i].transform.position == transform.position + new Vector3(0, -20, 0)) { downRoom = true; } //Check left if (currentSpawnedRooms[i].transform.position == transform.position + new Vector3(-13, 0, 0)) { leftRoom = true; } } if (upRoom == true && rightRoom == true && downRoom == true && leftRoom == true) { //14 -> LRBT afterCheckType = RoomTypeEnum.LRBT; } else if (upRoom == false && rightRoom == true && downRoom == true && leftRoom == true) { //13 -> LRB afterCheckType = RoomTypeEnum.LRB; } else if (upRoom == true && rightRoom == true && downRoom == false && leftRoom == true) { //12 -> LRT afterCheckType = RoomTypeEnum.LRT; } else if (upRoom == true && rightRoom == true && downRoom == true && leftRoom == false) { //11 -> TBR afterCheckType = RoomTypeEnum.TBR; } else if (upRoom == true && rightRoom == false && downRoom == true && leftRoom == true) { //10 -> TBL afterCheckType = RoomTypeEnum.TBL; } else if (upRoom == false && rightRoom == true && downRoom == true && leftRoom == false) { //9 -> RB afterCheckType = RoomTypeEnum.RB; } else if (upRoom == true && rightRoom == true && downRoom == false && leftRoom == false) { //8 -> RT afterCheckType = RoomTypeEnum.RT; } else if (upRoom == false && rightRoom == false && downRoom == true && leftRoom == true) { //7 -> LB afterCheckType = RoomTypeEnum.LB; } else if (upRoom == true && rightRoom == false && downRoom == false && leftRoom == true) { //6 -> LT afterCheckType = RoomTypeEnum.LT; } else if (upRoom == true && rightRoom == false && downRoom == true && leftRoom == false) { //5 -> TB afterCheckType = RoomTypeEnum.TB; } else if (upRoom == false && rightRoom == true && downRoom == false && leftRoom == true) { //4 -> LR afterCheckType = RoomTypeEnum.LR; } else if (upRoom == false && rightRoom == false && downRoom == true && leftRoom == false) { //3 -> B afterCheckType = RoomTypeEnum.B; } else if (upRoom == false && rightRoom == true && downRoom == false && leftRoom == false) { //2 -> R afterCheckType = RoomTypeEnum.R; } else if (upRoom == true && rightRoom == false && downRoom == false && leftRoom == false) { //1 -> T afterCheckType = RoomTypeEnum.T; } else if (upRoom == false && rightRoom == false && downRoom == false && leftRoom == true) { //0 -> L afterCheckType = RoomTypeEnum.L; } else { Debug.LogError("No Raycast Hit????"); } //Debug.Log(curListIndex + ": upRoom = " + upRoom); //Debug.Log(curListIndex + ": rightRoom = " + rightRoom); //Debug.Log(curListIndex + ": downRoom = " + downRoom); //Debug.Log(curListIndex + ": leftRoom = " + leftRoom); //Debug.LogWarning(curListIndex + ": afterCheckType = " + afterCheckType); }
public static double getValue(RoomTypeEnum type) { return(type == RoomTypeEnum.Single ? SINGLE_PRICE : type == RoomTypeEnum.Double ? DOUBLE_PRICE : TRIPLE_PRICE); }
public Room(Guid id, string label, RoomTypeEnum type) : base(id, label) { Type = type; }
public override void ReadImplement() { mapId = ReadShort(); stage4vs4 = ReadByte(); roomType = (RoomTypeEnum)ReadByte(); }
private RoomType(RoomTypeEnum @enum) { Id = (int)@enum; Name = @enum.ToString(); }