//获得指定的角色 public Role GetRole(string idOrRid) { return(SubDoerUtil1.GetSubDoer <Role>(this.parentDoer, this.subDoerKey, idOrRid)); }
//清除所有角色 public void ClearRoles() { SubDoerUtil1.ClearSubDoers <Role>(this.parentDoer, this.subDoerKey, (role) => { ((User)this.parentDoer).RemoveRole(role); }); }
//////////////////////////OnXXX////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////// public Mission[] GetMissions(string id = null) { return(SubDoerUtil1.GetSubDoers <Mission>(this.parentDoer, this.subDoerKey, id, null)); }
public bool HasMissions() { return(SubDoerUtil1.HasSubDoers <Mission>(this.parentDoer, this.subDoerKey)); }
////////////////////////////OnXXX//////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////// //获得指定的装备 public Item[] GetEquips(string id = null) { return(SubDoerUtil1.GetSubDoers <Item>(this.parentDoer, this.subDoerKey, id, null)); }
public void ClearMissions() { SubDoerUtil1.ClearSubDoers <Mission>(this.parentDoer, this.subDoerKey, (mission) => { }); }
//清除所有镶物 public void ClearEquips() { SubDoerUtil1.ClearSubDoers <Item>(this.parentDoer, this.subDoerKey, (equip) => { ((Critter)this.parentDoer).TakeOffEquip(equip); }); }
public ArrayList GetRoles_ToEdit() //可以直接插入删除 { return(SubDoerUtil1.GetSubDoers_ToEdit(this.parentDoer, this.subDoerKey)); }
//是否有指定种类装备 public int GetEquipsCountOfTypes(string type1, string type2 = null) { return(SubDoerUtil1.GetSubDoersCount <Item>(this.parentDoer, this.subDoerKey, null, (equip) => this.__FilterType(equip, type1, type2))); }
//获得指定的装备 public Item GetEquip(string idOrRid) { return(SubDoerUtil1.GetSubDoer <Item>(this.parentDoer, this.subDoerKey, idOrRid)); }
//是否有指定种类装备 public bool HasEquipsOfTypes(string type1, string type2 = null) { return(SubDoerUtil1.HasSubDoers <Item>(this.parentDoer, this.subDoerKey, null, (equip) => this.__FilterType(equip, type1, type2))); }
public int GetEquipsCount() { return(SubDoerUtil1.GetSubDoersCount <Item>(this.parentDoer, this.subDoerKey)); }
//是否有装备 public bool HasEquips() { return(SubDoerUtil1.HasSubDoers <Item>(this.parentDoer, this.subDoerKey)); }
////////////////////DoXXX///////////////////////////////// //卸载 public void DoRelease() { SubDoerUtil1.DoReleaseSubDoer <Role>(this.parentDoer, this.subDoerKey); }
public int GetMissionsCount() { return(SubDoerUtil1.GetSubDoersCount <Mission>(this.parentDoer, this.subDoerKey)); }
//////////////////////////OnXXX////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////// //获得指定的角色 public Role[] GetRoles(string id = null) { return(SubDoerUtil1.GetSubDoers <Role>(this.parentDoer, this.subDoerKey, id, null)); }
public Mission GetMission(string idOrRid) { return(SubDoerUtil1.GetSubDoer <Mission>(this.parentDoer, this.subDoerKey, idOrRid)); }
public int GetRolesCount() { return(SubDoerUtil1.GetSubDoersCount <Role>(this.parentDoer, this.subDoerKey)); }
//清除所有镶物 public void ClearEmbeds() { SubDoerUtil1.ClearSubDoers <Item>(this.parentDoer, this.subDoerKey, (embed) => { ((Item)this.parentDoer).EmbedOff(embed); }); }