Exemple #1
0
        /// <summary>
        /// Used to apply changes from Welcome packet to existing character.
        /// </summary>
        /// <param name="newGuy">Changes to MainPlayer.ActiveCharacter, contained in a CharacterData object</param>
        /// <param name="copyPaperdoll">Set to true if paperdoll data from newGuy should be applied to this character</param>
        public void ApplyData(CharacterData newGuy, bool copyPaperdoll = true)
        {
            ID             = newGuy.ID;
            Name           = newGuy.Name;
            PaddedGuildTag = newGuy.GuildTag;
            if (copyPaperdoll)
            {
                //only set the doll graphic info in render data - don't change the paperdoll info!
                RenderData.SetBoots(newGuy.Boots);
                RenderData.SetArmor(newGuy.Armor);
                RenderData.SetHat(newGuy.Hat);
                RenderData.SetShield(newGuy.Shield);
                RenderData.SetWeapon(newGuy.Weapon);
            }
            Stats.SetHP(newGuy.HP);
            Stats.SetMaxHP(newGuy.MaxHP);
            Stats.SetTP(newGuy.TP);
            Stats.SetMaxTP(newGuy.MaxTP);

            RenderData.SetDirection(newGuy.Direction);
            RenderData.SetHairStyle(newGuy.HairStyle);
            RenderData.SetHairColor(newGuy.HairColor);
            RenderData.SetGender(newGuy.Gender);
            RenderData.SetRace(newGuy.Race);
            RenderData.SetSitting(newGuy.Sitting);
            RenderData.level = newGuy.Level;
            RenderData.SetWalkFrame(0);
            State      = RenderData.sitting == SitState.Standing ? CharacterActionState.Standing : CharacterActionState.Sitting;
            CurrentMap = newGuy.Map;
            X          = newGuy.X;
            Y          = newGuy.Y;
            //GuildRankNum = newGuy.GuildRankNum; //todo: ???
        }
        /// <summary>
        /// Used to apply changes from Welcome packet to existing character.
        /// </summary>
        /// <param name="newGuy">Changes to MainPlayer.ActiveCharacter, contained in a CharacterData object</param>
        /// <param name="copyPaperdoll">Set to true if paperdoll data from newGuy should be applied to this character</param>
        public void ApplyData(CharacterData newGuy, bool copyPaperdoll = true)
        {
            ID             = newGuy.ID;
            Name           = newGuy.Name;
            PaddedGuildTag = newGuy.GuildTag;
            if (copyPaperdoll)
            {
                //todo: is this sufficient? need to check refresh-reply
                EquipItem(ItemType.Boots, 0, newGuy.Boots, true);
                EquipItem(ItemType.Armor, 0, newGuy.Armor, true);
                EquipItem(ItemType.Hat, 0, newGuy.Hat, true);
                EquipItem(ItemType.Shield, 0, newGuy.Shield, true);
                EquipItem(ItemType.Weapon, 0, newGuy.Weapon, true);
            }
            Stats.SetHP(newGuy.HP);
            Stats.SetMaxHP(newGuy.MaxHP);
            Stats.SetTP(newGuy.TP);
            Stats.SetMaxTP(newGuy.MaxTP);

            //todo: is this enough for render data to be correct after call to ApplyData?
            RenderData.SetDirection(newGuy.Direction);
            RenderData.SetHairStyle(newGuy.HairStyle);
            RenderData.SetHairColor(newGuy.HairColor);
            RenderData.SetGender(newGuy.Gender);
            RenderData.SetRace(newGuy.Race);
            RenderData.SetSitting(newGuy.Sitting);
            RenderData.level = newGuy.Level;
            RenderData.SetWalkFrame(0);
            State      = RenderData.sitting == SitState.Standing ? CharacterActionState.Standing : CharacterActionState.Sitting;
            CurrentMap = newGuy.Map;
            //MapIsPk = newGuy.MapIsPk; //todo: ???
            X = newGuy.X;
            Y = newGuy.Y;
            //GuildRankNum = newGuy.GuildRankNum; //todo: ???
        }
Exemple #3
0
 public void DoneWalking()
 {
     ViewAdjustX = 0;
     ViewAdjustY = 0;
     State       = CharacterActionState.Standing;
     X           = DestX;
     Y           = DestY;
     RenderData.SetWalkFrame(0);
 }