SendEquippedItemUpdate() public méthode

public SendEquippedItemUpdate ( ) : void
Résultat void
        public static void HandleGameEvent(byte eventID, Packet p, NetworkPlayer player)
        {
            switch ((GameEvents)eventID)
            {
                case GameEvents.Player_Drop_Item:
                    ServerItem inHand = player.Inventory.GetPlayerItemInHand();
                    if (inHand == null)
                        break;
                    player.DropItem();
                    break;

                case GameEvents.Player_Use_Item:
                    short x = p.ReadShort();
                    short y = p.ReadShort();
                    ServerItem itemInHand = player.Inventory.GetPlayerItemInHand();
                    if (itemInHand == null) break;
                    itemInHand.OnItemUsed(x, y, player);
                    break;

                case GameEvents.Player_Use_Block:
                    x = p.ReadShort();
                    y = p.ReadShort();
                    Block b = GetBlockAt(x, y).Block;
                    b.OnBlockUsed(x, y, player);
                    break;

                case GameEvents.Player_Pickup_Block:
                    x = p.ReadShort();
                    y = p.ReadShort();
                    if (player.PClass is PlayerClassDestroyer) {
                        if (Math.Abs(player.EntityPosition.X / BlockSize - (float)(x)) < 2 && Math.Abs(player.EntityPosition.Y / BlockSize - (float)(y)) < 2)
                            ((PlayerClassDestroyer)player.PClass).PickupBlock(new Vector2(x, y));
                    }
                    break;

                case GameEvents.Player_Place_Block:
                    if (player.PClass is PlayerClassDestroyer)
                    {
                        ((PlayerClassDestroyer)player.PClass).PlaceBlock();
                    }
                    break;

                case GameEvents.Player_Inventory_Selection_Change:
                    player.SetPlayerEquippedSlot(p.ReadByte());
                    player.SendEquippedItemUpdate();
                    break;

                case GameEvents.Player_Chat:
                    bool teamChat = p.ReadBool();
                    string chatText = p.ReadString();

                    ServerConsole.Log(player.PlayerName + ": " + chatText);

                    Packet1SCGameEvent pack = new Packet1SCGameEvent(GameEvents.Player_Chat, (byte)player.PlayerID, (bool)teamChat, chatText);
                    ServerNetworkManager.SendPacket(pack);
                    break;

                case GameEvents.Player_Change_Name:
                    string newName = p.ReadString();
                    if (newName.Length > 0)
                    {
                        player.PlayerName = newName;
                        pack = new Packet1SCGameEvent(GameEvents.Player_Change_Name, (byte)player.PlayerID, newName);
                        ServerNetworkManager.SendPacket(pack);
                    }
                    break;

                case GameEvents.Player_Choose_Team:
                    int team = p.ReadByte();
                    if (team != 0 && team != 1) return;
                    if (team == player.PlayerTeam) return;
                    player.PlayerTeam = team;
                    GameMode.OnPlayerChooseTeam(player, team);
                    player.HurtPlayer(10000);

                    Packet newP = new Packet1SCGameEvent(GameEvents.Player_Choose_Team, (byte)player.PlayerID, (byte)team);
                    ServerNetworkManager.SendPacket(newP);
                    break;
            }
        }