Exemple #1
0
 public override void OnHitAnything(float x, float y, Entity victim)
 {
     if (victim is NPC && !(victim as NPC).townNPC)
     {
         InfoCombat.Combat(victim as NPC);
     }
 }
Exemple #2
0
        public override void Update(GameTime gameTime)
        {
            base.Update(gameTime);
            switch (ViewMode)
            {
            case ViewMode.CombatNPC:
                InfoCombat.Update();
                updateNeeded = InfoCombat.isUpdate;
                break;

            case ViewMode.SpawnNPC:
                var bFilterTown = btnSpawnNPCFilter.GetValue <SpawnNPCFilter>() == SpawnNPCFilter.HideTownNPC;
                var npcList     = Main.npc.Where(x => x.active && x.netID != 0 && (bFilterTown ? !x.townNPC : true) && x.whoAmI < 200).GroupBy(x => x.netID);
                if (dicSpawnNPC.Count != npcList.Count() || dicSpawnNPC.Sum(x => x.Value) != npcList.Sum(x => x.Count()))
                {
                    dicSpawnNPC.Clear();
                    foreach (var npc in npcList)
                    {
                        dicSpawnNPC.Add(npc.ToArray()[0].netID, npc.Count());
                    }

                    updateNeeded = true;
                }
                break;

            case ViewMode.DropItem:
                var itemList = Main.item.Where(x => x.active && x.netID != 0).GroupBy(x => x.netID);
                if (dicDropItem.Count != itemList.Count() || dicDropItem.Sum(x => x.Value) != itemList.Sum(x => x.Sum(y => y.stack)))
                {
                    dicDropItem.Clear();
                    foreach (var item in itemList)
                    {
                        dicDropItem.Add(item.ToArray()[0].netID, item.Sum(x => x.stack));
                    }
                    updateNeeded = true;
                }

                break;
            }
            if (ViewMode == ViewMode.CombatNPC)
            {
            }
            UpdateGrid();
        }
Exemple #3
0
 public override void OnHitByNPC(NPC npc, int damage, bool crit)
 {
     InfoCombat.Combat(npc);
 }