public byte[] GetCurrentSequence(SequenceType type, PropertyFloat property) { return(GetSequence(type, (uint)property).CurrentBytes); }
public static double? GetProperty(this Biota biota, PropertyFloat property) { return biota.BiotaPropertiesFloat.FirstOrDefault(x => x.Type == (ushort)property)?.Value; }
public static string GetDescription(this PropertyFloat prop) { var description = prop.GetAttributeOfType <DescriptionAttribute>(); return(description?.Description ?? prop.ToString()); }
public static double?GetProperty(this Weenie weenie, PropertyFloat property) { return(weenie.WeeniePropertiesFloat.FirstOrDefault(x => x.Type == (ushort)property)?.Value); }
public double?GetProperty(PropertyFloat property) { return(Biota.GetProperty(property, BiotaDatabaseLock)); }
/// <summary> /// /// </summary> /// <param name="sequences"></param> /// <param name="sender"></param> /// <param name="property"></param> /// <param name="value"></param> public GameMessagePublicUpdatePropertyFloat(SequenceManager sequences, ObjectGuid sender, PropertyFloat property, uint value) : base(GameMessageOpcode.PublicUpdatePropertyFloat, GameMessageGroup.UIQueue) { Writer.Write(sequences.GetNextSequence(SequenceType.PublicUpdatePropertyDouble)); Writer.Write(sender.Full); Writer.Write((uint)property); Writer.Write(value); }
public void SetProperty(PropertyFloat propFloat, double?value) { }
public double?GetProperty(PropertyFloat propFloat) { return(null); }