public void SetOption(FightOptionsEnum option, FightTeam team) { bool setted = false; switch (option) { case FightOptionsEnum.FIGHT_OPTION_SET_SECRET: team.TeamOptions.isSecret = !team.TeamOptions.isSecret; setted = team.TeamOptions.isSecret; break; case FightOptionsEnum.FIGHT_OPTION_SET_TO_PARTY_ONLY: team.TeamOptions.isRestrictedToPartyOnly = !team.TeamOptions.isRestrictedToPartyOnly; setted = team.TeamOptions.isRestrictedToPartyOnly; break; case FightOptionsEnum.FIGHT_OPTION_SET_CLOSED: team.TeamOptions.isClosed = !team.TeamOptions.isClosed; setted = team.TeamOptions.isClosed; break; case FightOptionsEnum.FIGHT_OPTION_ASK_FOR_HELP: team.TeamOptions.isAskingForHelp = !team.TeamOptions.isAskingForHelp; setted = team.TeamOptions.isAskingForHelp; break; } GameFightOptionStateUpdateMessage message = new GameFightOptionStateUpdateMessage((short)Id, team.Id, (sbyte)option, setted); Map.Instance.Send(message); this.Send(message); }
public bool GetOptionState(FightOptionsEnum option) { bool result; switch (option) { case FightOptionsEnum.FIGHT_OPTION_SET_SECRET: result = this.IsSecret; break; case FightOptionsEnum.FIGHT_OPTION_SET_TO_PARTY_ONLY: result = this.IsRestrictedToParty; break; case FightOptionsEnum.FIGHT_OPTION_SET_CLOSED: result = this.IsClosed; break; case FightOptionsEnum.FIGHT_OPTION_ASK_FOR_HELP: result = this.IsAskingForHelp; break; default: result = false; break; } return(result); }
protected virtual void OnTeamOptionsChanged(FightOptionsEnum option) { Action <FightTeam, FightOptionsEnum> teamOptionsChanged = this.TeamOptionsChanged; if (teamOptionsChanged != null) { teamOptionsChanged(this, option); } }
public async Task ToggleOption(FightOptionsEnum option) { if (_account.State != Enums.AccountStates.FIGHTING) { return; } if (!Options.Contains(option)) { await _account.Network.SendMessageAsync(new GameFightOptionToggleMessage((uint)option)); } }
public void Update(GameFightOptionStateUpdateMessage message) { FightOptionsEnum option = (FightOptionsEnum)message.Option; if (!message.State && Options.Contains(option)) { Options.Remove(option); } else if (message.State && !Options.Contains(option)) { Options.Add(option); } }
public bool GetOptionState(FightOptionsEnum option) { switch (option) { case FightOptionsEnum.FIGHT_OPTION_SET_CLOSED: return(IsClosed); case FightOptionsEnum.FIGHT_OPTION_ASK_FOR_HELP: return(IsAskingForHelp); case FightOptionsEnum.FIGHT_OPTION_SET_SECRET: return(Fight.SpectatorClosed); case FightOptionsEnum.FIGHT_OPTION_SET_TO_PARTY_ONLY: return(IsRestrictedToParty); default: return(false); } }
public void ToggleOption(FightOptionsEnum option) { switch (option) { case FightOptionsEnum.FIGHT_OPTION_SET_CLOSED: IsClosed = !IsClosed; break; case FightOptionsEnum.FIGHT_OPTION_ASK_FOR_HELP: IsAskingForHelp = !IsAskingForHelp; break; case FightOptionsEnum.FIGHT_OPTION_SET_TO_PARTY_ONLY: IsRestrictedToParty = !IsRestrictedToParty; break; default: return; } OnTeamOptionsChanged(option); }
public void ToggleOption(FightOptionsEnum option) { switch (option) { case FightOptionsEnum.FIGHT_OPTION_SET_SECRET: this.IsSecret = !this.IsSecret; break; case FightOptionsEnum.FIGHT_OPTION_SET_TO_PARTY_ONLY: this.IsRestrictedToParty = !this.IsRestrictedToParty; break; case FightOptionsEnum.FIGHT_OPTION_SET_CLOSED: this.IsClosed = !this.IsClosed; break; case FightOptionsEnum.FIGHT_OPTION_ASK_FOR_HELP: this.IsAskingForHelp = !this.IsAskingForHelp; break; } this.OnTeamOptionsChanged(option); }
public void ToggleOption(FightOptionsEnum option) { bool state; switch (option) { case FightOptionsEnum.FIGHT_OPTION_SET_SECRET: IsSecret = !IsSecret; state = IsSecret; break; case FightOptionsEnum.FIGHT_OPTION_SET_TO_PARTY_ONLY: RestrictedToParty = !RestrictedToParty; state = RestrictedToParty; break; case FightOptionsEnum.FIGHT_OPTION_SET_CLOSED: Closed = !Closed; state = Closed; break; case FightOptionsEnum.FIGHT_OPTION_ASK_FOR_HELP: AskingForHelp = !AskingForHelp; state = AskingForHelp; break; default: state = false; break; } GameFightOptionStateUpdateMessage message = new GameFightOptionStateUpdateMessage((short)Team.Fight.Id, Team.Id, (sbyte)option, state); Team.Fight.Map.Instance.Send(message); Team.Send(message); }
public static void SendGameFightOptionStateUpdateMessage(IPacketReceiver client, FightTeam team, FightOptionsEnum option, bool state) { client.Send(new GameFightOptionStateUpdateMessage((short)team.Fight.Id, (sbyte)team.Id, (sbyte)option, state)); }
protected virtual void OnTeamOptionsChanged(FightOptionsEnum option) { TeamOptionsChanged?.Invoke(this, option); }