コード例 #1
0
 public static void HandleReturnToLobby(S_RETURN_TO_LOBBY p)
 {
     SessionManager.Logged = false;
     WindowManager.CharacterWindow.Reset();
     SkillManager.Clear();
     SessionManager.ClearPlayersAbnormalities();
     EntitiesManager.ClearNPC();
 }
コード例 #2
0
        public override void Process()
        {
            S_RETURN_TO_LOBBY sReturnToLobby = new S_RETURN_TO_LOBBY();

            sReturnToLobby.Send(this.Connection);
            DAOManager.PlayerDao.savePlayer(this.Connection.player);
            this.Connection.player = null;
        }
コード例 #3
0
 public static void HandleReturnToLobby(S_RETURN_TO_LOBBY p)
 {
     SessionManager.Logged = false;
     SessionManager.CurrentPlayer.ClearAbnormalities();
     BuffBarWindowViewModel.Instance.Player.ClearAbnormalities();
     SkillManager.Clear();
     EntitiesManager.ClearNPC();
     GroupWindowViewModel.Instance.ClearAll();
 }
コード例 #4
0
        /*
                public static void SendTestMessage()
                {
                    //var str = "@3947questNameDefeat HumedraszoneName@zoneName:181npcName@creature:181#2050";
                    //var str = "@3789cityname@cityWar:20guildFated";
                    //var str = "@1773ItemName@item:152141ItemName1@item:447ItemCount5";
                    const string str = "@3821userNametestNameguildQuestName@GuildQuest:31007001value1targetValue3";
                    var toBytes = Encoding.Unicode.GetBytes(str);
                    var arr = new byte[toBytes.Length + 2 + 4];
                    for (var i = 0; i < toBytes.Length - 1; i++)
                    {
                        arr[i + 4] = toBytes[i];
                    }

                    var seg = new ArraySegment<byte>(arr);

                    var sysMsg = new S_SYSTEM_MESSAGE(new TeraMessageReader(new Message(DateTime.Now, MessageDirection.ServerToClient, seg), OpCodeNamer, Factory, SystemMessageNamer));
                    HandleSystemMessage(sysMsg);

                }
        */
        public static void HandleReturnToLobby(S_RETURN_TO_LOBBY p)
        {
            SessionManager.Logged = false;
            WindowManager.Dashboard.VM.UpdateBuffs();
            SessionManager.CurrentPlayer.ClearAbnormalities();
            SkillManager.Clear();
            EntityManager.ClearNPC();
            GroupWindowViewModel.Instance.ClearAll();
            ClassWindowViewModel.Instance.CurrentClass = Class.None;

        }
コード例 #5
0
 private void OnReturnToLobby(S_RETURN_TO_LOBBY m)
 {
     Clear();
 }
コード例 #6
0
ファイル: EntityTracker.cs プロジェクト: SoliaRdi/TeraCompass
 public void Update(S_RETURN_TO_LOBBY m)
 {
     OnEntitysCleared(CompassUser);
     Capture.TeraModule.Settings.Services.GameState = Capture.TeraModule.Settings.GameState.InLobby;
 }