/// <summary> /// Sends the latest vendor inventory list to player, /// rotates vendor towards player, and performs the appropriate emote. /// </summary> /// <param name="action">The action performed by the player</param> private void ApproachVendor(Player player, VendorType action = VendorType.Undef) { // default inventory List <WorldObject> vendorlist = new List <WorldObject>(); foreach (KeyValuePair <ObjectGuid, WorldObject> wo in defaultItemsForSale) { vendorlist.Add(wo.Value); } // unique inventory - items sold by other players foreach (KeyValuePair <ObjectGuid, WorldObject> wo in uniqueItemsForSale) { vendorlist.Add(wo.Value); } player.TrackInteractiveObjects(vendorlist); player.ApproachVendor(this, vendorlist); var rotateTime = Rotate(player); // vendor rotates to player if (action != VendorType.Undef) { DoVendorEmote(action, player); } }
/// <summary> /// Sends Vendor Inventory to player /// </summary> /// <param name="player"></param> private void ApproachVendor(Player player) { // default inventory List <WorldObject> vendorlist = new List <WorldObject>(); foreach (KeyValuePair <ObjectGuid, WorldObject> wo in defaultItemsForSale) { vendorlist.Add(wo.Value); } // unique inventory - itmes sold by other players foreach (KeyValuePair <ObjectGuid, WorldObject> wo in uniqueItemsForSale) { vendorlist.Add(wo.Value); } player.TrackInteractiveObjects(vendorlist); player.ApproachVendor(this, vendorlist); }
/// <summary> /// Sends Vendor Inventory to player /// </summary> /// <param name="player"></param> private void ApproachVendor(Player player) { // default inventory List <WorldObject> vendorlist = new List <WorldObject>(); foreach (KeyValuePair <ObjectGuid, WorldObject> wo in defaultItemsForSale) { vendorlist.Add(wo.Value); } // unique inventory - itmes sold by other players foreach (KeyValuePair <ObjectGuid, WorldObject> wo in uniqueItemsForSale) { vendorlist.Add(wo.Value); } player.TrackInteractiveObjects(vendorlist); player.ApproachVendor(this, vendorlist); OnAutonomousMove(player.Location, Sequences, MovementTypes.TurnToObject, player.Guid); DoVendorEmote(VendorType.Open, player); }