コード例 #1
0
 public FactionDefinition( int sort, int huePrimary, int hueSecondary, int hueJoin, int hueBroadcast, int warHorseBody, int warHorseItem, string friendlyName, string keyword, string abbreviation, TextDefinition name, TextDefinition propName, TextDefinition header, TextDefinition about, TextDefinition cityControl, TextDefinition sigilControl, TextDefinition signupName, TextDefinition factionStoneName, TextDefinition ownerLabel, TextDefinition guardIgnore, TextDefinition guardWarn, TextDefinition guardAttack, StrongholdDefintion stronghold, RankDefinition[] ranks, GuardDefinition[] guards )
 {
     m_Sort = sort;
     m_HuePrimary = huePrimary;
     m_HueSecondary = hueSecondary;
     m_HueJoin = hueJoin;
     m_HueBroadcast = hueBroadcast;
     m_WarHorseBody = warHorseBody;
     m_WarHorseItem = warHorseItem;
     m_FriendlyName = friendlyName;
     m_Keyword = keyword;
     m_Abbreviation = abbreviation;
     m_Name = name;
     m_PropName = propName;
     m_Header = header;
     m_About = about;
     m_CityControl = cityControl;
     m_SigilControl = sigilControl;
     m_SignupName = signupName;
     m_FactionStoneName = factionStoneName;
     m_OwnerLabel = ownerLabel;
     m_GuardIgnore = guardIgnore;
     m_GuardWarn = guardWarn;
     m_GuardAttack = guardAttack;
     m_Stronghold = stronghold;
     m_Ranks = ranks;
     m_Guards = guards;
 }
コード例 #2
0
 public FactionDefinition(int sort, int huePrimary, int hueSecondary, int hueJoin, int hueBroadcast, int warHorseBody, int warHorseItem, string friendlyName, string keyword, TextDefinition name, TextDefinition propName, TextDefinition header, TextDefinition about, TextDefinition cityControl, TextDefinition sigilControl, TextDefinition signupName, TextDefinition factionStoneName, TextDefinition ownerLabel, TextDefinition guardIgnore, TextDefinition guardWarn, TextDefinition guardAttack, StrongholdDefintion stronghold, RankDefinition[] ranks, GuardDefinition[] guards)
 {
     m_Sort             = sort;
     m_HuePrimary       = huePrimary;
     m_HueSecondary     = hueSecondary;
     m_HueJoin          = hueJoin;
     m_HueBroadcast     = hueBroadcast;
     m_WarHorseBody     = warHorseBody;
     m_WarHorseItem     = warHorseItem;
     m_FriendlyName     = friendlyName;
     m_Keyword          = keyword;
     m_Name             = name;
     m_PropName         = propName;
     m_Header           = header;
     m_About            = about;
     m_CityControl      = cityControl;
     m_SigilControl     = sigilControl;
     m_SignupName       = signupName;
     m_FactionStoneName = factionStoneName;
     m_OwnerLabel       = ownerLabel;
     m_GuardIgnore      = guardIgnore;
     m_GuardWarn        = guardWarn;
     m_GuardAttack      = guardAttack;
     m_Stronghold       = stronghold;
     m_Ranks            = ranks;
     m_Guards           = guards;
 }
コード例 #3
0
ファイル: Generator.cs プロジェクト: uotools/xrunuo
        public static void Generate(Faction faction)
        {
            Map facet = Faction.Facet;

            TownCollection towns = Town.Towns;

            StrongholdDefintion stronghold = faction.Definition.Stronghold;

            if (!CheckExistance(stronghold.JoinStone, facet, typeof(JoinStone)))
            {
                new JoinStone(faction).MoveToWorld(stronghold.JoinStone, facet);
            }

            if (!CheckExistance(stronghold.FactionStone, facet, typeof(FactionStone)))
            {
                new FactionStone(faction).MoveToWorld(stronghold.FactionStone, facet);
            }

            for (int i = 0; i < stronghold.Monoliths.Length; ++i)
            {
                Point3D monolith = stronghold.Monoliths[i];

                if (!CheckExistance(monolith, facet, typeof(StrongholdMonolith)))
                {
                    new StrongholdMonolith(towns[i], faction).MoveToWorld(monolith, facet);
                }
            }
        }