private void OnLeaveDialogMessage(IAccount arg1, LeaveDialogMessage arg2) { InDialog = false; PossibleReplies = new List <NpcReplyLUA>(); Logger.Default.Log("Personnage a terminé la discussion avec le NPC " + Name + ".", API.Utils.Enums.LogMessageType.Info); _messageReceived.Set(); }
public static void NpcDialogCreationMessageTreatment(Message message, byte[] packetDatas, AccountUC account) { LeaveDialogMessage msg = (LeaveDialogMessage)message; using (BigEndianReader reader = new BigEndianReader(packetDatas)) { msg.Deserialize(reader); } account.SetStatus(Status.None); }
public void Update(LeaveDialogMessage message) { if (_account.State != AccountStates.TALKING) { return; } _account.State = AccountStates.NONE; PossibleReplies.Clear(); PossibleReplies = null; DialogLeft?.Invoke(); }
public static void HandleLeaveDialogMessage(WorldClient client, LeaveDialogMessage message) { client.Character.LeaveDialog(); }
public static Task HandleLeaveDialogMessage(Account account, LeaveDialogMessage message) => Task.Run(() => account.Game.Npcs.Update(message));