public UnconfirmedTextMessageRequest(ObjectId textMessageSourceDevice, Option<MessageClassType> messageClass, MessagePriorityType messagePriority, string message) { this.TextMessageSourceDevice = textMessageSourceDevice; this.MessageClass = messageClass; this.MessagePriority = messagePriority; this.Message = message; }
/// <summary> /// Creates an IdMsgPrio for a string with optional parameters /// </summary> /// <param name="msg">the message to be sent</param> /// <param name="id">the id of the player to send it to</param> /// <param name="prio">the urgency of the message</param> /// <param name="duration">how long the message should remain visible</param> /// <returns>The fully formed IdMsgPrio</returns> public static IdMsgPrio ToIdMsgPrio(this string msg, int id, MessagePriorityType prio = MessagePriorityType.Alarm, float duration = 3.0F) { return(new IdMsgPrio() { id = id, msg = msg, prio = (byte)prio, time = duration }); }
/// <summary> /// Simple way to send a message to the specified player /// </summary> /// <param name="playerId"></param> /// <param name="message"></param> /// <param name="priority"></param> protected void MessagePlayer(int playerId, string message, MessagePriorityType priority = MessagePriorityType.Message) { var msg = message.ToIdMsgPrio(playerId, priority); this.Request_InGameMessage_SinglePlayer(msg); }
public ConfirmedTextMessageRequest(ObjectId textMessageSourceDevice, Option <MessageClassType> messageClass, MessagePriorityType messagePriority, string message) { this.TextMessageSourceDevice = textMessageSourceDevice; this.MessageClass = messageClass; this.MessagePriority = messagePriority; this.Message = message; }