public override Task LoadAsync() { Listen(Zone.OnPlayerLoad, async player => { await UiHelper.AnnouncementAsync(player, "Not yet implemented", "Block Yard is currently not implemented. You can return to Avant Gardens by sending <font color=\"#FF7F00\">/testmap 1100</font> in the chat."); }); return(Task.CompletedTask); }
public async Task Announce(string title, string message) { foreach (var zone in UchuServer.Zones) { foreach (var zonePlayer in zone.Players) { await UiHelper.AnnouncementAsync(zonePlayer, title, message); } } }
public override Task LoadAsync() { var crashHelmut = Zone.GameObjects.First(g => g.Lot == Lot.CrashHelmutNpc); Listen(crashHelmut.GetComponent <MissionGiverComponent>().OnMissionOk, async tuple => { var(missionId, _, _, player) = tuple; // 'go to block yard' mission if (missionId != (int)MissionId.BackupBulwark) { return; } // small delay to make sure the mission has been added to the player's mission inventory and started await Task.Delay(1000); // complete 'go to block yard' mission var missionInventory = player.GetComponent <MissionInventoryComponent>(); var bulwarkMission = missionInventory.GetMission(MissionId.BackupBulwark); await bulwarkMission.CompleteAsync(); // complete 'smash spider queen' mission var arachnophobiaMission = await missionInventory.AddMissionAsync((int)MissionId.Arachnophobia, player); await arachnophobiaMission.StartAsync(); await arachnophobiaMission.CompleteAsync(); // start 'talk to sky lane' mission var skyLaneMission = await missionInventory.AddMissionAsync((int)MissionId.CheckInwithSkyLane, player); await skyLaneMission.StartAsync(); // show pop-up to player await UiHelper.AnnouncementAsync((Player)player, "Completed Missions", "Block Yard is currently not implemented. The missions have been completed for you."); }); return(Task.CompletedTask); }