예제 #1
0
파일: CacheSNO.cs 프로젝트: herbfunk/Funky
 public SNO(SNO sno)
 {
     SNOID = sno.SNOID;
     _actortype = sno.Actortype;
     _targettype = sno.targetType;
     _collisionradius = sno.CollisionRadius;
     _interactRange = sno.InteractRange;
     _actorsphereradius = sno.ActorSphereRadius;
     _CanBurrow = sno.CanBurrow;
     //_GrantsNoXP = sno.GrantsNoXP;
     //_DropsNoLoot = sno.DropsNoLoot;
     _IsBarricade = sno.IsBarricade;
     _internalname = sno.InternalName;
     _obstacletype = sno.Obstacletype;
     _gizmotype = sno.Gizmotype;
     _itemdroptype = sno.ItemDropType;
     _unitflags = sno.UnitPropertyFlags;
     _gizmoTargetTypes = sno.GizmoTargetTypes;
     _snoentry = sno.snoentry;
     //this._RunningRate=sno.RunningRate;
     IsFinalized = sno.IsFinalized;
 }
예제 #2
0
파일: CacheSNO.cs 프로젝트: herbfunk/Funky
 public CachedSNOEntry(int sno, string internalname, ActorType? actortype = null, TargetType? targettype = null, float? collisionradius = null, int? interactrange=null, bool? canburrow = null, bool? isbarricade = null, ObstacleType? obstacletype = null, float? actorsphereradius = null, GizmoType? gizmotype = null, PluginDroppedItemTypes? baseitemtype = null, UnitFlags? unitflags = null, GizmoTargetTypes? gizmotargettypes = null, CacheEntry snoentry = null)
     : base(sno, internalname,  actortype,  targettype, collisionradius, interactrange,  canburrow, isbarricade,  obstacletype,  actorsphereradius,  gizmotype,  baseitemtype,  unitflags, gizmotargettypes, snoentry)
 {
 }
예제 #3
0
파일: CacheSNO.cs 프로젝트: herbfunk/Funky
 public SNO(int sno, string internalname, ActorType? actortype = null, TargetType? targettype = null, float? collisionradius = null, int? interactrange=null, bool? canburrow = null, bool? isbarricade = null, ObstacleType? obstacletype = null, float? actorsphereradius = null, GizmoType? gimzotype = null, PluginDroppedItemTypes? baseitemtype = null, UnitFlags? unitflags = null, GizmoTargetTypes? gizmotargettypes = null, CacheEntry snoentry = null)
 {
     //Creates the perm data
     SNOID = sno;
     _actortype = actortype;
     _targettype = targettype;
     _collisionradius = collisionradius;
     _internalname = internalname;
     _CanBurrow = canburrow;
     _IsBarricade = isbarricade;
     _obstacletype = obstacletype;
     _actorsphereradius = actorsphereradius;
     _gizmotype = gimzotype;
     _itemdroptype = baseitemtype;
     _unitflags = unitflags;
     _gizmoTargetTypes = gizmotargettypes;
     _snoentry = snoentry;
     UpdateLookUpFinalValues();
     IsFinalized = true;
 }
예제 #4
0
파일: IDCache.cs 프로젝트: herbfunk/Funky
        internal bool TryGetCacheValue(int snoid, out CacheEntry value)
        {
            value = null;

            if (UnitEntries.ContainsKey(snoid))
            {
                value = UnitEntries[snoid];
                return true;
            }
            if (GizmoEntries.ContainsKey(snoid))
            {
                value = GizmoEntries[snoid];
                return true;
            }
            if (ItemDroppedEntries.ContainsKey(snoid))
            {
                value = ItemDroppedEntries[snoid];
                return true;
            }
            if (AvoidanceEntries.ContainsKey(snoid))
            {
                value = AvoidanceEntries[snoid];
                return true;
            }
            if (UnitPetEntries.ContainsKey(snoid))
            {
                value = UnitPetEntries[snoid];
                return true;
            }

            return false;
        }