public EmoteData(string pText, NPCBrainEvents pEvent, NPCEmoteType pType, uint pSoundId) { this.mText = pText; this.mEvent = pEvent; this.mType = pType; this.mSoundId = pSoundId; }
public EmoteData(string pText, NPCBrainEvents pEvent, NPCEmoteType pType, uint pSoundId) { mText = pText; mEvent = pEvent; mType = pType; mSoundId = pSoundId; }
/// <summary>Makes npc emote text. And play wanted sound.</summary> /// <param name="pText">Wanted Text,</param> /// <param name="pType">Type of emote, Yell, Say, etc.</param> /// <param name="pSoundId">Id of sound(Found in DBC).</param> public void DoEmote(string pText, NPCEmoteType pType, uint pSoundId) { if (pSoundId != 0U) { this.NPC.PlaySound(pSoundId); } this.DoEmote(pText, pType); }
/// <summary>Makes npc emote text.</summary> /// <param name="pText">Wanted Text.</param> /// <param name="pType">Type of emote, Yell, Say, etc.</param> public void DoEmote(string pText, NPCEmoteType pType) { switch (pType) { case NPCEmoteType.NPC_Yell: this.NPC.Yell(pText); break; case NPCEmoteType.NPC_Say: this.NPC.Say(pText); break; case NPCEmoteType.NPC_Emote: this.NPC.Emote(pText); break; } }
public void AddEmote(string pText, NPCBrainEvents pEvent, NPCEmoteType pType) { var newEmoteData = new EmoteData(pText, pEvent, pType, 0); AddEmote(newEmoteData); }
public void AddEmote(string pText, NPCBrainEvents pEvent, NPCEmoteType pType, uint pSoundId) { var newEmoteData = new EmoteData(pText, pEvent, pType, pSoundId); AddEmote(newEmoteData); }
/// <summary> /// Makes npc emote text. And play wanted sound. /// </summary> /// <param name="pText">Wanted Text,</param> /// <param name="pType">Type of emote, Yell, Say, etc.</param> /// <param name="pSoundId">Id of sound(Found in DBC).</param> public void DoEmote(string pText, NPCEmoteType pType, uint pSoundId) { if( pSoundId != 0 ) NPC.PlaySound(pSoundId); DoEmote(pText, pType); }
/// <summary> /// Makes npc emote text. /// </summary> /// <param name="pText">Wanted Text.</param> /// <param name="pType">Type of emote, Yell, Say, etc.</param> public void DoEmote(string pText, NPCEmoteType pType) { switch (pType) { case NPCEmoteType.NPC_Say: NPC.Say(pText); break; case NPCEmoteType.NPC_Yell: NPC.Yell(pText); break; case NPCEmoteType.NPC_Emote: NPC.Emote(pText); break; default: break; } }
public void AddEmote(string pText, NPCBrainEvents pEvent, NPCEmoteType pType) { this.AddEmote(new EmoteData(pText, pEvent, pType, 0U)); }
public void AddEmote(string pText, NPCBrainEvents pEvent, NPCEmoteType pType, uint pSoundId) { this.AddEmote(new EmoteData(pText, pEvent, pType, pSoundId)); }