public GameMessagePublicUpdatePropertyDouble(SequenceManager sequences, PropertyDouble property, uint value) : base(GameMessageOpcode.PublicUpdatePropertyDouble, GameMessageGroup.UIQueue) { Writer.Write(sequences.GetNextSequence(SequenceType.PublicUpdatePropertyDouble)); Writer.Write((uint)property); Writer.Write(value); }
public GameMessagePrivateUpdatePropertyDouble(Session session, PropertyDouble property, double value) : base(GameMessageOpcode.PrivateUpdatePropertyDouble, GameMessageGroup.UIQueue) { Writer.Write(session.Player.Sequences.GetNextSequence(Sequence.SequenceType.PrivateUpdatePropertyDouble)); Writer.Write((uint)property); Writer.Write(value); }
public GameMessagePrivateUpdatePropertyDouble(Session session, PropertyDouble property, double value) : base(GameMessageOpcode.PrivateUpdatePropertyDouble, GameMessageGroup.Group09) { Writer.Write(session.UpdatePropertyDoubleSequence++); Writer.Write((uint)property); Writer.Write(value); }
public void SetPropertyDouble(PropertyDouble property, double value) { Debug.Assert(property < PropertyDouble.Count, "Invalid Property."); propertiesDouble[property] = value; }
public static string GetDescription(this PropertyDouble prop) { var description = prop.GetAttributeOfType <DescriptionAttribute>(); return(description?.Description ?? prop.ToString()); }
public static PersistedPropertyAttribute GetPersistedPropertyAttribute(this PropertyDouble val) { return(Enum.EnumHelper.GetAttributeOfType <PersistedPropertyAttribute>(val)); }
public void SetPropertyDouble(PropertyDouble property, double value, bool packet = false) { Debug.Assert(property < PropertyDouble.Count); propertiesDouble[property] = value; }
/// <summary> /// This is used to /// </summary> /// <param name="sequences"></param> /// <param name="sender"></param> /// <param name="property"></param> /// <param name="value"></param> public GameMessagePublicUpdatePropertyDouble(SequenceManager sequences, ObjectGuid sender, PropertyDouble property, uint value) : base(GameMessageOpcode.PublicUpdatePropertyDouble, GameMessageGroup.Group09) { Writer.Write(sequences.GetNextSequence(SequenceType.PublicUpdatePropertyDouble)); Writer.Write(sender.Full); Writer.Write((uint)property); Writer.Write(value); }