/// <summary> /// Default constructor /// </summary> public Mgenerate() { FriendlyName = "mgenerate"; PrivilegeLevel = PrivilegeLevel.Builder; RequiresFullMatch = true; ValidStates.Add(EntityState.Active); }
/// <summary> /// Default constructor /// </summary> public Elist() { FriendlyName = "elist"; PrivilegeLevel = PrivilegeLevel.Builder; RequiresFullMatch = true; ValidStates.Add(EntityState.Active); }
/// <summary> /// Default constructor /// </summary> public Title() { FriendlyName = "title"; IsPlayerOnlyCommand = true; PrivilegeLevel = PrivilegeLevel.Player; ValidStates.Add(EntityState.Active); }
/// <summary> /// Default constructor /// </summary> public East() { FriendlyName = "east"; HasPriority = true; PrivilegeLevel = PrivilegeLevel.NPC; ValidStates.Add(EntityState.Active); }
public void SetSignalState(string state) { if (!ValidStates.Contains(state)) { Debug.LogWarning($"'{state}' is an invalid state for '{ControlType}'"); return; } CurrentState = state; CurrentSignalLight.SetSignalLightState(state); switch (CurrentState) { case "red": stopLine.currentState = SignalLightStateType.Red; break; case "green": stopLine.currentState = SignalLightStateType.Green; break; case "yellow": stopLine.currentState = SignalLightStateType.Yellow; break; case "black": stopLine.currentState = SignalLightStateType.Black; break; } }
/// <summary> /// Default constructor /// </summary> public Help() { FriendlyName = "help"; RequiresFullMatch = true; ValidStates.Add(EntityState.Active); ValidStates.Add(EntityState.Combat); }
/// <summary> /// Default constructor /// </summary> public Remove() { FriendlyName = "remove"; PrivilegeLevel = PrivilegeLevel.NPC; ValidStates.Add(EntityState.Active); ValidStates.Add(EntityState.Combat); }
/// <summary> /// Default constructor /// </summary> public Shutdown() { FriendlyName = "shutdown"; PrivilegeLevel = PrivilegeLevel.Administrator; RequiresFullMatch = true; ValidStates.Add(EntityState.Active); }
/// <summary> /// Default constructor /// </summary> public South() { FriendlyName = "south"; HasPriority = true; PrivilegeLevel = PrivilegeLevel.NPC; ValidStates.Add(EntityState.Active); }
/// <summary> /// Default constructor /// </summary> public Flee() { FriendlyName = "flee"; IsCombatCommand = true; PrivilegeLevel = PrivilegeLevel.NPC; ValidStates.Add(EntityState.Combat); }
/// <summary> /// Default constructor /// </summary> public Wear() { FriendlyName = "wear"; PrivilegeLevel = PrivilegeLevel.NPC; ValidStates.Add(EntityState.Active); ValidStates.Add(EntityState.Combat); }
/// <summary> /// Default constructor /// </summary> public Drink() { FriendlyName = "drink"; PrivilegeLevel = PrivilegeLevel.NPC; ValidStates.Add(EntityState.Active); ValidStates.Add(EntityState.Combat); }
/// <summary> /// Default constructor /// </summary> public Autodig() { FriendlyName = "autodig"; IsPlayerOnlyCommand = true; PrivilegeLevel = PrivilegeLevel.Builder; RequiresFullMatch = true; ValidStates.Add(EntityState.Active); }
/// <summary> /// Default constructor /// </summary> public Prompt() { FriendlyName = "prompt"; IsPlayerOnlyCommand = true; PrivilegeLevel = PrivilegeLevel.Player; ValidStates.Add(EntityState.Active); ValidStates.Add(EntityState.Combat); }
/// <summary> /// Default constructor /// </summary> public Learn() { FriendlyName = "learn"; IsPlayerOnlyCommand = false; PrivilegeLevel = PrivilegeLevel.None; RequiresFullMatch = true; ValidStates.Add(EntityState.Active); }
/// <summary> /// Default constructor /// </summary> public Quit() { FriendlyName = "quit"; IsPlayerOnlyCommand = true; PrivilegeLevel = PrivilegeLevel.Player; RequiresFullMatch = true; ValidStates.Add(EntityState.Active); }
/// <summary> /// Default constructor /// </summary> public Skills() { FriendlyName = "skills"; IsPlayerOnlyCommand = true; PrivilegeLevel = PrivilegeLevel.Player; RequiresFullMatch = false; ValidStates.Add(EntityState.Active); }
/// <summary> /// Default constructor /// </summary> public Config() { FriendlyName = "config"; IsPlayerOnlyCommand = true; PrivilegeLevel = PrivilegeLevel.Player; RequiresFullMatch = true; ValidStates.Add(EntityState.Active); ValidStates.Add(EntityState.Combat); }
public Kick() { FriendlyName = "kick"; HasPriority = false; PrivilegeLevel = PrivilegeLevel.NPC; ValidStates.Add(EntityState.Active); ValidStates.Add(EntityState.Combat); IsCombatCommand = true; Cooldown = 1; }
public void SetSignalState(string state) { if (!ValidStates.Contains(state)) { Debug.LogError($"'{state}' is an invalid state for '{ControlType}'"); return; } CurrentState = state; switch (CurrentState) { case "red": stopLine.currentState = SignalLightStateType.Red; signalLightMesh.material.SetTextureOffset("_EmissiveColorMap", new Vector2(0f, 0.65f)); signalLightMesh.material.SetColor("_EmissiveColor", Color.red); signalLightMesh.material.SetVector("_EmissiveColor", Color.red * 3.0f); break; case "green": stopLine.currentState = SignalLightStateType.Green; signalLightMesh.material.SetTextureOffset("_EmissiveColorMap", new Vector2(0f, 0f)); signalLightMesh.material.SetColor("_EmissiveColor", Color.green); signalLightMesh.material.SetVector("_EmissiveColor", Color.green * 3.0f); break; case "yellow": stopLine.currentState = SignalLightStateType.Yellow; signalLightMesh.material.SetTextureOffset("_EmissiveColorMap", new Vector2(0f, 0.35f)); signalLightMesh.material.SetColor("_EmissiveColor", Color.yellow); signalLightMesh.material.SetVector("_EmissiveColor", Color.yellow * 3.0f); break; case "black": stopLine.currentState = SignalLightStateType.Black; signalLightMesh.material.SetColor("_EmissiveColor", Color.black); signalLightMesh.material.SetVector("_EmissiveColor", Color.black * 3.0f); break; default: break; } }
/// <summary> /// Default constructor /// </summary> public Buy() { FriendlyName = "buy"; ValidStates.Add(EntityState.Active); }
/// <summary> /// Default constructor /// </summary> public Equipment() { FriendlyName = "equipment"; ValidStates.Add(EntityState.Active); ValidStates.Add(EntityState.Combat); }
/// <summary> /// Default constructor /// </summary> public Shop() { FriendlyName = "shop"; ValidStates.Add(EntityState.Active); }
/// <summary> /// Default constructor /// </summary> public Goto() { FriendlyName = "goto"; PrivilegeLevel = PrivilegeLevel.Builder; ValidStates.Add(EntityState.Active); }
/// <summary> /// Default constructor /// </summary> public Stats() { FriendlyName = "stats"; ValidStates.Add(EntityState.Active); ValidStates.Add(EntityState.Combat); }
/// <summary> /// Default constructor /// </summary> public MoveEntity() { FriendlyName = "move entity"; PrivilegeLevel = PrivilegeLevel.NPC; ValidStates.Add(EntityState.Active); }
/// <summary> /// Default constructor /// </summary> public Look() { FriendlyName = "look"; ValidStates.Add(EntityState.Active); ValidStates.Add(EntityState.Combat); }
/// <summary> /// Default constructor /// </summary> public Craft() { FriendlyName = "craft"; PrivilegeLevel = PrivilegeLevel.NPC; ValidStates.Add(EntityState.Active); }
/// <summary> /// Who command lists out currently online players. /// </summary> public Who() { FriendlyName = "who"; ValidStates.Add(EntityState.Active); ValidStates.Add(EntityState.Combat); }
/// <summary> /// Default constructor /// </summary> public Inventory() { FriendlyName = "inventory"; ValidStates.Add(EntityState.Active); ValidStates.Add(EntityState.Combat); }