Пример #1
0
 public override bool        ResetInfo(eObjectState eChangeState)
 {
     m_ObjInfo.m_eObjState = eChangeState;
     SetObjInfo(m_ObjInfo);
     SetMobInfo(m_MobInfo);
     return(true);
 }
Пример #2
0
 ///
 public ObjectInfo()
 {
     m_GDObjId        = CObjGlobal.InvalidObjID;
     m_eObjType       = eObjectType.CT_MAXNUM;
     m_eObjState      = eObjectState.CS_READY;
     m_ModelTypeIndex = "";
     m_objClassType   = default(Type);
 }
Пример #3
0
    public void Copy(ObjectInfo obj)
    {
        m_GDObjId        = obj.m_GDObjId;
        m_eObjType       = obj.m_eObjType;
        m_eObjState      = obj.m_eObjState;
        m_ModelTypeIndex = obj.m_ModelTypeIndex;
        m_objClassType   = obj.m_objClassType;

        spawnPos[0] = obj.spawnPos[0];
        spawnPos[1] = obj.spawnPos[1];
        spawnPos[2] = obj.spawnPos[2];

        spawnAngle[0] = obj.spawnAngle[0];
        spawnAngle[1] = obj.spawnAngle[1];
        spawnAngle[2] = obj.spawnAngle[2];

        SetObjName(obj.m_strGameName);
    }
Пример #4
0
		/// <summary>
		/// Constructs a new empty GameObject
		/// </summary>
		public GameObject()
		{
			//Objects should NOT be saved back to the DB
			//as standard! We want our mobs/items etc. at
			//the same startingspots when we restart!
			m_saveInDB = false;
			m_name = "";
			m_ObjectState = eObjectState.Inactive;
			m_boat_ownerid = "";
		}
Пример #5
0
 public virtual bool ResetInfo(eObjectState eChangeState)
 {
     m_ObjInfo.m_eObjState = eChangeState;
     SetObjInfo(m_ObjInfo);
     return(true);
 }
Пример #6
0
        void property_ValueChanged(object sender, EventArgs e)
        {
            if ((State & eObjectState.PropertyModified) > 0)
                return;

            State &= eObjectState.PropertyModified;

            if (PropertiesChanged != null)
                PropertiesChanged(this, EventArgs.Empty);
        }
Пример #7
0
 /// <summary>
 /// Init properties and set object state to Old
 /// </summary>
 /// <param name="properties"></param>
 internal void Init(DomainPropertyCollection properties)
 {
     // Save object properties
     Properties = properties;
     AssignPropertyEvents();
     // Set object state to Old
     State |= eObjectState.Old;
 }
Пример #8
0
 /// <summary>
 /// Delete object
 /// </summary>
 public void Delete()
 {
     // Set object state to Deleted
     State &= eObjectState.Deleted;
 }