Пример #1
0
        /// <summary>
        ///
        /// </summary>
        internal void OnUpdatedAI(IArtificialIntelligence artificialIntelligence, WorldEntity gameEntity)
        {
            EventHandler <UpdatedAIEventArgs> tempAfterEventArgs = m_EventUpdatedAI;

            if (tempAfterEventArgs != null)
            {
                UpdatedAIEventArgs eventArgs = new UpdatedAIEventArgs(artificialIntelligence, gameEntity);
                tempAfterEventArgs(this, eventArgs);
            }
        }
Пример #2
0
        /// <summary>
        ///
        /// </summary>
        internal void OnMovedTo(Point3D location, WorldEntity gameEntity)
        {
            EventHandler <MovedToCallEventArgs> tempAfterEventArgs = m_EventMovedToCall;

            if (tempAfterEventArgs != null)
            {
                MovedToCallEventArgs eventArgs = new MovedToCallEventArgs(location, gameEntity);
                tempAfterEventArgs(this, eventArgs);
            }
        }
Пример #3
0
        /// <summary>
        ///
        /// </summary>
        internal void OnDeletedCall(WorldEntity gameEntity)
        {
            EventHandler <WorldEntityEventArgs> tempAfterEventArgs = m_EventDeletedCall;

            if (tempAfterEventArgs != null)
            {
                WorldEntityEventArgs eventArgs = new WorldEntityEventArgs(gameEntity);
                tempAfterEventArgs(this, eventArgs);
            }
        }
Пример #4
0
        /// <summary>
        ///
        /// </summary>
        internal void OnUpdatedMap(BaseMap map, WorldEntity gameEntity)
        {
            EventHandler <UpdatedMapEventArgs> tempAfterEventArgs = m_EventUpdatedMap;

            if (tempAfterEventArgs != null)
            {
                UpdatedMapEventArgs eventArgs = new UpdatedMapEventArgs(map, gameEntity);
                tempAfterEventArgs(this, eventArgs);
            }
        }
Пример #5
0
        /// <summary>
        ///
        /// </summary>
        internal void OnUpdatedMapSpaceNode(MapSpaceNode mapSpaceNode, WorldEntity gameEntity)
        {
            EventHandler <UpdatedMapSpaceNodeEventArgs> tempAfterEventArgs = m_EventUpdatedMapSpaceNode;

            if (tempAfterEventArgs != null)
            {
                UpdatedMapSpaceNodeEventArgs eventArgs = new UpdatedMapSpaceNodeEventArgs(mapSpaceNode, gameEntity);
                tempAfterEventArgs(this, eventArgs);
            }
        }
Пример #6
0
        /// <summary>
        ///
        /// </summary>
        internal void OnUpdatedOrientation(float orientation, WorldEntity gameEntity)
        {
            EventHandler <UpdatedOrientationEventArgs> tempAfterEventArgs = m_EventUpdatedOrientation;

            if (tempAfterEventArgs != null)
            {
                UpdatedOrientationEventArgs eventArgs = new UpdatedOrientationEventArgs(orientation, gameEntity);
                tempAfterEventArgs(this, eventArgs);
            }
        }
Пример #7
0
        /// <summary>
        ///
        /// </summary>
        internal void OnUpdatedLocation(Point3D point3D, WorldEntity gameEntity)
        {
            EventHandler <UpdatedLocationEventArgs> tempAfterEventArgs = m_EventUpdatedLocation;

            if (tempAfterEventArgs != null)
            {
                UpdatedLocationEventArgs eventArgs = new UpdatedLocationEventArgs(point3D, gameEntity);
                tempAfterEventArgs(this, eventArgs);
            }
        }
Пример #8
0
        /// <summary>
        ///
        /// </summary>
        internal void OnUpdatedZ(float z, WorldEntity gameEntity)
        {
            EventHandler <UpdatedZEventArgs> tempAfterEventArgs = m_EventUpdatedZ;

            if (tempAfterEventArgs != null)
            {
                UpdatedZEventArgs eventArgs = new UpdatedZEventArgs(z, gameEntity);
                tempAfterEventArgs(this, eventArgs);
            }
        }
Пример #9
0
        /// <summary>
        ///
        /// </summary>
        internal void OnUpdatedSerial(Serial serial, WorldEntity gameEntity)
        {
            EventHandler <UpdatedSerialEventArgs> tempAfterEventArgs = m_EventUpdatedSerial;

            if (tempAfterEventArgs != null)
            {
                UpdatedSerialEventArgs eventArgs = new UpdatedSerialEventArgs(serial, gameEntity);
                tempAfterEventArgs(this, eventArgs);
            }
        }
Пример #10
0
        /// <summary>
        ///
        /// </summary>
        internal void OnMovedToWorld(Point3D oldLocation, BaseMap oldMap, WorldEntity gameEntity)
        {
            EventHandler <MovedToWorldEventArgs> tempAfterEventArgs = m_EventMovedToWorld;

            if (tempAfterEventArgs != null)
            {
                MovedToWorldEventArgs eventArgs = new MovedToWorldEventArgs(oldLocation, oldMap, gameEntity);
                tempAfterEventArgs(this, eventArgs);
            }
        }
Пример #11
0
        /// <summary>
        ///
        /// </summary>
        internal bool OnMovingToWorld(Point3D newLocation, BaseMap newMap, WorldEntity gameEntity)
        {
            EventHandler <MovingToWorldEventArgs> tempBeforeEventArgs = m_EventMovingToWorld;

            if (tempBeforeEventArgs != null)
            {
                MovingToWorldEventArgs eventArgs = new MovingToWorldEventArgs(newLocation, newMap, gameEntity);
                tempBeforeEventArgs(this, eventArgs);

                return(eventArgs.IsCancel);
            }

            return(false);
        }
Пример #12
0
        /// <summary>
        ///
        /// </summary>
        internal bool OnMovingTo(Point3D location, WorldEntity gameEntity)
        {
            EventHandler <MovingToCallEventArgs> tempBeforeEventArgs = m_EventMovingToCall;

            if (tempBeforeEventArgs != null)
            {
                MovingToCallEventArgs eventArgs = new MovingToCallEventArgs(location, gameEntity);
                tempBeforeEventArgs(this, eventArgs);

                return(eventArgs.IsCancel);
            }

            return(false);
        }
Пример #13
0
        /// <summary>
        ///
        /// </summary>
        internal bool OnUpdatingLocation(Point3D point3D, WorldEntity gameEntity)
        {
            EventHandler <UpdatingLocationEventArgs> tempBeforeEventArgs = m_EventUpdatingLocation;

            if (tempBeforeEventArgs != null)
            {
                UpdatingLocationEventArgs eventArgs = new UpdatingLocationEventArgs(point3D, gameEntity);
                tempBeforeEventArgs(this, eventArgs);

                return(eventArgs.IsCancel);
            }

            return(false);
        }
Пример #14
0
        /// <summary>
        ///
        /// </summary>
        internal bool OnUpdatingOrientation(float orientation, WorldEntity gameEntity)
        {
            EventHandler <UpdatingOrientationEventArgs> tempBeforeEventArgs = m_EventUpdatingOrientation;

            if (tempBeforeEventArgs != null)
            {
                UpdatingOrientationEventArgs eventArgs = new UpdatingOrientationEventArgs(orientation, gameEntity);
                tempBeforeEventArgs(this, eventArgs);

                return(eventArgs.IsCancel);
            }

            return(false);
        }
Пример #15
0
        /// <summary>
        ///
        /// </summary>
        internal bool OnUpdatingSerial(Serial serial, WorldEntity gameEntity)
        {
            EventHandler <UpdatingSerialEventArgs> tempBeforeEventArgs = m_EventUpdatingSerial;

            if (tempBeforeEventArgs != null)
            {
                UpdatingSerialEventArgs eventArgs = new UpdatingSerialEventArgs(serial, gameEntity);
                tempBeforeEventArgs(this, eventArgs);

                return(eventArgs.IsCancel);
            }

            return(false);
        }
Пример #16
0
 /// <summary>
 /// 初始化构造
 /// </summary>
 /// <param name="baseCreature"></param>
 public MovedToCallEventArgs(Point3D location, WorldEntity gameEntity) :
     base(gameEntity)
 {
     m_OldLocation = location;
 }
Пример #17
0
 /// <summary>
 /// 初始化构造
 /// </summary>
 /// <param name="baseCreature"></param>
 public MovingToWorldEventArgs(Point3D location, BaseMap newMap, WorldEntity gameEntity) :
     base(gameEntity)
 {
     m_NewLocation = location;
     m_NewMap      = newMap;
 }
Пример #18
0
 /// <summary>
 /// 初始化构造
 /// </summary>
 /// <param name="baseCreature"></param>
 public UpdatedAIEventArgs(IArtificialIntelligence artificialIntelligence, WorldEntity gameEntity) :
     base(gameEntity)
 {
     m_OldArtificialIntelligence = artificialIntelligence;
 }
Пример #19
0
 /// <summary>
 /// 初始化构造
 /// </summary>
 /// <param name="baseCreature"></param>
 public MovingToCallEventArgs(Point3D location, WorldEntity gameEntity) :
     base(gameEntity)
 {
     m_NewLocation = location;
 }
Пример #20
0
 /// <summary>
 /// 初始化构造
 /// </summary>
 /// <param name="baseCreature"></param>
 public UpdatedMapSpaceNodeEventArgs(MapSpaceNode mapSpaceNode, WorldEntity gameEntity) :
     base(gameEntity)
 {
     m_OldMapSpaceNode = mapSpaceNode;
 }
Пример #21
0
 /// <summary>
 /// 初始化构造
 /// </summary>
 /// <param name="gameEntity"></param>
 public UpdatingSerialEventArgs(Serial serial, WorldEntity gameEntity) :
     base(gameEntity)
 {
     m_NewSerial = serial;
 }
Пример #22
0
 /// <summary>
 /// 初始化构造
 /// </summary>
 /// <param name="baseCreature"></param>
 public UpdatedMapEventArgs(BaseMap baseMap, WorldEntity gameEntity) :
     base(gameEntity)
 {
     m_OldMap = baseMap;
 }
Пример #23
0
 /// <summary>
 /// 初始化构造
 /// </summary>
 /// <param name="baseCreature"></param>
 public UpdatingMapSpaceNodeEventArgs(MapSpaceNode mapSpaceNode, WorldEntity gameEntity) :
     base(gameEntity)
 {
     m_NewMapSpaceNode = mapSpaceNode;
 }
Пример #24
0
 /// <summary>
 /// 初始化构造
 /// </summary>
 /// <param name="baseCreature"></param>
 public UpdatingMapEventArgs(BaseMap baseMap, WorldEntity gameEntity) :
     base(gameEntity)
 {
     m_NewMap = baseMap;
 }
Пример #25
0
 /// <summary>
 /// 初始化构造
 /// </summary>
 /// <param name="gameEntity"></param>
 public UpdatedLocationEventArgs(Point3D location, WorldEntity gameEntity) :
     base(gameEntity)
 {
     m_OldLocation = location;
 }
Пример #26
0
 /// <summary>
 /// 初始化构造
 /// </summary>
 /// <param name="gameEntity"></param>
 public UpdatedOrientationEventArgs(float orientation, WorldEntity gameEntity) :
     base(gameEntity)
 {
     m_OldOrientation = orientation;
 }
Пример #27
0
 /// <summary>
 /// 初始化构造
 /// </summary>
 /// <param name="gameEntity"></param>
 public WorldEntityEventArgs(WorldEntity gameEntity)
 {
     m_GameEntity = gameEntity;
 }
Пример #28
0
 /// <summary>
 /// 初始化构造
 /// </summary>
 /// <param name="baseCreature"></param>
 public MovedToWorldEventArgs(Point3D oldLocation, BaseMap oldMap, WorldEntity gameEntity) :
     base(gameEntity)
 {
     m_OldLocation = oldLocation;
     m_OldMap      = oldMap;
 }
Пример #29
0
 /// <summary>
 /// 初始化构造
 /// </summary>
 /// <param name="baseCreature"></param>
 public ProcessSliceEventArgs(DateTime updateTime, WorldEntity gameEntity) :
     base(gameEntity)
 {
     m_DateTime = updateTime;
 }
Пример #30
0
 /// <summary>
 /// 初始化构造
 /// </summary>
 /// <param name="gameEntity"></param>
 public UpdatedZEventArgs(float z, WorldEntity gameEntity) :
     base(gameEntity)
 {
     m_OldZ = z;
 }