/// <summary> /// 怪物死亡时爆出物品回调函数 /// </summary> /// <param name="item_type">物品类型</param> /// <param name="item_count">物品数量</param> /// <param name="drop_id">怪物标识</param> /// <param name="x">坐标X</param> /// <param name="y">坐标Y</param> /// <param name="z">坐标Z</param> protected void OnNpcDropItem(int item_type, int item_count, int drop_id, float x, float y, float z) { GMatrix matrix = GMatrix.GetMatrix(); GDataManItem dataman = matrix.GetDataMan(); string npc_name = dataman.GetDataName(drop_id); string item_name = dataman.GetDataName(item_type); int worldtag = GetTag(); string s; s = string.Format("NPC({0})爆物品{1},坐标{2:G}({3:G},{4:G},{5:G})", npc_name, item_name, worldtag, x, y, z); matrix.BroadcastMsg(s, 9); }
/// <summary> /// 角色扔出物品回调函数 /// </summary> /// <param name="item_type">物品类型</param> /// <param name="item_count">物品数量</param> /// <param name="drop_id">怪物标识</param> /// <param name="x">坐标X</param> /// <param name="y">坐标Y</param> /// <param name="z">坐标Z</param> protected void OnPlayerDropItem(int item_type, int item_count, int drop_id, float x, float y, float z) { GMatrix matrix = GMatrix.GetMatrix(); GDataManItem dataman = matrix.GetDataMan(); string item_name = dataman.GetDataName(item_type); int worldtag = GetTag(); string s; s = string.Format("扔下物品{0},坐标{1:G}({2:F3},{3:F3},{4:F3})", item_name, worldtag, x, y, z); matrix.BroadcastMsg(s, 9); }