public void PlayerNpcInteraction( Player player, NpcInstance npc, EntityActionInvoker action, int parameterId) { if (action.Invoke(player, npc, parameterId)) { foreach (var playerConnection in connectionProvider.GetAll()) { playerConnection.Send(new PlayerNpcActionResponse { PlayerId = player.Id, ActionId = action.Id, NpcServerId = npc.Id, ParameterId = parameterId, Status = 1 // 0: fail, 1: success }, SendOption.Reliable); } } }
public void PlayerObjectInteraction( Player player, GameObjectInstance obj, EntityActionInvoker action, int parameterId) { // use if (action.Invoke(player, obj, parameterId)) { foreach (var playerConnection in connectionProvider.GetAll()) { playerConnection.Send(new PlayerObjectActionResponse { PlayerId = player.Id, ActionId = action.Id, ObjectServerId = obj.Id, ParameterId = parameterId, Status = 1 // 0: fail, 1: success }, SendOption.Reliable); } } }