public ImmutableWorldObject(AceObject aceO)
            : base((ObjectType)aceO.TypeId, new ObjectGuid(aceO.AceObjectId))
        {
            this.Name             = aceO.Name;
            this.DescriptionFlags = (ObjectDescriptionFlag)aceO.WdescBitField;
            this.Position         = aceO.Position;
            this.WeenieClassid    = aceO.WeenieClassId;
            this.WeenieFlags      = (WeenieHeaderFlag)aceO.WeenieFlags;

            this.PhysicsData.MTableResourceId = aceO.MotionTableId;
            this.PhysicsData.Stable           = aceO.SoundTableId;
            this.PhysicsData.CSetup           = aceO.ModelTableId;

            // this should probably be determined based on the presence of data.
            this.PhysicsData.PhysicsDescriptionFlag = (PhysicsDescriptionFlag)aceO.PhysicsBitField;
            this.PhysicsData.PhysicsState           = (PhysicsState)aceO.PhysicsState;

            // game data min required flags;
            this.Icon = (ushort)aceO.IconId;

            this.GameData.Usable        = (Usable)aceO.Usability;
            this.GameData.RadarColour   = (RadarColor)aceO.BlipColor;
            this.GameData.RadarBehavior = (RadarBehavior)aceO.Radar;
            this.GameData.UseRadius     = aceO.UseRadius;
        }
示例#2
0
        public Vendor(AceObject aceO)
            : base((ObjectType)aceO.TypeId, new ObjectGuid(aceO.AceObjectId))
        {
            Name             = aceO.Name;
            DescriptionFlags = (ObjectDescriptionFlag)aceO.WdescBitField;
            Location         = aceO.Position;
            WeenieClassid    = aceO.WeenieClassId;
            WeenieFlags      = (WeenieHeaderFlag)aceO.WeenieFlags;

            PhysicsData.MTableResourceId = aceO.MotionTableId;
            PhysicsData.Stable           = aceO.SoundTableId;
            PhysicsData.CSetup           = aceO.ModelTableId;

            // this should probably be determined based on the presence of data.
            PhysicsData.PhysicsDescriptionFlag = (PhysicsDescriptionFlag)aceO.PhysicsBitField;
            PhysicsData.PhysicsState           = (PhysicsState)aceO.PhysicsState;

            // game data min required flags;
            Icon = aceO.IconId;

            GameData.Usable        = (Usable)aceO.Usability;
            GameData.RadarColour   = (RadarColor)aceO.BlipColor;
            GameData.RadarBehavior = (RadarBehavior)aceO.Radar;
            GameData.UseRadius     = aceO.UseRadius;

            aceO.AnimationOverrides.ForEach(ao => ModelData.AddModel(ao.Index, (ushort)ao.AnimationId));
            aceO.TextureOverrides.ForEach(to => ModelData.AddTexture(to.Index, (ushort)to.OldId, (ushort)to.NewId));
            aceO.PaletteOverrides.ForEach(po => ModelData.AddPalette(po.SubPaletteId, po.Offset, po.Length));
        }
示例#3
0
文件: Cow.cs 项目: shawarma-golem/ACE
 public Cow(AceObject aceO)
     : base(aceO)
 {
     UseRadius = 1;
     IsAlive   = true;
     SetupVitals();
 }
示例#4
0
 public Monster(AceObject aceO)
     : base(aceO)
 {
     Guid    = GuidManager.NewNonStaticGuid();
     IsAlive = true;
     SetupVitals();
 }
示例#5
0
 public GenericObject(AceObject aceObject)
     : base(aceObject)
 {
     if (Placement == null)
     {
         Placement = Enum.Placement.Resting;
     }
 }
示例#6
0
        public DebugObject(AceObject aceO)
            : this(new ObjectGuid(aceO.AceObjectId), aceO)
        {
            this.Location      = aceO.Position;
            this.WeenieClassid = aceO.WeenieClassId;

            this.GameData.Type = aceO.WeenieClassId;
        }
示例#7
0
 public Container(AceObject aceObject, ObjectGuid guid, string name, ushort weenieClassId, ObjectDescriptionFlag descriptionFlag, WeenieHeaderFlag weenieFlag, Position position)
     : this(aceObject)
 {
     Name             = name;
     DescriptionFlags = descriptionFlag;
     WeenieFlags      = weenieFlag;
     Location         = position;
     WeenieClassId    = weenieClassId;
 }
示例#8
0
        public CollidableObject(AceObject aceO)
            : base((ObjectType)aceO.TypeId, new ObjectGuid(aceO.AceObjectId))
        {
            this.Name             = aceO.Name;
            this.DescriptionFlags = (ObjectDescriptionFlag)aceO.WdescBitField;
            this.Location         = aceO.Position;
            this.WeenieClassid    = aceO.WeenieClassId;
            this.WeenieFlags      = (WeenieHeaderFlag)aceO.WeenieFlags;

            this.PhysicsData.MTableResourceId = aceO.MotionTableId;
            this.PhysicsData.Stable           = aceO.SoundTableId;
            this.PhysicsData.CSetup           = aceO.ModelTableId;

            // this should probably be determined based on the presence of data.
            this.PhysicsData.PhysicsDescriptionFlag = (PhysicsDescriptionFlag)aceO.PhysicsBitField;
            // Creating from weenie - the pcap may have had a container or a position
            // but if we are creating new that will be sent when we place ground or container not at create
            this.PhysicsData.PhysicsDescriptionFlag &= ~PhysicsDescriptionFlag.Parent;
            this.PhysicsData.PhysicsDescriptionFlag &= ~PhysicsDescriptionFlag.Position;
            this.PhysicsData.PhysicsState            = (PhysicsState)aceO.PhysicsState;

            // game data min required flags;
            this.Icon = aceO.IconId;

            this.GameData.AmmoType          = (AmmoType)aceO.AmmoType;
            this.GameData.Burden            = (ushort)aceO.Burden;
            this.GameData.CombatUse         = (CombatUse)aceO.CombatUse;
            this.GameData.ContainerCapacity = aceO.ContainersCapacity;
            this.GameData.Cooldown          = aceO.CooldownId;
            this.GameData.CooldownDuration  = (decimal)aceO.CooldownDuration;
            this.GameData.HookItemTypes     = aceO.HookItemTypes;
            this.GameData.HookType          = (ushort)aceO.HookTypeId;
            this.GameData.IconOverlay       = (ushort)aceO.IconOverlayId;
            this.GameData.IconUnderlay      = (ushort)aceO.IconUnderlayId;
            this.GameData.ItemCapacity      = aceO.ItemsCapacity;
            this.GameData.Material          = (Material)aceO.MaterialType;
            this.GameData.MaxStackSize      = aceO.MaxStackSize;
            this.GameData.MaxStructure      = aceO.MaxStructure;
            // GameData.Name = aceO.Name;  I think this is redundant and should be removed from Game Data or from world object
            this.GameData.RadarBehavior  = (RadarBehavior)aceO.Radar;
            this.GameData.RadarColour    = (RadarColor)aceO.Radar;
            this.GameData.UseRadius      = aceO.UseRadius;
            this.GameData.Spell          = (Spell)aceO.SpellId;
            this.GameData.Script         = aceO.PScript;
            this.GameData.ValidLocations = (EquipMask)aceO.ValidLocations;
            this.GameData.StackSize      = aceO.StackSize;
            this.GameData.Struture       = aceO.Structure;
            this.GameData.Value          = aceO.Value;
            this.GameData.Type           = (ushort)aceO.AceObjectId;
            this.GameData.TargetType     = aceO.TargetTypeId;
            this.GameData.Usable         = (Usable)aceO.Usability;

            aceO.AnimationOverrides.ForEach(ao => this.ModelData.AddModel(ao.Index, (ushort)ao.AnimationId));
            aceO.TextureOverrides.ForEach(to => this.ModelData.AddTexture(to.Index, (ushort)to.OldId, (ushort)to.NewId));
            aceO.PaletteOverrides.ForEach(po => this.ModelData.AddPalette(po.SubPaletteId, po.Offset, po.Length));
        }
示例#9
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 public Generator(ObjectGuid guid, AceObject baseAceObject)
     : base(guid, baseAceObject)
 {
     DescriptionFlags = ObjectDescriptionFlag.None;
     Stuck            = true; Attackable = true; HiddenAdmin = true;
     IgnoreCollision  = true; Hidden = true; Ethereal = true;
     RadarBehavior    = Enum.RadarBehavior.ShowNever;
     RadarColor       = Enum.RadarColor.Admin;
     Usable           = Enum.Usable.No;
 }
示例#10
0
 public Creature(AceObject baseObject)
     : base(baseObject)
 {
     if (Attackable == false)
     {
         if (RadarColor != Enum.RadarColor.Yellow || (RadarColor == Enum.RadarColor.Yellow && CreatureType == null))
         {
             NpcLooksLikeObject = true;
         }
     }
 }
示例#11
0
        public Coin(AceObject aceObject)
            : base(aceObject)
        {
            CoinPropertiesInt = PropertiesInt.Where(x => x.PropertyId == (uint)PropertyInt.Value ||
                                                    x.PropertyId == (uint)PropertyInt.EncumbranceVal).ToList();

            StackSize = (base.StackSize ?? 1);

            Value = (Weenie.Value ?? 0) * (StackSize ?? 1);

            if (StackSize == null)
            {
                StackSize = 1;
            }
        }
示例#12
0
        /// <summary>
        /// On initial load, we will create all of the wielded items as world objects and add to dictionary for management.
        /// </summary>
        /// <param name="aceObject"></param>
        public Container(AceObject aceObject)
            : base(aceObject)
        {
            CoinValue = 0;
            log.Debug($"{aceObject.Name} CoinValue initialized to {CoinValue}");

            Burden = 0;
            log.Debug($"{aceObject.Name} Burden initialized to {Burden}");

            Burden += Weenie.EncumbranceVal ?? 0;
            log.Debug($"{aceObject.Name}'s weenie id is {Weenie.WeenieClassId} and its base burden is {Weenie.EncumbranceVal}, added to burden, Burden = {Burden}");

            Value  = 0;
            Value += Weenie.Value ?? 0;

            WieldedObjects = new Dictionary <ObjectGuid, WorldObject>();
            foreach (var wieldedItem in WieldedItems)
            {
                ObjectGuid woGuid = new ObjectGuid(wieldedItem.Value.AceObjectId);
                WieldedObjects.Add(woGuid, WorldObjectFactory.CreateWorldObject(wieldedItem.Value));

                Burden += wieldedItem.Value.EncumbranceVal;
                log.Debug($"{aceObject.Name} is wielding {wieldedItem.Value.Name}, adding {wieldedItem.Value.EncumbranceVal}, current Burden = {Burden}");

                Value += wieldedItem.Value.Value;
            }

            InventoryObjects = new Dictionary <ObjectGuid, WorldObject>();
            foreach (var inventoryItem in Inventory)
            {
                ObjectGuid  woGuid = new ObjectGuid(inventoryItem.Value.AceObjectId);
                WorldObject wo     = WorldObjectFactory.CreateWorldObject(inventoryItem.Value);
                InventoryObjects.Add(woGuid, wo);

                Burden += wo.Burden ?? 0;
                log.Debug($"{aceObject.Name} is has {wo.Name} in inventory, adding {wo.Burden}, current Burden = {Burden}");

                Value += wo.Value ?? 0;

                if (wo.WeenieType == WeenieType.Coin)
                {
                    CoinValue += wo.Value ?? 0;
                    log.Debug($"{aceObject.Name} is has {wo.Name} in inventory, of WeenieType.Coin, adding {wo.Value}, current CoinValue = {CoinValue}");
                }
            }
        }
示例#13
0
文件: Food.cs 项目: jumpcakes/ACE
        public Food(AceObject aceObject)
            : base(aceObject)
        {
            StackSize = (base.StackSize ?? 1);

            if (StackSize == null)
            {
                StackSize = 1;
            }

            Boost = (base.Boost ?? 0);

            if (BoostEnum == null)
            {
                BoostEnum = 0;
            }
        }
示例#14
0
        public Door(AceObject aceO)
            : base(aceO)
        {
            // Set PhysicsState defaults.. Leaving commented for now to read in what was pcapped
            // PhysicsState = 0;
            // ReportCollision = true;
            // HasPhysicsBsp = true;

            if (!DefaultOpen)
            {
                CurrentMotionState = motionStateClosed;
                IsOpen             = false;
                Ethereal           = false;
            }
            else
            {
                CurrentMotionState = motionStateOpen;
                IsOpen             = true;
                Ethereal           = true;
            }

            IsLocked       = AceObject.Locked ?? false;
            ResetInterval  = AceObject.ResetInterval ?? 30.0f;
            ResistLockpick = AceObject.ResistLockpick ?? 0;
            LockCode       = AceObject.LockCode ?? "";

            // If we had the base weenies this would be the way to go
            ////if (DefaultLocked)
            ////    IsLocked = true;
            ////else
            ////    IsLocked = false;

            // But since we don't know what doors were DefaultLocked, let's assume for now that any door that starts Locked should default as such.
            if (IsLocked)
            {
                DefaultLocked = true;
            }

            movementOpen.ForwardCommand   = (uint)MotionCommand.On;
            movementClosed.ForwardCommand = (uint)MotionCommand.Off;

            if (UseRadius < 2)
            {
                UseRadius = 2;
            }
        }
示例#15
0
文件: Door.cs 项目: leclaist/ACE
        public Door(AceObject aceO)
            : base((ObjectType)aceO.TypeId, new ObjectGuid(aceO.AceObjectId))
        {
            this.Name = aceO.Name;

            this.DescriptionFlags = (ObjectDescriptionFlag)aceO.WdescBitField;
            this.Location         = aceO.Position;
            this.WeenieClassid    = aceO.WeenieClassId;
            this.WeenieFlags      = (WeenieHeaderFlag)aceO.WeenieFlags;

            this.PhysicsData.MTableResourceId = aceO.MotionTableId;
            this.PhysicsData.Stable           = aceO.SoundTableId;
            this.PhysicsData.CSetup           = aceO.ModelTableId;
            this.PhysicsData.Petable          = aceO.PhysicsTableId;

            // this should probably be determined based on the presence of data.
            this.PhysicsData.PhysicsDescriptionFlag = (PhysicsDescriptionFlag)aceO.PhysicsBitField;
            // this.PhysicsData.PhysicsState = (PhysicsState)aceO.PhysicsState;
            this.PhysicsData.PhysicsState |= PhysicsState.HasPhysicsBsp | PhysicsState.ReportCollision;

            this.PhysicsData.CurrentMotionState = motionStateClosed;

            this.PhysicsData.ObjScale       = aceO.ObjectScale;
            this.PhysicsData.AnimationFrame = aceO.AnimationFrameId;
            this.PhysicsData.Translucency   = aceO.Translucency;

            // game data min required flags;
            this.Icon = aceO.IconId;

            this.GameData.Type = aceO.WeenieClassId;

            this.GameData.Usable        = (Usable)aceO.Usability;
            this.GameData.RadarColour   = (RadarColor)aceO.BlipColor;
            this.GameData.RadarBehavior = (RadarBehavior)aceO.Radar;
            this.GameData.UseRadius     = aceO.UseRadius;

            aceO.AnimationOverrides.ForEach(ao => this.ModelData.AddModel(ao.Index, ao.AnimationId));
            aceO.TextureOverrides.ForEach(to => this.ModelData.AddTexture(to.Index, to.OldId, to.NewId));
            aceO.PaletteOverrides.ForEach(po => this.ModelData.AddPalette(po.SubPaletteId, po.Offset, po.Length));
            this.ModelData.PaletteGuid = aceO.PaletteId;

            movementOpen.ForwardCommand   = (ushort)MotionCommand.On;
            movementClosed.ForwardCommand = (ushort)MotionCommand.Off;
        }
示例#16
0
        /// <summary>
        /// On initial load, we will create all of the wielded items as world objects and add to dictionary for management.
        /// </summary>
        /// <param name="aceObject"></param>
        public Container(AceObject aceObject)
            : base(aceObject)
        {
            CoinValue = 0;

            WieldedObjects = new Dictionary <ObjectGuid, WorldObject>();
            foreach (var wieldedItem in WieldedItems)
            {
                ObjectGuid woGuid = new ObjectGuid(wieldedItem.Value.AceObjectId);
                WieldedObjects.Add(woGuid, WorldObjectFactory.CreateWorldObject(wieldedItem.Value));
            }

            InventoryObjects = new Dictionary <ObjectGuid, WorldObject>();
            foreach (var inventoryItem in Inventory)
            {
                ObjectGuid woGuid = new ObjectGuid(inventoryItem.Value.AceObjectId);
                InventoryObjects.Add(woGuid, WorldObjectFactory.CreateWorldObject(inventoryItem.Value));
                if (InventoryObjects[woGuid].WeenieType == WeenieType.Container)
                {
                    InventoryObjects[woGuid].InventoryObjects = new Dictionary <ObjectGuid, WorldObject>();
                    foreach (var item in Inventory[woGuid].Inventory)
                    {
                        ObjectGuid cwoGuid = new ObjectGuid(item.Value.AceObjectId);
                        InventoryObjects[woGuid].InventoryObjects.Add(cwoGuid, WorldObjectFactory.CreateWorldObject(item.Value));

                        if (InventoryObjects[woGuid].WeenieType == WeenieType.Coin)
                        {
                            CoinValue += item.Value.Value ?? 0;
                        }
                    }
                }

                if (InventoryObjects[woGuid].WeenieType == WeenieType.Coin)
                {
                    CoinValue += inventoryItem.Value.Value ?? 0;
                }
            }
        }
示例#17
0
        public Portal(AceObject aceO)
            : base(aceO)
        {
            var weenie = Database.DatabaseManager.World.GetAceObjectByWeenie(AceObject.WeenieClassId);

            // check to see if this ace object has a destination.  if so, defer to it.
            if (aceO.Destination != null)
            {
                Destination = aceO.Destination;
            }
            else
            {
                // but if not, portals roll up to the weenie
                Destination = weenie.Destination;
            }

            MinimumLevel = weenie.MinLevel ?? 0;
            MaximumLevel = weenie.MaxLevel ?? 0;
            IsTieable    = ((weenie.PortalBitmask ?? 0) & (uint)PortalBitmask.NoRecall) == 0;
            IsSummonable = ((weenie.PortalBitmask ?? 0) & (uint)PortalBitmask.NoSummon) == 0;
            AppraisalPortalDestination = weenie.AppraisalPortalDestination;
            PortalShowDestination      = weenie.PortalShowDestination ?? false;
        }
示例#18
0
文件: Gem.cs 项目: fantoms/ACE
 public Gem(AceObject aceObject)
     : base(aceObject)
 {
 }
示例#19
0
文件: Game.cs 项目: cydrith/ACE
 public Game(AceObject aceO)
     : base(aceO)
 {
     // Setup game variables...
     // TODO: so much more than what's here now.
 }
示例#20
0
 public Container(AceObject aceObject)
     : base(aceObject)
 {
 }
示例#21
0
文件: GamePiece.cs 项目: cydrith/ACE
 public GamePiece(AceObject aceO)
     : base(aceO)
 {
 }
示例#22
0
文件: Vendor.cs 项目: fantoms/ACE
 // todo : SO : Turning to player movement states  - looks at @og
 public Vendor(AceObject aceO)
     : base(aceO)
 {
 }
示例#23
0
 public Container(AceObject aceObject, ObjectGuid guid)
     : base(guid, aceObject)
 {
 }
示例#24
0
文件: Scroll.cs 项目: cydrith/ACE
        public Scroll(AceObject aceObject)
            : base(aceObject)
        {
            SpellTable table = SpellTable.ReadFromDat();

            Use  = $"Inscribed spell: {table.Spells[SpellId].Name}\n";
            Use += $"{table.Spells[SpellId].Desc}";

            LongDesc = "Use this item to attempt to learn its spell.";

            Power  = table.Spells[SpellId].Power;
            School = table.Spells[SpellId].School;

            Burden = 30;

            switch (Power)
            {
            case spellLevel1:
                Value = 1;
                break;

            case spellLevel2:
                Value = 5;
                break;

            case spellLevel3:
                Value = 20;
                break;

            case spellLevel4:
                Value = 100;
                break;

            case spellLevel5:
                Value = 200;
                break;

            case spellLevel6:
                Value = 1000;
                break;

            case spellLevel7:
                Value = 2000;
                break;

            case spellLevel8:
                Value = 60000;
                break;
            }

            ScrollPropertiesInt = PropertiesInt.Where(x => x.PropertyId == (uint)PropertyInt.Value ||
                                                      x.PropertyId == (uint)PropertyInt.EncumbranceVal).ToList();

            if (ScrollPropertiesString == null)
            {
                ScrollPropertiesString = new List <AceObjectPropertiesString>();
            }
            if (ScrollPropertiesSpellId == null)
            {
                ScrollPropertiesSpellId = new List <AceObjectPropertiesSpell>();
            }

            var useString = new AceObjectPropertiesString();

            useString.AceObjectId   = Guid.Full;
            useString.PropertyId    = (ushort)PropertyString.Use;
            useString.PropertyValue = Use;
            ScrollPropertiesString.Add(useString);

            var longDescString = new AceObjectPropertiesString();

            longDescString.AceObjectId   = Guid.Full;
            longDescString.PropertyId    = (ushort)PropertyString.LongDesc;
            longDescString.PropertyValue = LongDesc;
            ScrollPropertiesString.Add(longDescString);

            var propSpell = new AceObjectPropertiesSpell();

            propSpell.AceObjectId = Guid.Full;
            propSpell.SpellId     = SpellId;
            ScrollPropertiesSpellId.Add(propSpell);
        }
示例#25
0
        public DebugObject(AceObject aceO)
            : base((ObjectType)aceO.TypeId, new ObjectGuid(aceO.AceObjectId))
        {
            this.Name = aceO.Name;
            if (this.Name == null)
            {
                this.Name = "NULL";
            }

            this.DescriptionFlags = (ObjectDescriptionFlag)aceO.WdescBitField;
            this.Location         = aceO.Position;
            this.WeenieClassid    = aceO.WeenieClassId;
            this.WeenieFlags      = (WeenieHeaderFlag)aceO.WeenieFlags;

            this.PhysicsData.MTableResourceId = aceO.MotionTableId;
            this.PhysicsData.Stable           = aceO.SoundTableId;
            this.PhysicsData.CSetup           = aceO.ModelTableId;
            this.PhysicsData.Petable          = aceO.PhysicsTableId;

            // this should probably be determined based on the presence of data.
            this.PhysicsData.PhysicsDescriptionFlag = (PhysicsDescriptionFlag)aceO.PhysicsBitField;
            this.PhysicsData.PhysicsState           = (PhysicsState)aceO.PhysicsState;

            if (aceO.CurrentMotionState == "0")
            {
                this.PhysicsData.CurrentMotionState = null;
            }
            else
            {
                this.PhysicsData.CurrentMotionState = new UniversalMotion(Convert.FromBase64String(aceO.CurrentMotionState));
            }

            // this.PhysicsData.CurrentMotionState = new GeneralMotion(MotionStance.Standing, new MotionItem(MotionCommand.Off));
            // this.PhysicsData.CurrentMotionState = new GeneralMotion(MotionStance.Standing, new MotionItem(MotionCommand.Dead));

            this.PhysicsData.ObjScale       = aceO.ObjectScale;
            this.PhysicsData.AnimationFrame = aceO.AnimationFrameId;

            // game data min required flags;
            this.Icon = aceO.IconId;

            if (this.GameData.NamePlural == null)
            {
                this.GameData.NamePlural = "NULLs";
            }

            this.GameData.Type = aceO.WeenieClassId;

            this.GameData.Usable        = (Usable)aceO.Usability;
            this.GameData.RadarColour   = (RadarColor)aceO.BlipColor;
            this.GameData.RadarBehavior = (RadarBehavior)aceO.Radar;
            this.GameData.UseRadius     = aceO.UseRadius;

            this.GameData.HookType      = (ushort)aceO.HookTypeId;
            this.GameData.HookItemTypes = aceO.HookItemTypes;
            this.GameData.Burden        = (ushort)aceO.Burden;
            this.GameData.Value         = aceO.Value;
            this.GameData.ItemCapacity  = aceO.ItemsCapacity;

            aceO.AnimationOverrides.ForEach(ao => this.ModelData.AddModel(ao.Index, ao.AnimationId));
            aceO.TextureOverrides.ForEach(to => this.ModelData.AddTexture(to.Index, to.OldId, to.NewId));
            aceO.PaletteOverrides.ForEach(po => this.ModelData.AddPalette(po.SubPaletteId, po.Offset, po.Length));
            // aceO.PaletteOverrides.ForEach(po => this.ModelData.AddPalette(po.SubPaletteId, (byte)(po.Offset / 8), (byte)(po.Length / 8)));
            this.ModelData.PaletteGuid = aceO.PaletteId;
        }
示例#26
0
 public Lifestone(AceObject aceO)
     : base(aceO)
 {
 }
示例#27
0
文件: Key.cs 项目: dworkin/ACE
 public Key(AceObject aceO)
     : base(aceO)
 {
     KeyCode   = AceObject.KeyCode ?? "";
     Structure = AceObject.Structure ?? AceObject.MaxStructure;
 }
示例#28
0
 public Portal(AceObject aceObject)
     : base(aceObject)
 {
 }
示例#29
0
 public Book(AceObject aceO)
     : base(aceO)
 {
     Pages    = (uint)PropertiesBook.Count; // Set correct Page Count for appraisal based on data actually in database.
     MaxPages = MaxPages ?? 1;              // If null, set MaxPages to 1.
 }
示例#30
0
 public GenericObject(AceObject aceObject)
     : base(aceObject)
 {
 }