/// <summary> /// Initializes a new instance of the <see cref="Trophy"/> class. /// </summary> /// <param name="in"> /// The in. /// </param> public Trophy(In @in) { this._in = @in; }
/// <summary> /// Initializes a new instance of the <see cref="Access"/> class. /// </summary> /// <param name="in"> /// The in. /// </param> public Access(In @in) { this._in = @in; }
/// <summary> /// Initializes a new instance of the <see cref="Crown"/> class. /// </summary> /// <param name="in">The in.</param> public Crown(In @in) { _in = @in; }
/// <summary> /// Initializes a new instance of the <see cref="NoteBlock"/> class. /// </summary> /// <param name="in">The in.</param> public NoteBlock(In @in) { this._in = @in; }
/// <summary> /// Initializes a new instance of the <see cref="ChatOld"/> class. /// </summary> /// <param name="in">The in.</param> public ChatOld(In @in) { _in = @in; }
/// <summary> /// Initializes a new instance of the <see cref="GodMode"/> class. /// </summary> /// <param name="in"> /// The in. /// </param> public GodMode(In @in) { this._in = @in; }
/// <summary> /// Initializes a new instance of the <see cref="Teleport"/> class. /// </summary> /// <param name="in"> /// The in. /// </param> public Teleport(In @in) { this._in = @in; }
/// <summary> /// Initializes a new instance of the <see cref="CoinObject"/> class. /// </summary> /// <param name="in">The in.</param> public CoinObject(In @in) { this._in = @in; }
/// <summary> /// Initializes a new instance of the <see cref="GiveWizard2"/> class. /// </summary> /// <param name="in"> /// The in. /// </param> public GiveWizard2(In @in) { this._in = @in; }
public void Join() { if (!this.IsConnected) { // Log in this.LogIn(); // If you didn't connect, it must have failed. if (!this.IsConnected) { return; } } // Parse the level ID (because some people like to put full URLs in). this.R.Id = Tools.ParseURL(this.R.Id); try { // Join room this.Connection = this.Client.Multiplayer.JoinRoom(this.R.Id, new Dictionary<string, string>()); // Update room data Room.JoinedRooms.Add(this.R); // Everyone gets a connection. this.R.Connections.Add(this.Connection); // The following 25 lines deal with filtering messages from the client. // Every bot receives info from the room, because some of it is exclusive to the bot. // We call those "personal" pulls. // They are exactly the same as the main pull, except In.IsPersonal = true. In i = new In(); i.IsPersonal = true; i.Source = this.R; i.Bot = this; this.Connection.OnMessage += i.OnMessage; this.R.Pulls.Add(i); // However, everything else only needs one bot to handle. Things like chat and movement. // We don't need five bots firing an event every time someone chats. if (!this.R.HasPull) { this.R.HasPull = true; this.R.Receiver = this; this.Connection.OnMessage += this.R.Pull.OnMessage; this.R.Pull.IsPersonal = false; this.R.Pull.Bot = this; this.R.Pull.Source = this.R; } // Once everything is internal settled, send the init. this.Connection.Send("init"); this.Connection.Send("init2"); this.R.OnlinePlayers.Add(this); // Delay a couple seconds so that the bot has time to join. Thread.Sleep(2000); Tools.SkylightMessage("Joined room."); } catch (Exception e) { Tools.SkylightMessage("Unable to join room \"" + this.R.Id + "\": " + e.Message); return; } }
/// <summary> /// Initializes a new instance of the <see cref="Meta"/> class. /// </summary> /// <param name="in"> /// The in. /// </param> public Meta(In @in) { this._in = @in; }
/// <summary> /// Initializes a new instance of the <see cref="Wizard"/> class. /// </summary> /// <param name="in"> /// The in. /// </param> public Wizard(In @in) { this._in = @in; }
/// <summary> /// Initializes a new instance of the <see cref="AddSpecialBlock"/> class. /// </summary> /// <param name="in">The in.</param> public AddSpecialBlock(In @in) { this._in = @in; }
/// <summary> /// Initializes a new instance of the <see cref="Autotext"/> class. /// </summary> /// <param name="in">The in.</param> public Autotext(In @in) { _in = @in; }
/// <summary> /// Initializes a new instance of the <see cref="ResetWorld"/> class. /// </summary> /// <param name="in"> /// The in. /// </param> public ResetWorld(In @in) { this._in = @in; }
/// <summary> /// Initializes a new instance of the <see cref="LeftWorld"/> class. /// </summary> /// <param name="in"> /// The in. /// </param> public LeftWorld(In @in) { this._in = @in; }
/// <summary> /// Initializes a new instance of the <see cref="LevelChange"/> class. /// </summary> /// <param name="in"> /// The in. /// </param> public LevelChange(In @in) { this._in = @in; }