C# 클래스 Aura.Channel.World.Entities.Prop

Not all options are used in all props. Things like ExtraData, State, etc. are all very prop specific.
상속: Entity
파일 보기 프로젝트 열기: aura-project/aura 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
Data PropsDbData
Info Aura.Shared.Mabi.Structs.PropInfo
_resource float

공개 메소드들

메소드 설명
Disappear ( ) : void

Removes prop from its current region.

GetDropBehavior ( int dropType ) : PropFunc

Returns prop behavior for dropping.

GetEmptyBehavior ( ) : PropFunc

Returns a prop behavior that doesn't do anything.

Use to prevent unimplemented messages.

GetPosition ( ) : Position

Returns prop's static position (Info.X|Y).

GetTargetableCreaturesInRange ( Creature owner, int range ) : ICollection

Returns targetable creatures in given range of prop. Owner of the prop and creatures he can't target are excluded.

GetWarpBehavior ( int region, int x, int y ) : PropFunc

Returns prop behavior for warping.

HasTag ( string tag ) : bool

Returns true if prop's data has the tag.

IsInside ( int x, int y ) : bool

Returns true if the given position is inside the prop.

Prop ( PropData propData, int regionId, string regionName, string areaName ) : System

Creates new prop, based on prop data.

Prop ( int id, int regionId, int x, int y, float direction, float scale = 1f, float altitude, string state = "", string ident = "", string title = "" ) : System

Creates new prop with no specific entity id.

The entity id is assigned automatically when the prop is added to a region, as the id depends on the prop's location and the region it's eventually added to. If the entity id is not supposed to be set upon adding the prop to a region, it should be set to anything but 0.

Prop ( long entityId, int id, int regionId, int x, int y, float direction, float scale, float altitude, string state, string ident, string title ) : System

Creates new prop with given entity id.

SetState ( string state ) : void

Sets prop's state and broadcasts update.

ToString ( ) : string

Returns information about the prop as string.

UpdateShapes ( ) : void

Updates shapes for current state from defaults db.

비공개 메소드들

메소드 설명
UpdateCollisions ( ) : void

Updates prop's shapes and collisions in current region.

메소드 상세

Disappear() 공개 메소드

Removes prop from its current region.
public Disappear ( ) : void
리턴 void

GetDropBehavior() 공개 정적인 메소드

Returns prop behavior for dropping.
public static GetDropBehavior ( int dropType ) : PropFunc
dropType int
리턴 PropFunc

GetEmptyBehavior() 공개 정적인 메소드

Returns a prop behavior that doesn't do anything.
Use to prevent unimplemented messages.
public static GetEmptyBehavior ( ) : PropFunc
리턴 PropFunc

GetPosition() 공개 메소드

Returns prop's static position (Info.X|Y).
public GetPosition ( ) : Position
리턴 Position

GetTargetableCreaturesInRange() 공개 메소드

Returns targetable creatures in given range of prop. Owner of the prop and creatures he can't target are excluded.
public GetTargetableCreaturesInRange ( Creature owner, int range ) : ICollection
owner Creature Owner of the prop, who is excluded and used as reference for CanTarget (null to ignore).
range int
리턴 ICollection

GetWarpBehavior() 공개 정적인 메소드

Returns prop behavior for warping.
public static GetWarpBehavior ( int region, int x, int y ) : PropFunc
region int
x int
y int
리턴 PropFunc

HasTag() 공개 메소드

Returns true if prop's data has the tag.
public HasTag ( string tag ) : bool
tag string
리턴 bool

IsInside() 공개 메소드

Returns true if the given position is inside the prop.
public IsInside ( int x, int y ) : bool
x int
y int
리턴 bool

Prop() 공개 메소드

Creates new prop, based on prop data.
public Prop ( PropData propData, int regionId, string regionName, string areaName ) : System
propData PropData
regionId int
regionName string
areaName string
리턴 System

Prop() 공개 메소드

Creates new prop with no specific entity id.
The entity id is assigned automatically when the prop is added to a region, as the id depends on the prop's location and the region it's eventually added to. If the entity id is not supposed to be set upon adding the prop to a region, it should be set to anything but 0.
public Prop ( int id, int regionId, int x, int y, float direction, float scale = 1f, float altitude, string state = "", string ident = "", string title = "" ) : System
id int
regionId int
x int
y int
direction float
scale float
altitude float
state string
ident string
title string
리턴 System

Prop() 공개 메소드

Creates new prop with given entity id.
public Prop ( long entityId, int id, int regionId, int x, int y, float direction, float scale, float altitude, string state, string ident, string title ) : System
entityId long
id int
regionId int
x int
y int
direction float
scale float
altitude float
state string
ident string
title string
리턴 System

SetState() 공개 메소드

Sets prop's state and broadcasts update.
public SetState ( string state ) : void
state string
리턴 void

ToString() 공개 메소드

Returns information about the prop as string.
public ToString ( ) : string
리턴 string

UpdateShapes() 공개 메소드

Updates shapes for current state from defaults db.
public UpdateShapes ( ) : void
리턴 void

프로퍼티 상세

Data 공개적으로 프로퍼티

Data about the prop from the db.
public PropsDbData Data
리턴 PropsDbData

Info 공개적으로 프로퍼티

Marshable prop information used for packets.
public PropInfo,Aura.Shared.Mabi.Structs Info
리턴 Aura.Shared.Mabi.Structs.PropInfo

_resource 공개적으로 프로퍼티

public float _resource
리턴 float