C# 클래스 ZoneEngine.Core.Controllers.PlayerController

상속: IController
파일 보기 프로젝트 열기: CellAO/CellAO-NightPredator

공개 메소드들

메소드 설명
CallFunction ( Function function, IEntity caller ) : void
CastNano ( int nanoId, SmokeLounge.AOtomation.Messaging.GameData.Identity target ) : bool

ChangeVisualFlag ( int visualFlag ) : bool

ChatCommand ( string command, SmokeLounge.AOtomation.Messaging.GameData.Identity target ) : bool

CombineItems ( SmokeLounge.AOtomation.Messaging.GameData.Identity sourceItem, SmokeLounge.AOtomation.Messaging.GameData.Identity targetItem ) : bool

ContainerAddItem ( int sourceContainerType, int sourcePlacement, SmokeLounge.AOtomation.Messaging.GameData.Identity target, int targetPlacement ) : bool

DeleteItem ( int container, int slotNumber ) : bool

Dispose ( ) : void
DoFollow ( ) : void
Follow ( SmokeLounge.AOtomation.Messaging.GameData.Identity target ) : bool

GetTargetInfo ( SmokeLounge.AOtomation.Messaging.GameData.Identity target ) : bool

IsFollowing ( ) : bool
JoinItemStack ( SmokeLounge.AOtomation.Messaging.GameData.Identity sourceItem, SmokeLounge.AOtomation.Messaging.GameData.Identity targetItem ) : bool

Login ( ) : bool

LogoffCharacter ( ) : void
Logout ( ) : bool

LookAt ( SmokeLounge.AOtomation.Messaging.GameData.Identity target ) : bool

Move ( int moveType, Coordinate newCoordinates, CellAO.Core.Vector.Quaternion heading ) : bool

MoveTo ( SmokeLounge.AOtomation.Messaging.GameData.Vector3 destination ) : void
PlayerController ( IZoneClient client ) : System
Run ( ) : void
Search ( ) : bool

SendChangedStats ( ) : void

SendChatText ( string text ) : void
Sneak ( ) : bool

SocialAction ( SocialAction action, byte parameter1, byte parameter2, byte parameter3, byte parameter4, int parameter5 ) : bool

SplitItemStack ( SmokeLounge.AOtomation.Messaging.GameData.Identity targetItem, int stackCount ) : bool

Stand ( ) : bool

StartPatrolling ( ) : void
StopLogout ( ) : bool

StopMovement ( ) : void
TeamInvite ( SmokeLounge.AOtomation.Messaging.GameData.Identity target ) : bool

TeamJoinAccepted ( SmokeLounge.AOtomation.Messaging.GameData.Identity newTeamMember ) : bool

TeamJoinRejected ( SmokeLounge.AOtomation.Messaging.GameData.Identity rejectingIdentity ) : bool

TeamJoinReply ( bool accept, SmokeLounge.AOtomation.Messaging.GameData.Identity requester ) : bool

TeamJoinRequest ( SmokeLounge.AOtomation.Messaging.GameData.Identity target ) : bool

TeamKickMember ( SmokeLounge.AOtomation.Messaging.GameData.Identity target ) : bool

TeamLeave ( ) : bool

Trade ( SmokeLounge.AOtomation.Messaging.GameData.Identity target ) : bool

TradeSkillBuildPressed ( SmokeLounge.AOtomation.Messaging.GameData.Identity targetItem ) : bool

TradeSkillSourceChanged ( int inventoryPageId, int slotNumber ) : bool

TradeSkillTargetChanged ( int inventoryPageId, int slotNumber ) : bool

TransferTeamLeadership ( SmokeLounge.AOtomation.Messaging.GameData.Identity target ) : bool

UseItem ( SmokeLounge.AOtomation.Messaging.GameData.Identity itemPosition ) : bool

UseStatel ( SmokeLounge.AOtomation.Messaging.GameData.Identity identity, EventType eventType = EventType.OnUse ) : bool
Walk ( ) : void

보호된 메소드들

메소드 설명
Dispose ( bool disposing ) : void

메소드 상세

CallFunction() 공개 메소드

public CallFunction ( Function function, IEntity caller ) : void
function Function
caller IEntity
리턴 void

CastNano() 공개 메소드

///
public CastNano ( int nanoId, SmokeLounge.AOtomation.Messaging.GameData.Identity target ) : bool
nanoId int ///
target SmokeLounge.AOtomation.Messaging.GameData.Identity ///
리턴 bool

ChangeVisualFlag() 공개 메소드

public ChangeVisualFlag ( int visualFlag ) : bool
visualFlag int ///
리턴 bool

ChatCommand() 공개 메소드

///
public ChatCommand ( string command, SmokeLounge.AOtomation.Messaging.GameData.Identity target ) : bool
command string ///
target SmokeLounge.AOtomation.Messaging.GameData.Identity ///
리턴 bool

CombineItems() 공개 메소드

///
public CombineItems ( SmokeLounge.AOtomation.Messaging.GameData.Identity sourceItem, SmokeLounge.AOtomation.Messaging.GameData.Identity targetItem ) : bool
sourceItem SmokeLounge.AOtomation.Messaging.GameData.Identity ///
targetItem SmokeLounge.AOtomation.Messaging.GameData.Identity ///
리턴 bool

ContainerAddItem() 공개 메소드

///
public ContainerAddItem ( int sourceContainerType, int sourcePlacement, SmokeLounge.AOtomation.Messaging.GameData.Identity target, int targetPlacement ) : bool
sourceContainerType int ///
sourcePlacement int ///
target SmokeLounge.AOtomation.Messaging.GameData.Identity ///
targetPlacement int ///
리턴 bool

DeleteItem() 공개 메소드

///
public DeleteItem ( int container, int slotNumber ) : bool
container int ///
slotNumber int ///
리턴 bool

Dispose() 공개 메소드

public Dispose ( ) : void
리턴 void

Dispose() 보호된 메소드

protected Dispose ( bool disposing ) : void
disposing bool
리턴 void

DoFollow() 공개 메소드

public DoFollow ( ) : void
리턴 void

Follow() 공개 메소드

///
public Follow ( SmokeLounge.AOtomation.Messaging.GameData.Identity target ) : bool
target SmokeLounge.AOtomation.Messaging.GameData.Identity ///
리턴 bool

GetTargetInfo() 공개 메소드

///
public GetTargetInfo ( SmokeLounge.AOtomation.Messaging.GameData.Identity target ) : bool
target SmokeLounge.AOtomation.Messaging.GameData.Identity ///
리턴 bool

IsFollowing() 공개 메소드

public IsFollowing ( ) : bool
리턴 bool

JoinItemStack() 공개 메소드

///
public JoinItemStack ( SmokeLounge.AOtomation.Messaging.GameData.Identity sourceItem, SmokeLounge.AOtomation.Messaging.GameData.Identity targetItem ) : bool
sourceItem SmokeLounge.AOtomation.Messaging.GameData.Identity ///
targetItem SmokeLounge.AOtomation.Messaging.GameData.Identity ///
리턴 bool

Login() 공개 메소드

///
public Login ( ) : bool
리턴 bool

LogoffCharacter() 공개 메소드

public LogoffCharacter ( ) : void
리턴 void

Logout() 공개 메소드

///
public Logout ( ) : bool
리턴 bool

LookAt() 공개 메소드

///
public LookAt ( SmokeLounge.AOtomation.Messaging.GameData.Identity target ) : bool
target SmokeLounge.AOtomation.Messaging.GameData.Identity ///
리턴 bool

Move() 공개 메소드

///
public Move ( int moveType, Coordinate newCoordinates, CellAO.Core.Vector.Quaternion heading ) : bool
moveType int ///
newCoordinates Coordinate ///
heading CellAO.Core.Vector.Quaternion ///
리턴 bool

MoveTo() 공개 메소드

public MoveTo ( SmokeLounge.AOtomation.Messaging.GameData.Vector3 destination ) : void
destination SmokeLounge.AOtomation.Messaging.GameData.Vector3
리턴 void

PlayerController() 공개 메소드

public PlayerController ( IZoneClient client ) : System
client IZoneClient
리턴 System

Run() 공개 메소드

public Run ( ) : void
리턴 void

Search() 공개 메소드

///
public Search ( ) : bool
리턴 bool

SendChangedStats() 공개 메소드

public SendChangedStats ( ) : void
리턴 void

SendChatText() 공개 메소드

public SendChatText ( string text ) : void
text string
리턴 void

Sneak() 공개 메소드

///
public Sneak ( ) : bool
리턴 bool

SocialAction() 공개 메소드

///
public SocialAction ( SocialAction action, byte parameter1, byte parameter2, byte parameter3, byte parameter4, int parameter5 ) : bool
action SocialAction ///
parameter1 byte ///
parameter2 byte ///
parameter3 byte ///
parameter4 byte ///
parameter5 int ///
리턴 bool

SplitItemStack() 공개 메소드

///
public SplitItemStack ( SmokeLounge.AOtomation.Messaging.GameData.Identity targetItem, int stackCount ) : bool
targetItem SmokeLounge.AOtomation.Messaging.GameData.Identity ///
stackCount int ///
리턴 bool

Stand() 공개 메소드

///
public Stand ( ) : bool
리턴 bool

StartPatrolling() 공개 메소드

public StartPatrolling ( ) : void
리턴 void

StopLogout() 공개 메소드

///
public StopLogout ( ) : bool
리턴 bool

StopMovement() 공개 메소드

public StopMovement ( ) : void
리턴 void

TeamInvite() 공개 메소드

///
public TeamInvite ( SmokeLounge.AOtomation.Messaging.GameData.Identity target ) : bool
target SmokeLounge.AOtomation.Messaging.GameData.Identity ///
리턴 bool

TeamJoinAccepted() 공개 메소드

///
public TeamJoinAccepted ( SmokeLounge.AOtomation.Messaging.GameData.Identity newTeamMember ) : bool
newTeamMember SmokeLounge.AOtomation.Messaging.GameData.Identity ///
리턴 bool

TeamJoinRejected() 공개 메소드

///
public TeamJoinRejected ( SmokeLounge.AOtomation.Messaging.GameData.Identity rejectingIdentity ) : bool
rejectingIdentity SmokeLounge.AOtomation.Messaging.GameData.Identity ///
리턴 bool

TeamJoinReply() 공개 메소드

///
public TeamJoinReply ( bool accept, SmokeLounge.AOtomation.Messaging.GameData.Identity requester ) : bool
accept bool ///
requester SmokeLounge.AOtomation.Messaging.GameData.Identity ///
리턴 bool

TeamJoinRequest() 공개 메소드

///
public TeamJoinRequest ( SmokeLounge.AOtomation.Messaging.GameData.Identity target ) : bool
target SmokeLounge.AOtomation.Messaging.GameData.Identity ///
리턴 bool

TeamKickMember() 공개 메소드

///
public TeamKickMember ( SmokeLounge.AOtomation.Messaging.GameData.Identity target ) : bool
target SmokeLounge.AOtomation.Messaging.GameData.Identity ///
리턴 bool

TeamLeave() 공개 메소드

///
public TeamLeave ( ) : bool
리턴 bool

Trade() 공개 메소드

///
public Trade ( SmokeLounge.AOtomation.Messaging.GameData.Identity target ) : bool
target SmokeLounge.AOtomation.Messaging.GameData.Identity ///
리턴 bool

TradeSkillBuildPressed() 공개 메소드

///
public TradeSkillBuildPressed ( SmokeLounge.AOtomation.Messaging.GameData.Identity targetItem ) : bool
targetItem SmokeLounge.AOtomation.Messaging.GameData.Identity ///
리턴 bool

TradeSkillSourceChanged() 공개 메소드

///
public TradeSkillSourceChanged ( int inventoryPageId, int slotNumber ) : bool
inventoryPageId int ///
slotNumber int ///
리턴 bool

TradeSkillTargetChanged() 공개 메소드

///
public TradeSkillTargetChanged ( int inventoryPageId, int slotNumber ) : bool
inventoryPageId int ///
slotNumber int ///
리턴 bool

TransferTeamLeadership() 공개 메소드

///
public TransferTeamLeadership ( SmokeLounge.AOtomation.Messaging.GameData.Identity target ) : bool
target SmokeLounge.AOtomation.Messaging.GameData.Identity ///
리턴 bool

UseItem() 공개 메소드

///
public UseItem ( SmokeLounge.AOtomation.Messaging.GameData.Identity itemPosition ) : bool
itemPosition SmokeLounge.AOtomation.Messaging.GameData.Identity ///
리턴 bool

UseStatel() 공개 메소드

public UseStatel ( SmokeLounge.AOtomation.Messaging.GameData.Identity identity, EventType eventType = EventType.OnUse ) : bool
identity SmokeLounge.AOtomation.Messaging.GameData.Identity
eventType EventType
리턴 bool

Walk() 공개 메소드

public Walk ( ) : void
리턴 void