本文整理汇总了TypeScript中utilities/TileHelpers.getType函数的典型用法代码示例。如果您正苦于以下问题:TypeScript getType函数的具体用法?TypeScript getType怎么用?TypeScript getType使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了getType函数的7个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的TypeScript代码示例。
示例1: update
public update(position: IVector2, tile: ITile) {
this.position = new Vector3(position.x, position.y, localPlayer.z);
this.tile = tile;
const terrainType = TerrainType[TileHelpers.getType(this.tile!)];
if (terrainType === this.terrainType) return;
this.terrainType = terrainType;
this.dropdownTerrainType.refresh();
this.setShouldLog();
this.checkButtonTilled.toggle(terrainDescriptions[TileHelpers.getType(tile)]!.tillable === true)
.refresh();
return this;
}
开发者ID:WaywardGame,项目名称:developertools,代码行数:16,代码来源:Terrain.ts
示例2: changeTerrain
@Bound
private changeTerrain(_: any, terrain: TerrainType) {
if (terrain === TileHelpers.getType(this.tile)) {
return;
}
ActionExecutor.get(ChangeTerrain).execute(localPlayer, terrain, this.position);
this.update(this.position, this.tile);
}
开发者ID:WaywardGame,项目名称:developertools,代码行数:9,代码来源:Terrain.ts
示例3: tuple
.setRefreshMethod(() => ({
defaultOption: this.tile ? TileHelpers.getType(this.tile) : TerrainType.Dirt,
options: Enums.values(TerrainType)
.filter(terrain => terrain)
.map(terrain => tuple(terrain, new Translation(Dictionary.Terrain, terrain).inContext(TextContext.Title)))
.collect(Collectors.toArray)
.sort(([, t1], [, t2]) => Text.toString(t1).localeCompare(Text.toString(t2)))
.values()
.map(([id, t]) => tuple(id, (option: Button) => option.setText(t))),
}))
开发者ID:WaywardGame,项目名称:developertools,代码行数:10,代码来源:Terrain.ts
示例4: onMove
/**
* Called when a player moves.
* @param player The player that moved.
* @param nextX The new `x` position of the player.
* @param nextY The new `y` position of the player.
* @param tile The tile that the player is moving to.
* @param direction The direction the player is moving in.
*
* @returns `false` to cancel the movement, or `undefined` to allow the game (or other mods) to decide.
* Our implementation always returns `undefined` â we just want to do some stuff when a player moves, not cancel it.
*
* For more information on this hook, see: https://waywardgame.github.io/modules/ihookhost.html#onmove
*/
@HookMethod
public onMove(player: IPlayer, nextX: number, nextY: number, tile: ITile, direction: Direction): boolean | undefined {
const tileType = TileHelpers.getType(tile);
// we send a message to this player with the type "stat" (orange)
player.messages.type(MessageType.Stat)
// we first list which message we're sending, then we list all the arguments we're giving to that message.
// in this case, the only argument we're giving it is the name of the tile we're standing on
.send(this.messageHelloTerrain, tileType);
return undefined;
}
开发者ID:WaywardGame,项目名称:helloworld,代码行数:25,代码来源:helloworld.ts
示例5: function
export default function (x: number, y: number, z: number, tilled: boolean) {
const tile = game.getTile(x, y, z);
const tileType = TileHelpers.getType(tile);
if (!terrainDescriptions[tileType]!.tillable) {
return;
}
const tileData = game.getOrCreateTileData(x, y, z);
if (tileData.length === 0) {
tileData.push({
type: tileType,
tilled,
});
} else {
tileData[0].tilled = tilled;
}
TileHelpers.setTilled(tile, tilled);
world.updateTile(x, y, z, tile);
}
开发者ID:WaywardGame,项目名称:developertools,代码行数:23,代码来源:SetTilled.ts
示例6: onPlayerDeath
@HookMethod
public onPlayerDeath(player: IPlayer): boolean | undefined {
// Drop items
itemManager.placeItemsAroundLocation(player.inventory, player.x, player.y, player.z);
// Randomize skills a bit
const skills = Enums.values(SkillType);
for (const skillType of skills) {
let newSkill = Math2.roundNumber(Random.float() * 9 - 5 + localPlayer.getSkillCore(skillType), 1);
if (newSkill > 100) {
newSkill = 100;
} else if (newSkill < 0) {
newSkill = 0;
}
localPlayer.setSkillCore(skillType, newSkill);
}
// Randomize stats a bit
const health = player.getStat(Stat.Health);
const stamina = player.getStat(Stat.Stamina);
const hunger = player.getStat(Stat.Hunger);
const thirst = player.getStat(Stat.Thirst);
player.setStatMax(Stat.Health, health.max + Math.floor(Random.float() * 4 - 2));
player.setStatMax(Stat.Stamina, stamina.max + Math.floor(Random.float() * 4 - 2));
player.setStatMax(Stat.Hunger, hunger.max + Math.floor(Random.float() * 4 - 2));
player.setStatMax(Stat.Thirst, thirst.max + Math.floor(Random.float() * 4 - 2));
// Reset stats
health.changeTimer = health.nextChangeTimer;
stamina.changeTimer = stamina.nextChangeTimer;
hunger.changeTimer = hunger.nextChangeTimer;
thirst.changeTimer = thirst.nextChangeTimer;
player.setStat(health, health.max);
player.setStat(stamina, stamina.max);
player.setStat(hunger, hunger.max);
player.setStat(thirst, thirst.max);
player.setStatus(StatusType.Bleeding, false, StatusEffectChangeReason.Passed);
player.setStatus(StatusType.Burned, false, StatusEffectChangeReason.Passed);
player.setStatus(StatusType.Poisoned, false, StatusEffectChangeReason.Passed);
player.equipped = {};
player.isMoving = false;
player.isMovingClientside = false;
player.movementComplete = false;
player.movementCompleteZ = undefined;
player.movementProgress = 1;
player.raft = undefined;
player.restData = undefined;
player.swimming = false;
player.stopNextMovement = false;
// Random character
player.customization = {
hairStyle: HairStyle[Enums.getRandom(HairStyle)] as keyof typeof HairStyle,
hairColor: HairColor[Enums.getRandom(HairColor)] as keyof typeof HairColor,
skinColor: SkinColor[Enums.getRandom(SkinColor)] as keyof typeof SkinColor
};
// Random spawn
let xTry: number;
let yTry: number;
while (true) {
xTry = Math.floor(Random.float() * 400 + 50);
yTry = Math.floor(Random.float() * 400 + 50);
if (TileHelpers.isOpenTile({ x: xTry, y: yTry, z: WorldZ.Overworld }, game.getTile(xTry, yTry, WorldZ.Overworld))) {
player.x = xTry;
player.y = yTry;
player.fromX = xTry;
player.fromY = yTry;
break;
}
}
// Always make the player go to overworld
player.z = WorldZ.Overworld;
// Effects and messages
player.messages.type(MessageType.Stat)
.send(this.reincarnateMessage);
player.updateTablesAndWeight();
player.updateStatsAndAttributes();
player.tick();
player.addDelay(Delay.LongPause);
// Start swimming if spawning in water
const spawnedTile = game.getTile(player.x, player.y, player.z);
const tileType = TileHelpers.getType(spawnedTile);
if (Terrains[tileType].water) {
player.swimming = true;
}
game.updateView(RenderSource.Mod, true);
//.........这里部分代码省略.........
开发者ID:WaywardGame,项目名称:reincarnate,代码行数:101,代码来源:reincarnate.ts
示例7: getTabTranslation
@Bound
public getTabTranslation() {
return this.tile && translation(DebugToolsTranslation.InspectTerrain)
.get(new Translation(Dictionary.Terrain, TileHelpers.getType(this.tile)).inContext(TextContext.Title));
}
开发者ID:WaywardGame,项目名称:developertools,代码行数:5,代码来源:Terrain.ts
注:本文中的utilities/TileHelpers.getType函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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