本文整理汇总了TypeScript中entity/Entity.is函数的典型用法代码示例。如果您正苦于以下问题:TypeScript is函数的具体用法?TypeScript is怎么用?TypeScript is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is函数的8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:
.setHandler((action, entity) => {
// resurrect corpses
if (action.isArgumentType(entity, 0, ActionArgument.Corpse)) {
if (ResurrectCorpse(action.executor, entity)) {
action.setUpdateRender();
}
return;
}
const health = entity.getStat<IStatMax>(Stat.Health);
const stamina = entity.getStat<IStatMax>(Stat.Stamina);
const hunger = entity.getStat<IStatMax>(Stat.Hunger);
const thirst = entity.getStat<IStatMax>(Stat.Thirst);
entity.setStat(health, Entity.is(entity, EntityType.Player) ? entity.getMaxHealth() : health.max);
if (stamina) entity.setStat(stamina, stamina.max);
if (hunger) entity.setStat(hunger, hunger.max);
if (thirst) entity.setStat(thirst, thirst.max);
entity.setStatus(StatusType.Bleeding, false, StatusEffectChangeReason.Passed);
entity.setStatus(StatusType.Burned, false, StatusEffectChangeReason.Passed);
entity.setStatus(StatusType.Poisoned, false, StatusEffectChangeReason.Passed);
if (Entity.is(entity, EntityType.Player)) {
entity.state = PlayerState.None;
entity.updateStatsAndAttributes();
}
action.setUpdateRender();
Actions.DEBUG_TOOLS.updateFog();
newui.getScreen<GameScreen>(ScreenId.Game)!.onGameTickEnd();
});
开发者ID:WaywardGame,项目名称:developertools,代码行数:33,代码来源:Heal.ts
示例2: function
/**
* Clones an entity to another position. Given a player, clones a matching NPC.
*/
export default function (entity: ICreature | INPC | IPlayer, position: IVector3) {
let clone: ICreature | INPC | IPlayer;
if (Entity.is(entity, EntityType.Creature)) {
clone = creatureManager.spawn(entity.type, position.x, position.y, position.z, true, entity.aberrant)!;
if (entity.isTamed()) clone.tame(entity.getOwner()!);
clone.renamed = entity.renamed;
clone.ai = entity.ai;
clone.enemy = entity.enemy;
clone.enemyAttempts = entity.enemyAttempts;
clone.enemyIsPlayer = entity.enemyIsPlayer;
} else {
clone = npcManager.spawn(NPCType.Merchant, position.x, position.y, position.z)!;
clone.customization = { ...entity.customization };
clone.renamed = entity.getName().getString();
CloneInventory(entity, clone);
}
clone.direction = new Vector2(entity.direction).raw();
clone.facingDirection = entity.facingDirection;
CopyStats(entity, clone);
if (Entity.is(clone, EntityType.NPC)) {
clone.ai = AiType.Neutral;
}
}
开发者ID:WaywardGame,项目名称:developertools,代码行数:32,代码来源:CloneEntity.ts
示例3: GetPosition
.setHandler((action, entity, position?: IVector3) => {
position = GetPosition(action.executor, position!, () => translation(DebugToolsTranslation.ActionTeleport)
.get(entity!.getName()));
if (!entity || !position) return;
if (Entity.is(entity, EntityType.Creature)) {
const tile = game.getTile(entity.x, entity.y, entity.z);
delete tile.creature;
}
if (Entity.is(entity, EntityType.NPC)) {
const tile = game.getTile(entity.x, entity.y, entity.z);
delete tile.npc;
}
if (Entity.is(entity, EntityType.Player)) {
entity.setPosition(position);
} else {
entity.x = entity.fromX = position.x;
entity.y = entity.fromY = position.y;
entity.z = position.z;
}
if (Entity.is(entity, EntityType.Creature)) {
const tile = game.getTile(entity.x, entity.y, entity.z);
tile.creature = entity;
}
if (Entity.is(entity, EntityType.NPC)) {
const tile = game.getTile(entity.x, entity.y, entity.z);
tile.npc = entity;
}
if (entity === localPlayer) {
newui.getScreen<GameScreen>(ScreenId.Game)!.movementHandler.walkToTileHandler.reset();
}
action.setUpdateView(true);
});
开发者ID:WaywardGame,项目名称:developertools,代码行数:42,代码来源:TeleportEntity.ts
示例4:
.setHandler((action, target, item, quality) => {
if (target instanceof Player) {
target.createItemInInventory(item, quality);
if (Entity.is(target, EntityType.Player)) {
target.updateTablesAndWeight();
}
} else {
itemManager.create(item, target as IContainer, quality);
action.setUpdateView();
}
if (InspectDialog.INSTANCE) InspectDialog.INSTANCE.update();
});
开发者ID:WaywardGame,项目名称:developertools,代码行数:15,代码来源:AddItemToInventory.ts
示例5: update
public update(entity: ICreature | INPC | IPlayer) {
if (this.player === entity) return;
this.player = Entity.is(entity, EntityType.Player) ? entity : undefined;
this.toggle(!!this.player);
if (!this.player) return;
this.emit("change");
this.refresh();
this.until([ComponentEvent.Remove, "change"])
.bind(this.DEBUG_TOOLS, DebugToolsEvent.PlayerDataChange, this.refresh);
}
开发者ID:WaywardGame,项目名称:developertools,代码行数:15,代码来源:Player.ts
示例6: function
export default function (action: IActionApi<IPlayer>, item: IItem) {
const container = item!.containedWithin;
itemManager.remove(item!);
if (container) {
if ("data" in container) {
action.setUpdateView(); // we removed the item from a tile
} else if ("entityType" in container) {
const entity = container as IEntity;
if (Entity.is(entity, EntityType.Player)) {
entity.updateTablesAndWeight();
}
}
}
if (InspectDialog.INSTANCE) InspectDialog.INSTANCE.update();
}
开发者ID:WaywardGame,项目名称:developertools,代码行数:18,代码来源:RemoveItem.ts
示例7: update
public update(entity: ICreature | IPlayer | INPC) {
this.npc = Entity.is(entity, EntityType.NPC) ? entity : undefined;
this.toggle(!!this.npc);
}
开发者ID:WaywardGame,项目名称:developertools,代码行数:4,代码来源:Npc.ts
示例8: update
public update(entity: ICreature | INPC | IPlayer) {
this.creature = Entity.is(entity, EntityType.Creature) ? entity : undefined;
this.toggle(!!this.creature);
}
开发者ID:WaywardGame,项目名称:developertools,代码行数:4,代码来源:Creature.ts
注:本文中的entity/Entity.is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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