本文整理汇总了TypeScript中camelot-unchained.registerSlashCommand函数的典型用法代码示例。如果您正苦于以下问题:TypeScript registerSlashCommand函数的具体用法?TypeScript registerSlashCommand怎么用?TypeScript registerSlashCommand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registerSlashCommand函数的5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: default
export default () => {
/**
* Play the Dance 1 emote
*/
registerSlashCommand('dance1', 'Dance!', () => client.Emote(emotes.DANCE1));
/**
* Play the Dance 2 emote
*/
registerSlashCommand('dance2', 'Dance!', () => client.Emote(emotes.DANCE2));
/**
* Play the Wave 1 emote
*/
registerSlashCommand('wave1', 'Wave!', () => client.Emote(emotes.WAVE1));
/**
* Play the Wave 2 emote
*/
registerSlashCommand('wave2', 'Wave!', () => client.Emote(emotes.WAVE2));
/**
* Stop your repeating emote
*/
registerSlashCommand('stop', 'Stop!', () => client.Emote(emotes.STOP));
};
开发者ID:JoelTerMeer,项目名称:Camelot-Unchained,代码行数:28,代码来源:emoteCommands.ts
示例2: default
export default () => {
/**
* Reload the UI or a single UI Module
*/
registerSlashCommand('reloadui', 'reload the ui, or a single module if a name is provided', (params: string = '') => {
client.ReleaseInputOwnership();
if (params.length > 0) {
client.ReloadUI(params);
} else {
client.ReloadAllUI();
}
});
/**
* Open a UI Module
*/
registerSlashCommand('openui', 'open a ui module', (params: string) => {
if (params.length > 0) client.OpenUI(params);
});
/**
* Close a UI Module
*/
registerSlashCommand('closeui', 'close a ui module', (params: string) => {
if (params.length > 0) {
client.ReleaseInputOwnership();
client.CloseUI(params);
}
});
/**
* Show a hidden UI module
*/
registerSlashCommand('showui', 'show a hidden ui module', (params: string) => {
if (params.length > 0) client.ShowUI(params);
})
/**
* Hide a UI module
*/
registerSlashCommand('hideui', 'hide a ui module', (params: string) => {
if (params.length > 0) client.HideUI(params);
})
}
开发者ID:Fidaman,项目名称:Camelot-Unchained,代码行数:44,代码来源:uiCommands.ts
示例3: default
export default () => {
/**
* Print registered slash command help
*/
registerSlashCommand('help', 'show available slash commands', () => {
const commands = getSlashCommands();
for (let i = 0; i < commands.length; ++i) {
systemMessage(`${commands[i].command} : ${commands[i].helpText}`);
}
});
/**
* Unstuck! (kills you and respawns for now)
*/
registerSlashCommand('stuck', 'get your character unstuck', () => client.Stuck());
/**
* Change your zone -- Only works on Hatchery / Debug & Internal builds
*/
registerSlashCommand('zone', 'change your zone', (params: string) => client.ChangeZone(parseInt(params, 10)));
/**
* Change camera mode
*/
registerSlashCommand('togglecamera', 'toggles the camera mode', () => client.ToggleCamera());
/**
* Crash the game -- Yes, this really just crashes the game
*/
registerSlashCommand('crashthegame', 'CRASH the game client!!', () => client.CrashTheGame());
/**
* Get your characters current x, y, z coordinates -- ONLY DURING DEVELOPMENT
*/
registerSlashCommand('loc', 'tells you your current location', () => {
setTimeout(() => systemMessage(`${client.locationX},${client.locationY},${client.locationZ}`), 100);
});
};
开发者ID:JoelTerMeer,项目名称:Camelot-Unchained,代码行数:38,代码来源:generalCommands.ts
示例4: default
export default () => {
if (!hasClientAPI()) return;
/**
* Set field of view
*/
registerSlashCommand('fov', 'set your field of view, client accepts values from 20 -> 179.9', (params: string) => {
const argv = parseArgs(params);
const degrees = argv._.length > 0 ? argv._[0] : 120;
client.FOV(degrees);
});
/**
* Drop a temporary light at the characters feet
*/
registerSlashCommand('droplight',
'drop a light at your location, options: (colors are 0-255) droplight <intensity> <radius> <red> <green> <blue>',
(params: string) => {
if (params.length == 0) return;
const argv = parseArgs(params);
if (argv._.length > 0) {
const intensity = argv._.length >= 0 ? argv._[0] : 1;
const radius = argv._.length > 1 ? argv._[1] : 20;
const red = argv._.length > 2 ? argv._[2] : 100;
const green = argv._.length > 3 ? argv._[3] : 100;
const blue = argv._.length > 4 ? argv._[4] : 100;
client.DropLight(intensity, radius, red, green, blue);
return;
}
const intensity = argv.intensity ? argv.intensity : 1;
const radius = argv.radius > 1 ? argv.radius : 20;
const red = argv.red > 2 ? argv.red : 100;
const green = argv.green > 3 ? argv.green : 100;
const blue = argv.blue > 4 ? argv.blue : 100;
client.DropLight(intensity, radius, red, green, blue);
});
/**
* Remove all lights placed with the drop light command
*/
registerSlashCommand('resetlights', 'removes all dropped lights from the world', (params: string) => {
client.ResetLights();
});
/**
* Count all the placed blocks in the world
*/
registerSlashCommand('countblocks', 'count all placed blocks in the world.', () => {
client.CountBlocks();
setTimeout(() => systemMessage(`There are ${client.placedBlockCount} blocks in this world.`), 1000);
});
/**
* Quit the game
*/
registerSlashCommand('exit', 'quit the game', () => client.Quit());
/**
* Build Var handling -- generally for dev use things only
*/
registerSlashCommand('var', 'Buildvar control: No params = help, var name only = get value, var name and value = set value', (params: string) => {
if (params.length == 0) {
client.SendSlashCommand('help');
} else {
client.SendSlashCommand(params);
}
});
registerSlashCommand('replacesubstance', 'replace blocks with type args[0] with blocks with type of args[1]', (params: string) => {
if (params.length == 0) return;
const argv = parseArgs(params);
if(argv._.length >= 2){
client.ReplaceSubstance(argv._[0], argv._[1]);
}
return;
});
registerSlashCommand('replaceshape', 'replace blocks with shape args[0] with blocks with shape of args[1]', (params: string) => {
if (params.length == 0) return;
const argv = parseArgs(params);
if(argv._.length >= 2){
client.ReplaceShapes(argv._[0], argv._[1]);
}
return;
});
registerSlashCommand('replaceselectedsubstance', 'replace blocks with type args[0] with blocks with type of args[1] within selected range', (params: string) => {
if (params.length == 0) return;
const argv = parseArgs(params);
if(argv._.length >= 2){
client.ReplaceSelectedSubstance(argv._[0], argv._[1]);
}
return;
});
registerSlashCommand('replaceselectedshape', 'replace blocks with shape args[0] to blocks with shape of args[1] within selected range', (params: string) => {
if (params.length == 0) return;
const argv = parseArgs(params);
if(argv._.length >= 2){
client.ReplaceSelectedShapes(argv._[0], argv._[1]);
}
return;
//.........这里部分代码省略.........
开发者ID:Shane7,项目名称:Camelot-Unchained,代码行数:101,代码来源:clientCommands.ts
示例5: default
export default () => {
if (!hasClientAPI()) return;
/**
* Create a new Warband
*
* usage:
*
* 1. Create a temporary warband, this type of warband will go away after all members leave. This is the standard "Party".
* /createWarband
*
* 2. Create a permanent warband, this type of warband will live on until it is abandonded by all its members.
* /createWarband Friendship Warriors
*/
registerSlashCommand('createWarband', 'Create a Warband. Optionally, accepts a name if you wish to make this a permanent Warband.', (name: string = '') => {
webAPI.warbands.createWarband(client.shardID, client.characterID, false, name)
.then((response: any) => {
if (!response.ok) {
// something went wrong
console.error(response);
return;
}
// success
});
});
/**
* Invite a player to your warband you are invite
*
* usage: /invite mehuge
*/
let friendlyTargetName: string = '';
client.OnFriendlyTargetNameChanged((name: string) => {
friendlyTargetName = name;
});
registerSlashCommand('invite', 'Invite a player to your warband. Will use either your current friendly target, or a character name if you provide one.',
(name: string = '') => {
if (name.length > 0) {
webAPI.warbands.inviteCharacterToWarbandByName(client.shardID, client.characterID, name)
.then((response: any) => {
if (!response.ok) {
// something went wrong
console.error(response);
return;
}
// success
});
} else if (friendlyTargetName && friendlyTargetName !== '') {
webAPI.warbands.inviteCharacterToWarbandByName(client.shardID, client.characterID, friendlyTargetName)
.then((response: any) => {
if (!response.ok) {
// something went wrong
console.error(response);
return;
}
// success
});
} else {
systemMessage('No friendly target to invite. Provide a name or select a friendly target and try again.');
}
});
registerSlashCommand('joinWarband', 'Join an existing Warband.', (args: string) => {
let argv = yargs(args);
if (argv._.length === 1) {
// name only
webAPI.warbands.joinWarbandByName(client.shardID, argv._[0], client.characterID)
.then((response: any) => {
if (!response.ok) {
// something went wrong
console.error(response);
return;
}
// success
});
} else if (argv._.length === 2) {
// name and invite code
webAPI.warbands.joinWarbandByName(client.shardID, argv._[0], client.characterID, argv._[1])
.then((response: any) => {
if (!response.ok) {
// something went wrong
console.error(response);
return;
}
// success
});
} else {
//.........这里部分代码省略.........
开发者ID:Shane7,项目名称:Camelot-Unchained,代码行数:101,代码来源:slashCommands.ts
注:本文中的camelot-unchained.registerSlashCommand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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