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using Exiled.API.Features; | ||
using Exiled.API.Enums; | ||
using CustomPlayerEffects; | ||
using System; | ||
using InventorySystem.Items.Usables.Scp244.Hypothermia; | ||
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||
namespace JBAPI.Effect | ||
{ | ||
public static class Effect | ||
{ | ||
/// <summary> | ||
/// 这是为指定添加效果,目前它处于测试效果,所有效果均源自于“EffectType”枚举 | ||
/// </summary> | ||
/// <param name="玩家"></param> | ||
/// <param name="效果类型"></param> | ||
/// <param name="持续时间"></param> | ||
/// <exception cref="ArgumentException"></exception> | ||
public static void AddEffects(this Player 玩家, EffectType 效果类型, float 持续时间) | ||
{ | ||
switch (效果类型) | ||
{ | ||
case EffectType.AmnesiaItems: | ||
玩家.EnableEffect<AmnesiaItems>(持续时间); | ||
break; | ||
case EffectType.AmnesiaVision: | ||
玩家.EnableEffect<AmnesiaVision>(持续时间); | ||
break; | ||
case EffectType.AntiScp207: | ||
玩家.EnableEffect<AntiScp207>(持续时间); | ||
break; | ||
case EffectType.Asphyxiated: | ||
玩家.EnableEffect<Asphyxiated>(持续时间); | ||
break; | ||
case EffectType.CardiacArrest: | ||
玩家.EnableEffect<CardiacArrest>(持续时间); | ||
break; | ||
case EffectType.Bleeding: | ||
玩家.EnableEffect<Bleeding>(持续时间); | ||
break; | ||
case EffectType.Blinded: | ||
玩家.EnableEffect<Blinded>(持续时间); | ||
break; | ||
case EffectType.BodyshotReduction: | ||
玩家.EnableEffect<BodyshotReduction>(持续时间); | ||
break; | ||
case EffectType.Burned: | ||
玩家.EnableEffect<Burned>(持续时间); | ||
break; | ||
case EffectType.Concussed: | ||
玩家.EnableEffect<Concussed>(持续时间); | ||
break; | ||
case EffectType.Corroding: | ||
玩家.EnableEffect<Corroding>(持续时间); | ||
break; | ||
case EffectType.DamageReduction: | ||
玩家.EnableEffect<DamageReduction>(持续时间); | ||
break; | ||
case EffectType.Deafened: | ||
玩家.EnableEffect<Deafened>(持续时间); | ||
break; | ||
case EffectType.Decontaminating: | ||
玩家.EnableEffect<Decontaminating>(持续时间); | ||
break; | ||
case EffectType.Disabled: | ||
玩家.EnableEffect<Disabled>(持续时间); | ||
break; | ||
case EffectType.Ensnared: | ||
玩家.EnableEffect<Ensnared>(持续时间); | ||
break; | ||
case EffectType.Exhausted: | ||
玩家.EnableEffect<Exhausted>(持续时间); | ||
break; | ||
case EffectType.Flashed: | ||
玩家.EnableEffect<Flashed>(持续时间); | ||
break; | ||
case EffectType.FogControl: | ||
玩家.EnableEffect<FogControl>(持续时间); | ||
break; | ||
case EffectType.Ghostly: | ||
玩家.EnableEffect<Ghostly>(持续时间); | ||
break; | ||
case EffectType.Hemorrhage: | ||
玩家.EnableEffect<Hemorrhage>(持续时间); | ||
break; | ||
case EffectType.Hypothermia: | ||
玩家.EnableEffect<Hypothermia>(持续时间); | ||
break; | ||
case EffectType.InsufficientLighting: | ||
玩家.EnableEffect<InsufficientLighting>(持续时间); | ||
break; | ||
case EffectType.Invigorated: | ||
玩家.EnableEffect<Invigorated>(持续时间); | ||
break; | ||
case EffectType.Invisible: | ||
玩家.EnableEffect<Invisible>(持续时间); | ||
break; | ||
case EffectType.MovementBoost: | ||
玩家.EnableEffect<MovementBoost>(持续时间); | ||
break; | ||
case EffectType.None: | ||
break; | ||
case EffectType.PocketCorroding: | ||
玩家.EnableEffect<PocketCorroding>(持续时间); | ||
break; | ||
case EffectType.Poisoned: | ||
玩家.EnableEffect<Poisoned>(持续时间); | ||
break; | ||
case EffectType.RainbowTaste: | ||
玩家.EnableEffect<RainbowTaste>(持续时间); | ||
break; | ||
case EffectType.Scanned: | ||
玩家.EnableEffect<Scanned>(持续时间); | ||
break; | ||
case EffectType.Scp1853: | ||
玩家.EnableEffect<Scp1853>(持续时间); | ||
break; | ||
case EffectType.Scp207: | ||
玩家.EnableEffect<Scp207>(持续时间); | ||
break; | ||
case EffectType.SeveredHands: | ||
玩家.EnableEffect<SeveredHands>(持续时间); | ||
break; | ||
case EffectType.SilentWalk: | ||
玩家.EnableEffect<SilentWalk>(持续时间); | ||
break; | ||
case EffectType.SinkHole: | ||
玩家.EnableEffect<Sinkhole>(持续时间); | ||
break; | ||
case EffectType.Slowness: | ||
玩家.EnableEffect<Slowness>(持续时间); | ||
break; | ||
case EffectType.SoundtrackMute: | ||
玩家.EnableEffect<SoundtrackMute>(持续时间); | ||
break; | ||
case EffectType.SpawnProtected: | ||
玩家.EnableEffect<SpawnProtected>(持续时间); | ||
break; | ||
case EffectType.Stained: | ||
玩家.EnableEffect<Stained>(持续时间); | ||
break; | ||
case EffectType.Strangled: | ||
玩家.EnableEffect<Strangled>(持续时间); | ||
break; | ||
case EffectType.Traumatized: | ||
玩家.EnableEffect<Traumatized>(持续时间); | ||
break; | ||
case EffectType.Vitality: | ||
玩家.EnableEffect<Vitality>(持续时间); | ||
break; | ||
default: | ||
throw new ArgumentException("从未见过的效果类型:" + 效果类型.ToString()); | ||
} | ||
} | ||
} | ||
} |
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using Exiled.API.Features; | ||
using JBAPI.Log; | ||
using JBPI.Log; | ||
using MEC; | ||
using RueI.Displays; | ||
using RueI.Elements; | ||
using System.Collections.Generic; | ||
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namespace JBAPI.hint | ||
{ | ||
public static class PosRuelHint | ||
{ | ||
public static class 显示中心 | ||
{ | ||
private static Dictionary<ReferenceHub, Display> 显示 = new Dictionary<ReferenceHub, Display>(); | ||
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public static Display GetOrCreateDisplay(ReferenceHub hub) | ||
{ | ||
if (!显示.ContainsKey(hub)) | ||
{ | ||
显示[hub] = new Display(hub); | ||
} | ||
return 显示[hub]; | ||
} | ||
} | ||
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/// <summary> | ||
/// 一个RuelHint的变种,常用于如"bc","经验提示"之类的不允许重叠的Hint | ||
/// </summary> | ||
/// <param name="玩家"></param> | ||
/// <param name="位置"></param> | ||
/// <param name="文本"></param> | ||
/// <param name="时间"></param> | ||
public static void PosHint(this Player 玩家, float 位置, string 文本, int 时间 = 5) | ||
{ | ||
if (玩家 != null && 玩家.ReferenceHub != null) | ||
{ | ||
Display 显示 = 显示中心.GetOrCreateDisplay(玩家.ReferenceHub); | ||
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float 向下的位置 = -显示.Elements.Count * 30f; | ||
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SetElement 元素 = new SetElement(位置 + 向下的位置, 文本) | ||
{ | ||
Position = 位置 + 向下的位置, | ||
}; | ||
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显示.Elements.Add(元素); | ||
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显示.Update(); | ||
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Timing.CallDelayed(时间, () => | ||
{ | ||
显示.Elements.Remove(元素); | ||
显示.Update(); | ||
}); | ||
} | ||
} | ||
} | ||
} |
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using Exiled.API.Features; | ||
using JBPI.Log; | ||
using MEC; | ||
using RueI.Displays; | ||
using RueI.Elements; | ||
using System.Collections.Generic; | ||
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namespace JBAPI.hint | ||
{ | ||
public static class _RuelHint | ||
{ | ||
public static class 显示中心 | ||
{ | ||
private static Dictionary<ReferenceHub, Display> 显示 = new Dictionary<ReferenceHub, Display>(); | ||
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public static Display GetOrCreateDisplay(ReferenceHub hub) | ||
{ | ||
if (!显示.ContainsKey(hub)) | ||
{ | ||
显示[hub] = new Display(hub); | ||
} | ||
return 显示[hub]; | ||
} | ||
} | ||
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/// <summary> | ||
/// RuelHint,多显示框架 | ||
/// </summary> | ||
/// <param name="玩家"></param> | ||
/// <param name="位置"></param> | ||
/// <param name="文本"></param> | ||
/// <param name="时间"></param> | ||
public static void RuelHint(this Player 玩家, float 位置, string 文本, int 时间 = 5) | ||
{ | ||
if (玩家 != null && 玩家.ReferenceHub != null) | ||
{ | ||
Display 显示 = 显示中心.GetOrCreateDisplay(玩家.ReferenceHub); | ||
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SetElement 元素 = new SetElement(位置, 文本) | ||
{ | ||
Position = 位置, | ||
}; | ||
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显示.Elements.Add(元素); | ||
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显示.Update(); | ||
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Timing.CallDelayed(时间, () => | ||
{ | ||
显示.Elements.Remove(元素); | ||
显示.Update(); | ||
}); | ||
} | ||
} | ||
} | ||
} |
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using Exiled.API.Features; | ||
using JBAPI.Effect; | ||
using JBPI.Log; | ||
using MEC; | ||
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namespace JBAPI.Tag | ||
{ | ||
public static class Onlycolor | ||
{ | ||
/// <summary> | ||
/// 这是单色称号的API 您可以对指定的玩家进行添加称号 | ||
/// </summary> | ||
/// <param name="玩家"></param> | ||
/// <param name="文本"></param> | ||
/// <param name="颜色"></param> | ||
public static void ORTag(this Player 玩家, string 文本, string 颜色) | ||
{ | ||
Timing.CallContinuously(2f, () => | ||
{ | ||
玩家.RankName = 文本; | ||
玩家.RankColor = 颜色; | ||
ServerCC.日志($"JBAPI.OnlyColor调用 玩家 {玩家.Nickname} ({玩家.UserId})"); | ||
}); | ||
} | ||
} | ||
} |
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using Exiled.API.Features; | ||
using UnityEngine; | ||
using JBAPI.UnityScript; | ||
using JBPI.Log; | ||
using MEC; | ||
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namespace JBAPI.Tag | ||
{ | ||
public static class somecolor | ||
{ | ||
/// <summary> | ||
/// 存储可用颜色 | ||
/// </summary> | ||
private static readonly string[] 颜色 = new[] | ||
{ | ||
"pink", "red", "brown", "silver", | ||
"light_green", "crimson", "cyan", | ||
"aqua","deep_pink","tomato", | ||
"yellow","magenta","blue_green", | ||
"orange","lime","green", | ||
"emerald","carmine","nickel", | ||
"mint","army_green","pumpkin" | ||
}; | ||
/// <summary> | ||
/// 彩色称号,您可以给予指定玩家一个可以不断变换颜色的称号 | ||
/// </summary> | ||
/// <param name="玩家"></param> | ||
/// <param name="文本"></param> | ||
/// <param name="频率"></param> | ||
/// <param name="是否启用"></param> | ||
public static void RTag(this Player 玩家, string 文本, long 频率, bool 是否启用) | ||
{ | ||
Timing.CallContinuously(2f, () => | ||
{ | ||
玩家.RankName = 文本; | ||
if (!是否启用) | ||
{ | ||
var 神威 = 玩家.GameObject.GetComponent<TagController>(); | ||
if (神威 != null) | ||
{ | ||
Object.Destroy(神威); | ||
} | ||
玩家.RankColor = "red"; | ||
return; | ||
} | ||
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var 霸王龙 = 玩家.GameObject.GetComponent<TagController>(); | ||
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ServerCC.日志($"JBAPI.somecolor调用 玩家 {玩家.Nickname} ({玩家.UserId})"); | ||
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if (霸王龙 == null) | ||
{ | ||
霸王龙 = 玩家.GameObject.AddComponent<TagController>(); | ||
霸王龙.Colors = 颜色; | ||
霸王龙.Interval = 频率;//孩子,时间越快服务器越容易崩,如果你改了,服务器爆炸概不负责 | ||
} | ||
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}); | ||
} | ||
} | ||
} |
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