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【逼格max】tapi找不到引用?怎么办?

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1L依然喂我


1楼2015-04-26 11:26回复
    Player.cs
    using Microsoft.Xna.Framework;
    using Microsoft.Xna.Framework.Graphics;
    using System;
    using System.Collections.Generic;
    using Terraria;
    namespace TAPI
    {
    public class ModPlayer : ModEntity<Player>
    {
    public Player player
    {
    get
    {
    return this.entity;
    }
    }
    public new ModPlayer Clone(Player entity = null)
    {
    return (ModPlayer)base.Clone(entity);
    }
    public virtual void PreUpdate()
    {
    }
    public virtual void MidUpdate()
    {
    }
    public virtual void PostUpdate()
    {
    }
    public virtual void PreResetEffects()
    {
    }
    public virtual void PostResetEffects()
    {
    }
    public virtual void OnInventoryReset(bool mediumcoreRespawn)
    {
    }
    public virtual void PreItemCheck()
    {
    }
    public virtual void PostItemCheck()
    {
    }
    public virtual bool PreShoot(Vector2 position, Vector2 velocity, int projType, int damage, float knockback)
    {
    return true;
    }
    public virtual void PreHurt(bool pvp, bool quiet, ref bool getHurt, ref bool playSound, ref bool genGore, ref int damage, ref int hitDirection, ref string deathText, ref bool crit, ref float critMultiplier)
    {
    }
    public virtual void PostHurt(bool pvp, bool quiet, int hitDirection, string deathtext, bool crit, float critMultiplier, ref double parsedDamage)
    {
    }
    public virtual bool? PreKill(double damage, int hitDirection, bool pvp, string deathText)
    {
    return null;
    }
    public virtual void PostKill(double damage, int hitDirection, bool pvp, string deathText)
    {
    }
    public virtual void FrameEffects()
    {
    }
    public virtual void PreHorizontalMovement(ref bool LetRun, ref bool EmitDust, ref bool PlaySound)
    {
    }
    public virtual void DamagePlayer(NPC npc, int hitDir, ref int damage, ref bool crit, ref float critMult)
    {
    }
    public virtual void DealtPlayer(NPC npc, int hitDir, int dmgDealt, bool crit)
    {
    }
    public virtual void DamagePlayer(Projectile projectile, int hitDir, ref int damage, ref bool crit, ref float critMult)
    {
    }
    public virtual void DealtPlayer(Projectile projectile, int hitDir, int dmgDealt, bool crit)
    {
    }
    public virtual void DamagePVP(Player victim, int hitDir, ref int damage, ref bool crit, ref float critMult)
    {
    }
    public virtual void DealtPVP(Player victim, int hitDir, int dmgDealt, bool crit)
    {
    }
    public virtual void DamageNPC(NPC npc, int hitDir, ref int damage, ref float knockback, ref bool crit, ref float critMult)
    {
    }
    public virtual void DealtNPC(NPC npc, int hitDir, int dmgDealt, float knockback, bool crit)
    {
    }
    public virtual void DamagePVP(Projectile projectile, Player victim, int hitDir, ref int damage, ref bool crit, ref float critMult)
    {
    }
    public virtual void DealtPVP(Projectile projectile, Player victim, int hitDir, int dmgDealt, bool crit)
    {
    }
    public virtual void DamageNPC(Projectile projectile, NPC npc, int hitDir, ref int damage, ref float knockback, ref bool crit, ref float critMult)
    {
    }
    public virtual void DealtNPC(Projectile projectile, NPC npc, int hitDir, int dmgDealt, float knockback, bool crit)
    {
    }
    public virtual bool? CanHitPlayer(NPC npc)
    {
    return null;
    }
    public virtual bool? CanHitPVP(Player victim)
    {
    return null;
    }
    public virtual bool? CanHitNPC(NPC npc)
    {
    return null;
    }
    public virtual bool? CanHitPVP(Projectile projectile, Player victim)
    {
    return null;
    }
    public virtual bool? CanHitNPC(Projectile projectile, NPC npc)
    {
    return null;
    }
    public virtual void OnHit(NPC victim, Vector2 location)
    {
    }
    public virtual void OnHit(Player victim, Vector2 location)
    {
    }
    public virtual void ModifyDrawLayerList(System.Collections.Generic.List<PlayerLayer> list)
    {
    }
    public virtual void ModifyDrawLayerHeadList(System.Collections.Generic.List<PlayerLayer> list)
    {
    }
    public virtual void DrawMapIcon(SpriteBatch spritebatch, Vector2 drawPosition, float scale, Color color, ref string cursorText)
    {
    }
    public virtual Color ModifyDrawColor(Color color)
    {
    return color;
    }
    public virtual void SetControls()
    {
    }
    public virtual void OnFishSelected(Item fishingRod, Item bait, int liquidType, int poolCount, int worldLayer, int questFish, ref int caughtType)
    {
    }
    public virtual void GetFishingLevel(Item fishingRod, Item bait, ref int fishingLevel)
    {
    }
    public virtual void AnglerQuestReward(float quality, System.Collections.Generic.List<Item> rewardItems)
    {
    }
    public virtual string AutoSelectOnTile(int tileType)
    {
    return null;
    }
    }
    }


    3楼2015-04-26 11:26
    回复
      PS
      所有引用均来自tapi源码


      7楼2015-04-26 11:27
      回复
        using Microsoft.Xna.Framework;
        using Microsoft.Xna.Framework.Graphics;
        using System;
        using System.Collections.Generic;
        using Terraria;
        namespace TAPI
        {
        public class ModNPC : ModEntity<NPC>
        {
        public NPC npc
        {
        get
        {
        return this.entity;
        }
        }
        public new ModNPC Clone(NPC entity = null)
        {
        return (ModNPC)base.Clone(entity);
        }
        public virtual System.Collections.Generic.List<int> EditSpawnPool(int x, int y, System.Collections.Generic.List<int> pool, Player player)
        {
        return pool;
        }
        public virtual void UpdateSpawnRate(Player player)
        {
        }
        public virtual bool CanSpawn(int x, int y, int type, Player spawnedOn)
        {
        return false;
        }
        public virtual bool CanTownNPCSpawn()
        {
        return false;
        }
        public virtual void OnSpawn()
        {
        }
        public virtual string CheckConditions(int minX, int maxX, int minY, int maxY)
        {
        return null;
        }
        public virtual bool PreAI()
        {
        return true;
        }
        public virtual void AI()
        {
        }
        public virtual void PostAI()
        {
        }
        public virtual void SetupLootRules(NPC npc)
        {
        }
        public virtual bool PreNPCLoot()
        {
        return true;
        }
        public virtual void NPCLoot()
        {
        }
        public virtual void PostNPCLoot()
        {
        }
        public virtual void ItemsDropped(System.Collections.Generic.List<Item> items)
        {
        }
        public virtual void SelectFrame(int frameSize)
        {
        }
        public virtual void HitEffect(int hitDirection, double damage, bool isDead)
        {
        }
        public virtual void DamagePlayer(Player player, int hitDir, ref int damage, ref bool crit, ref float critChance)
        {
        }
        public virtual void DealtPlayer(Player player, int hitDir, int dmgDealt, bool crit)
        {
        }
        public virtual void DamageNPC(Player player, int hitDir, ref int damage, ref float knockback, ref bool crit, ref float critMult)
        {
        }
        public virtual void DealtNPC(Player player, int hitDir, int dmgDealt, float knockback, bool crit)
        {
        }
        public virtual void DamageNPC(Projectile projectile, int hitDir, ref int damage, ref float knockback, ref bool crit, ref float critMult)
        {
        }
        public virtual void DealtNPC(Projectile projectile, int hitDir, int dmgDealt, float knocback, bool crit)
        {
        }
        public virtual void DamageFriendNPC(NPC npc, int hitDir, ref int damage, ref float knockback, ref bool crit, ref float critMult)
        {
        }
        public virtual void DealtFriendNPC(NPC npc, int hitDir, int dmgDealt, float knockback, bool crit)
        {
        }
        public virtual bool? CanHitPlayer(Player player)
        {
        return null;
        }
        public virtual bool? CanHitNPC(Player player)
        {
        return null;
        }
        public virtual bool? CanHitFriendNPC(NPC npc)
        {
        return null;
        }
        public virtual bool PreDraw(SpriteBatch sb)
        {
        return true;
        }
        public virtual void PostDraw(SpriteBatch sb)
        {
        }
        public virtual void DrawMapIcon(SpriteBatch sb, Vector2 drawPosition, float scale, Color color, ref string cursorText)
        {
        }
        public virtual Color ModifyDrawColor(Color color)
        {
        return color;
        }
        public virtual string SetName()
        {
        return "Townie";
        }
        public virtual string SetChat()
        {
        return "I'm a town npc! Woo!";
        }
        public virtual string PostSetChat(string chat)
        {
        return null;
        }
        public virtual void SetupShop(Chest chest, ref int index)
        {
        }
        public virtual bool ResetShop(Chest chest)
        {
        return true;
        }
        public virtual void PostSetupShop(Chest chest, ref int lastIndex)
        {
        }
        public virtual void PostSetupTravelShop(int[] shop, ref int lastIndex)
        {
        }
        public virtual void SetChatButtons(ref string[] buttons)
        {
        }
        public virtual void OnChatButtonClicked(string[] buttons, int buttonIndex, ref bool openShop)
        {
        }
        }
        }


        8楼2015-04-26 11:27
        回复
          一堆英文


          IP属地:河北9楼2015-04-26 11:27
          收起回复
            MOd NET
            using System;
            using Terraria;
            namespace TAPI
            {
            public class ModNet : ModClass
            {
            public virtual bool ChatCommand(Player player, string command, string args)
            {
            return false;
            }
            public virtual bool ServerCommand(string text, bool help)
            {
            return false;
            }
            public virtual bool TamperSend(BinBuffer bb, int messageID, int remoteClient, int ignoreClient, string text, int arg1, float arg2, float arg3, float arg4, float arg5)
            {
            return true;
            }
            public virtual bool TamperReceive(BinBuffer bb, int messageID, MessageBuffer buffer)
            {
            return true;
            }
            public virtual void NetReceive(BinBuffer bb, int messageID, MessageBuffer buffer)
            {
            }
            public virtual void PlayerConnected(int index)
            {
            }
            public virtual void PlayerDisconnected(Player p)
            {
            }
            }
            }


            11楼2015-04-26 11:28
            回复
              Projectile


              13楼2015-04-26 11:29
              收起回复
                using Microsoft.Xna.Framework;
                using Microsoft.Xna.Framework.Graphics;
                using System;
                using Terraria;
                namespace TAPI
                {
                public class MenuButtonDrawPlayer : MenuButton
                {
                public Player player;
                public MenuButtonDrawPlayer(int pageAnchor, string display, string to, string desc = "", Action cl = null, Action clh = null) : base(pageAnchor, display, to, desc, cl, clh)
                {
                }
                public MenuButtonDrawPlayer(Vector2 anchor, Vector2 offset, string display, string to, string desc = "", Action cl = null, Action clh = null) : this(-1, display, to, desc, cl, clh)
                {
                this.anchor = anchor;
                this.offset = offset;
                }
                public new MenuButtonDrawPlayer SetFontType(int t)
                {
                this.fontType = t;
                return this;
                }
                public new MenuButtonDrawPlayer SetScale(float s)
                {
                this.scale = s;
                return this;
                }
                public new MenuButtonDrawPlayer SetSize(Vector2 s)
                {
                this.size = s;
                return this;
                }
                public new MenuButtonDrawPlayer SetSize(float s, float ss)
                {
                return this.SetSize(new Vector2(s, ss));
                }
                public new MenuButtonDrawPlayer Disable(bool b)
                {
                this.disabled = b;
                return this;
                }
                public new MenuButtonDrawPlayer CanMouseOver(bool b)
                {
                this.canMouseOver = b;
                return this;
                }
                public new MenuButtonDrawPlayer With(System.Action<MenuButtonDrawPlayer> action)
                {
                if (this != null)
                {
                action(this);
                }
                return this;
                }
                public override void Draw(SpriteBatch SP, bool mouseOver)
                {
                if (this.disabled)
                {
                return;
                }
                Drawing.DrawBox(SP, base.position.X, base.position.Y, this.size.X, this.size.Y, this.colorFrame);
                this.player.PlayerFrame();
                this.player.position = Main.screenPosition + base.position + this.size / 2f - new Vector2((float)this.player.width, (float)this.player.height) / 2f;
                API.main.DrawPlayer(this.player, this.player.position, 0f, Vector2.Zero, 0f);
                if (mouseOver)
                {
                Menu.mouseOverText = this.description;
                Drawing.DString(SP, this.displayText, base.position + this.size / 2f, this.colorMouseOver, this.scale, 0.5f, 0.5f, this.fontType);
                return;
                }
                Drawing.DString(SP, this.displayText, base.position + this.size / 2f, this.colorText, this.scale - 0.05f, 0.5f, 0.5f, this.fontType);
                }
                }
                }


                14楼2015-04-26 11:29
                收起回复
                  using Microsoft.Xna.Framework;
                  using Microsoft.Xna.Framework.Graphics;
                  using System;
                  using Terraria;
                  namespace TAPI
                  {
                  public class ModProjectile : ModEntity<Projectile>
                  {
                  public Projectile projectile
                  {
                  get
                  {
                  return this.entity;
                  }
                  }
                  public new ModProjectile Clone(Projectile entity = null)
                  {
                  return (ModProjectile)base.Clone(entity);
                  }
                  public virtual void OnSpawn()
                  {
                  }
                  public virtual void AI()
                  {
                  }
                  public virtual bool PreAI()
                  {
                  return true;
                  }
                  public virtual void PostAI()
                  {
                  }
                  public virtual void Kill()
                  {
                  }
                  public virtual bool PreKill()
                  {
                  return true;
                  }
                  public virtual void PostKill()
                  {
                  }
                  public virtual bool OnTileCollide(ref Vector2 velocityChange)
                  {
                  return true;
                  }
                  public virtual void DamagePlayer(Player p, int hitDir, ref int damage, ref bool crit, ref float critMult)
                  {
                  }
                  public virtual void DealtPlayer(Player p, int hitDir, int dmgDealt, bool crit)
                  {
                  }
                  public virtual void DamagePVP(Player p, int hitDir, ref int damage, ref bool crit, ref float critMult)
                  {
                  }
                  public virtual void DealtPVP(Player p, int hitDir, int dmgDealt, bool crit)
                  {
                  }
                  public virtual void DamageNPC(NPC npc, int hitDir, ref int damage, ref float knockback, ref bool crit, ref float critMult)
                  {
                  }
                  public virtual void DealtNPC(NPC npc, int hitDir, int dmgDealt, float knockback, bool crit)
                  {
                  }
                  public virtual bool? CanHitPlayer(Player p)
                  {
                  return null;
                  }
                  public virtual bool? CanHitPVP(Player p)
                  {
                  return null;
                  }
                  public virtual bool? CanHitNPC(NPC npc)
                  {
                  return null;
                  }
                  public virtual bool PreDraw(SpriteBatch sb)
                  {
                  return true;
                  }
                  public virtual void PostDraw(SpriteBatch sb)
                  {
                  }
                  }
                  }


                  15楼2015-04-26 11:30
                  回复
                    BUFF
                    using Microsoft.Xna.Framework;
                    using System;
                    using System.Collections.Generic;
                    using Terraria;
                    namespace TAPI
                    {
                    public class ModBuff : ModClass
                    {
                    public bool netUpdate;
                    public virtual void Save(Player player, BinBuffer bb)
                    {
                    }
                    public virtual void Load(Player player, BinBuffer bb)
                    {
                    }
                    public virtual void Start(Player player, int index)
                    {
                    }
                    public virtual void End(Player player, int index)
                    {
                    }
                    public virtual void ReApply(Player player, int index)
                    {
                    }
                    public virtual void Effects(Player player, int index)
                    {
                    }
                    public virtual void MidUpdate(Player player)
                    {
                    }
                    public virtual void NetSend(Player player, int index, BinBuffer bb)
                    {
                    }
                    public virtual void NetReceive(Player player, int index, BinBuffer bb)
                    {
                    }
                    public virtual void DamagePlayer(Player player, NPC npc, int hitDir, ref int damage, ref bool crit, ref float critMult)
                    {
                    }
                    public virtual void DealtPlayer(Player player, NPC npc, int hitDir, int dmgDealt, bool crit)
                    {
                    }
                    public virtual void DamagePVP(Player player, Player victim, int hitDir, ref int damage, ref bool crit, ref float critMult)
                    {
                    }
                    public virtual void DealtPVP(Player player, Player vitcim, int hitDir, int dmgDealt, bool crit)
                    {
                    }
                    public virtual void DamagePVP(Projectile projectile, Player victim, int hitDir, ref int damage, ref bool crit, ref float critMult)
                    {
                    }
                    public virtual void DealtPVP(Projectile projectile, Player victim, int hitDir, int dmgDealt, bool crit)
                    {
                    }
                    public virtual void DamageNPC(Player player, NPC npc, int hitDir, ref int damage, ref float knockback, ref bool crit, ref float critMult)
                    {
                    }
                    public virtual void DealtNPC(Player player, NPC npc, int hitDir, int dmgDealt, float knockback, bool crit)
                    {
                    }
                    public virtual void DamageNPC(Projectile projectile, NPC npc, int hitDir, ref int damage, ref float knockback, ref bool crit, ref float critMult)
                    {
                    }
                    public virtual void DealtNPC(Projectile projectile, NPC npc, int hitDir, int dmgDealt, float knockback, bool crit)
                    {
                    }
                    public virtual void ModifyDrawLayerList(Player player, System.Collections.Generic.List<PlayerLayer> list)
                    {
                    }
                    public virtual void ModifyDrawLayerHeadList(Player player, System.Collections.Generic.List<PlayerLayer> list)
                    {
                    }
                    public virtual Color ModifyDrawColor(Player player, Color color)
                    {
                    return color;
                    }
                    public virtual void OnHit(Player player, NPC victim, Vector2 location)
                    {
                    }
                    public virtual void OnHit(Player player, Player victim, Vector2 location)
                    {
                    }
                    public virtual void Start(NPC npc, int index)
                    {
                    }
                    public virtual void End(NPC npc, int index)
                    {
                    }
                    public virtual void ReApply(NPC npc, int index)
                    {
                    }
                    public virtual void Effects(NPC npc, int index)
                    {
                    }
                    public virtual void NetSend(NPC npc, int index, BinBuffer bb)
                    {
                    }
                    public virtual void NetReceive(NPC npc, int index, BinBuffer bb)
                    {
                    }
                    public virtual void DamagePlayer(NPC npc, Player player, int hitDir, ref int damage, ref bool crit, ref float critChance)
                    {
                    }
                    public virtual void DealtPlayer(NPC npc, Player player, int hitDir, int dmgDealt, bool crit)
                    {
                    }
                    public virtual void DamageNPC(NPC npc, Player player, int hitDir, ref int damage, ref float knockback, ref bool crit, ref float critMult)
                    {
                    }
                    public virtual void DealtNPC(NPC npc, Player player, int hitDir, int dmgDealt, float knockback, bool crit)
                    {
                    }
                    public virtual void DamageNPC(NPC npc, Projectile projectile, int hitDir, ref int damage, ref float knockback, ref bool crit, ref float critMult)
                    {
                    }
                    public virtual void DealtNPC(NPC npc, Projectile projectile, int hitDir, int dmgDealt, float knockback, bool crit)
                    {
                    }
                    public virtual void DamageFriendNPC(NPC npc, NPC victim, int hitDir, ref int damage, ref float knockback, ref bool crit, ref float critMult)
                    {
                    }
                    public virtual void DealtFriendNPC(NPC npc, NPC victim, int hitDir, int dmgDealt, float knockback, bool crit)
                    {
                    }
                    public virtual Color ModifyDrawColor(NPC npc, Color color)
                    {
                    return color;
                    }
                    }
                    }


                    16楼2015-04-26 11:30
                    回复
                      ITEM


                      17楼2015-04-26 11:31
                      回复
                        using Microsoft.Xna.Framework;
                        using Microsoft.Xna.Framework.Graphics;
                        using System;
                        using System.Collections.Generic;
                        using TAPI.UIKit;
                        using Terraria;
                        namespace TAPI
                        {
                        public class ModItem : ModEntity<Item>
                        {
                        public Item item
                        {
                        get
                        {
                        return this.entity;
                        }
                        }
                        public new ModItem Clone(Item entity = null)
                        {
                        return (ModItem)base.Clone(entity);
                        }
                        public virtual void MidUpdate(ref float gravity, ref float maxVelocity)
                        {
                        }
                        public virtual bool PreWorldDraw(SpriteBatch sb)
                        {
                        return true;
                        }
                        public virtual void PostWorldDraw(SpriteBatch sb)
                        {
                        }
                        public virtual bool CanPickup(Player player, bool vacuum)
                        {
                        return true;
                        }
                        public virtual bool OnPickup(Player player)
                        {
                        return true;
                        }
                        public virtual bool? UseItem(Player player)
                        {
                        return null;
                        }
                        public virtual void UseItemEffects(Player P, Rectangle rect)
                        {
                        }
                        public virtual bool CanUse(Player player)
                        {
                        return true;
                        }
                        public virtual bool ConsumeItem(Player p)
                        {
                        return true;
                        }
                        public virtual bool ConsumeAmmo(Player p)
                        {
                        return true;
                        }
                        public virtual bool ConsumeBait(Player p)
                        {
                        return true;
                        }
                        public virtual void UseStyle(Player p)
                        {
                        }
                        public virtual void HoldStyle(Player p)
                        {
                        }
                        public virtual void SetUseFrame(Player p)
                        {
                        }
                        public virtual bool SetHoldFrame(Player p)
                        {
                        return false;
                        }
                        public virtual Rectangle SetUseHitbox(Player p, Rectangle rect)
                        {
                        return rect;
                        }
                        public virtual void PreItemCheck(Player p)
                        {
                        }
                        public virtual void PostItemCheck(Player p)
                        {
                        }
                        public virtual void OnBuy(Chest shop, int slot, Item item)
                        {
                        }
                        public virtual void OnCraft(Recipe recipe)
                        {
                        }
                        public virtual string OnAffixName(string currentName, string oldName)
                        {
                        return currentName;
                        }
                        public virtual bool PreReforge()
                        {
                        return true;
                        }
                        public virtual void PostReforge()
                        {
                        }
                        public virtual bool PreShoot(Player player, Vector2 position, Vector2 velocity, int projType, int damage, float knockback)
                        {
                        return true;
                        }
                        public virtual bool CanEquip(Player player, ItemSlot slot)
                        {
                        return true;
                        }
                        public virtual void OnEquip(Player player, ItemSlot slot)
                        {
                        }
                        public virtual void OnUnEquip(Player player, ItemSlot slot)
                        {
                        }
                        public virtual void Effects(Player player)
                        {
                        }
                        public virtual void VanityEffects(Player player)
                        {
                        }
                        public virtual void ArmorSetBonus(Player player)
                        {
                        }
                        public virtual void VanitySetBonus(Player player)
                        {
                        }
                        public virtual bool IsArmorSet(Player player, bool vanity)
                        {
                        return false;
                        }
                        public virtual Color DyeHair(Player player, Color dyeColor, ref bool glows)
                        {
                        return dyeColor;
                        }
                        public virtual void DamagePlayer(NPC npc, Player owner, int hitDir, ref int damage, ref bool crit, ref float critMult)
                        {
                        }
                        public virtual void DealtPlayer(NPC npc, Player owner, int hitDir, int dmgDealt, bool crit)
                        {
                        }
                        public virtual void DamagePVP(Player owner, Player p, int hitDir, ref int damage, ref bool crit, ref float critMult)
                        {
                        }
                        public virtual void DealtPVP(Player owner, Player p, int hitDir, int dmgDealt, bool crit)
                        {
                        }
                        public virtual void DamageNPC(Player owner, NPC npc, int hitDir, ref int damage, ref float knockback, ref bool crit, ref float critMult)
                        {
                        }
                        public virtual void DealtNPC(Player owner, NPC npc, int hitDir, int dmgDealt, float knockback, bool crit)
                        {
                        }
                        public virtual bool? CanHitPlayer(NPC npc, Player owner)
                        {
                        return null;
                        }
                        public virtual bool? CanHitPVP(Player owner, Player p)
                        {
                        return null;
                        }
                        public virtual bool? CanHitNPC(Player owner, NPC npc)
                        {
                        return null;
                        }
                        public virtual void OnHitPVP(Player owner, Player victim, Vector2 hitLocation)
                        {
                        }
                        public virtual void OnHitNPC(Player owner, NPC victim, Vector2 hitLocation)
                        {
                        }
                        public virtual void GetFishingLevel(Player player, Item bait, ref int fishingLevel)
                        {
                        }
                        public virtual void OnFishSelected(Player player, Item fishingRod, Item bait, int liquidType, int poolCount, int worldLayer, int questFish, ref int caughtType)
                        {
                        }
                        public virtual void ModifyDrawLayerList(Player player, System.Collections.Generic.List<PlayerLayer> list, int slot)
                        {
                        }
                        public virtual void ModifyDrawLayerHeadList(Player player, System.Collections.Generic.List<PlayerLayer> list, int slot)
                        {
                        }
                        public virtual Color ModifyDrawColor(Player owner, Color color)
                        {
                        return color;
                        }
                        public virtual void ModifyToolTip(Player owner, System.Collections.Generic.List<string> list)
                        {
                        }
                        }
                        }


                        18楼2015-04-26 11:31
                        回复
                          tile
                          using Microsoft.Xna.Framework.Graphics;
                          using System;
                          namespace TAPI
                          {
                          public class ModTileType : ModEntity<object>
                          {
                          public virtual bool CanPlace(int x, int y)
                          {
                          return true;
                          }
                          public virtual void PlaceTile(int x, int y)
                          {
                          }
                          public virtual bool PreKill(int x, int y, bool fail, bool effectsOnly, bool noItem)
                          {
                          return true;
                          }
                          public virtual void Kill(int x, int y, bool fail, bool effectsOnly, bool noItem)
                          {
                          }
                          public virtual void PostKill(int x, int y, bool fail, bool effectsOnly, bool noItem)
                          {
                          }
                          public virtual bool TileFrame(int x, int y)
                          {
                          return false;
                          }
                          public virtual void TileFrameCounter()
                          {
                          }
                          public virtual bool MouseOver(int x, int y, SpriteBatch sb)
                          {
                          return false;
                          }
                          public virtual bool RightClick(int x, int y)
                          {
                          return false;
                          }
                          public virtual bool Slope(int x, int y)
                          {
                          return false;
                          }
                          public virtual void HitWire(int x, int y, int wireType)
                          {
                          }
                          public virtual void ModifyLight(int x, int y, ref float r, ref float g, ref float b)
                          {
                          }
                          public virtual bool PreDrawType(SpriteBatch sb, bool solidTiles, int x, int y)
                          {
                          return true;
                          }
                          public virtual void PostDrawType(SpriteBatch sb, bool solidTiles, int x, int y)
                          {
                          }
                          public virtual bool PreDrawWall(SpriteBatch sb, int x, int y, int wallType)
                          {
                          return true;
                          }
                          public virtual void PostDrawWall(SpriteBatch sb, int x, int y, int wallType)
                          {
                          }
                          }
                          }
                          using Microsoft.Xna.Framework;
                          using Microsoft.Xna.Framework.Graphics;
                          using System;
                          using Terraria;
                          namespace TAPI
                          {
                          public class ModTile : ModTileType
                          {
                          public Point position;
                          public Vector2 worldPos
                          {
                          get
                          {
                          return new Vector2((float)(this.position.X * 16), (float)(this.position.Y * 16));
                          }
                          }
                          public Vector2 worldSize
                          {
                          get
                          {
                          int type = (int)Main.tile[this.position.X, this.position.Y].type;
                          return new Vector2((float)(TileDef.width[type] * 16), (float)(TileDef.height[type] * 16));
                          }
                          }
                          public Vector2 worldCenter
                          {
                          get
                          {
                          return this.worldPos + this.worldSize * 0.5f;
                          }
                          }
                          public virtual void Update()
                          {
                          }
                          public virtual void PreDraw(SpriteBatch sb, bool solidTiles)
                          {
                          }
                          public virtual void PostDraw(SpriteBatch sb, bool solidTiles)
                          {
                          }
                          }
                          }


                          20楼2015-04-26 11:33
                          回复