Beispiel #1
0
    /// <summary>
    /// Spawn lootable item on world.
    /// </summary>
    /// <param name="value">Incoming message</param>
    private void OnSpawn_Item(string[] value)
    {
        SNet_Network.Spawn_Item readMessage = SNet_Network.SNetMessage.ReadMessage <SNet_Network.Spawn_Item>(value[0]);
        readMessage.s = ulong.Parse(value[1]);

        if (!SNet_Network.instance.isHost(readMessage.s))
        {
            return; // Only the host can send this
        }
        SNet_Identity go = null;

        if (SNet_Identity.find(readMessage.i, out go))
        {
            if (readMessage.a > 0)
            {
                go.GetComponent <Item>().item.ammo = readMessage.a;
            }
            // Already have that identity.
            return;
        }

        Transform prefab = ResourcesLoader.prefabs.Find(x => x.name == readMessage.b);

        prefab = Instantiate(prefab, readMessage.p, readMessage.r);
        if (readMessage.c != Vector3.zero)
        {
            prefab.localScale = readMessage.c;
        }

        SNet_Identity identity = prefab.GetComponent <SNet_Identity>();

        identity.Set(readMessage.i, readMessage.b);

        if (readMessage.a > 0) // or it has default ammo
        {
            identity.GetComponent <Item>().item.ammo = readMessage.a;
        }

        Collider cldr = prefab.GetComponent <Collider>();

        if (cldr != null)
        {
            cldr.enabled = true;
        }

        Rigidbody rb = prefab.GetComponent <Rigidbody>();

        if (rb != null)
        {
            rb.isKinematic = false;
        }

        DestroyIn dIn = prefab.GetComponent <DestroyIn>();

        if (dIn != null)
        {
            dIn.enabled = true;
        }
    }
Beispiel #2
0
    public void Equip(string prefabName)
    {
        if (prefab != null)
        {
            if (prefab.item.prefabName == prefabName)
            {
                return;
            }

            prefab.SendMessage("Detach");
            Destroy(prefab.gameObject);
        }

        if (string.IsNullOrEmpty(prefabName))
        {
            if (prefab != null)
            {
                Destroy(prefab.gameObject);
            }
        }

        Item.PlayerItem willEquip = inv.l.Find(x => x.prefabName == prefabName);
        if (willEquip == null)
        {
            willEquip = new Item.PlayerItem();
        }

        inv.ci = willEquip;
        identity.controller.isShooting = false;

        prefab = null;

        if (!string.IsNullOrEmpty(prefabName))
        {
            Transform Tprefab = ResourcesLoader.prefabs.Find(x => x.name == prefabName);
            Transform tBone   = identity.animator.animator.GetBoneTransform(Tprefab.GetComponent <Item>().item.targetBone);

            prefab      = Instantiate(Tprefab, tBone).GetComponent <Item>();
            prefab.name = prefabName;

            Destroy(prefab.GetComponent <CustomScale>());

            Destroy(prefab.GetComponent <Snet_SceneObject_AutoSpawn>());

            Collider cldr = prefab.GetComponent <Collider>();
            if (cldr != null)
            {
                cldr.enabled = false;
            }

            Rigidbody rb = prefab.GetComponent <Rigidbody>();
            if (rb != null)
            {
                rb.isKinematic = true;
            }

            DestroyIn dIn = prefab.GetComponent <DestroyIn>();
            if (dIn != null)
            {
                dIn.enabled = false;
            }

            IKWeapon attacher = prefab.GetComponent <IKWeapon>();
            if (attacher != null)
            {
                attacher.Attach();
            }
        }

        SetState();

        if (isLocalPlayer)
        {
            if (Crosshair.instance == null || Crosshair.instance.normal == null)
            {
                return;
            }

            foreach (Transform t in Crosshair.instance.normal.transform)
            {
                t.GetComponent <UIVisibility>().Open(t.name == inv.ci.crossHair_Normal);
            }

            foreach (Transform t in Crosshair.instance.aimed.transform)
            {
                t.GetComponent <UIVisibility>().Open(t.name == inv.ci.crossHair_Aimed);
            }

            if (!UpdateCurrentAmmo())
            {
                SyncInventory();
            }
        }
    }