// Token: 0x060010BE RID: 4286 private void UpdateRelicViewHUDState(CollectibleEntityView view) { // MOD: remove artifact views that are moved off the map if (view.Entity.GetComponent(10).Position2D.X > Fixed64.FromInt(100000)) { this.DespawnAndRemoveRelicView(view.Entity, view); return; } // MOD SimStateFrame currentSimFrame = ShipbreakersMain.CurrentSimFrame; if (currentSimFrame == null) { return; } RelicState relicState = currentSimFrame.FindObject <RelicState>(view.Entity); if (relicState == null) { return; } CollectibleState collectibleState = currentSimFrame.FindObject <CollectibleState>(view.Entity); if (collectibleState == null) { return; } DetectionState visibility = relicState.Visibility; if (ReplayPanelController.RevealAll || SimController.sSpectatorModeEnabled) { visibility = DetectionState.Sensed; } bool flag = relicState.HasTimer && relicState.TimerDirection == TimerDirection.Countup && !relicState.TimerCompleted; if (collectibleState.AvailableForCollection) { this.UpdateRelicDefaultIconSprite(view, visibility, flag); } else { this.UpdateRelicAttachedIconSprite(view, DetectionState.Sensed, false); } this.UpdateRelicIconTrackOnScreenEdge(view, !flag); bool flag2 = view.ShouldShowIcon(); view.ShowIcon(flag2); if (!flag2 && this.mShowingTooltipForEntity != Entity.None && this.mShowingTooltipForEntity == view.Entity) { this.mShowingTooltipForEntity = Entity.None; UISystem.HideTooltip(); } }
public static F64Vec3 FromInt(int x, int y, int z) { return(new F64Vec3(Fixed64.FromInt(x), Fixed64.FromInt(y), Fixed64.FromInt(z))); }
// Constructors public F64(int v) { Raw = Fixed64.FromInt(v); }
public static bool operator >=(F64 v1, int v2) { return(v1.Raw >= Fixed64.FromInt(v2)); }
public static bool operator >=(int v1, F64 v2) { return(Fixed64.FromInt(v1) >= v2.Raw); }
public static F64 operator %(int v1, F64 v2) { return(FromRaw(Fixed64.Mod(Fixed64.FromInt(v1), v2.Raw))); }
public static F64 operator %(F64 v1, int v2) { return(FromRaw(Fixed64.Mod(v1.Raw, Fixed64.FromInt(v2)))); }
public static F64 operator /(int v1, F64 v2) { return(FromRaw(Fixed64.DivPrecise(Fixed64.FromInt(v1), v2.Raw))); }
public static F64 operator -(int v1, F64 v2) { return(FromRaw(Fixed64.FromInt(v1) - v2.Raw)); }
public static F64 operator -(F64 v1, int v2) { return(FromRaw(v1.Raw - Fixed64.FromInt(v2))); }
public static F64Vec2 FromInt(int x, int y) { return(new F64Vec2(Fixed64.FromInt(x), Fixed64.FromInt(y))); }
// Loads a map layout onto a map // Map layouts include spawn, artifact, resource and extraction zone locations // This function also removes certain aspects of the level that are already there e.g. wrecks public static void LoadMapLayout() { // No map loaded anymore MapXml = ""; LayoutName = ""; Subsystem.AttributeLoader.PatchOverrideData = ""; PatchName = ""; if (CustomLayout) { // Move DoK engine objects foreach (Entity entity in Sim.Instance.EntitySystem) { if (entity.HasComponent(11)) { entity.GetComponent <Position>(10).Position2D = new Vector2r(Fixed64.FromInt(1000000), Fixed64.FromInt(1000000)); // Move off the map entity.GetComponent <Resource>(11).Disabled = true; // Make unminable, keeping these in just in case the AI tries to mine from these resources } else if (entity.HasComponent(36) || entity.HasComponent(14)) { entity.GetComponent <Position>(10).Position2D = new Vector2r(Fixed64.FromInt(1000000), Fixed64.FromInt(1000000)); // Move off the map } } // Disable the pesky black box at the start of levels // Its there to be a transition from what I can tell GameObject blackBox = GameObject.Find("BlackPolygon"); if (blackBox != null) { blackBox.transform.position = new Vector3(1000000.0f, 1000000.0f, 1000000.0f); } // Loading resource layout foreach (MapResourceData resource in resources) { DetectableAttributesData detectableAttributesData = new DetectableAttributesData() { m_SetHasBeenSeenBeforeOnSpawn = true, }; SceneEntityCreator.CreateResourcePoint((resource.type == 0) ? "Resource_CU" : "Resource_RU", resource.position, default(Orientation2), new string[0], new ResourceAttributesData((ResourceType)resource.type, resource.amount, resource.collectors), detectableAttributesData, false, default(ResourcePositionalVariations), false); } // Delete starting units of commanders with no starting fleet foreach (MapSpawnData spawn in spawns) { if (spawn.fleet) { continue; } foreach (Commander commander in Sim.Instance.CommanderManager.Commanders) { CommanderDirectorAttributes director = Sim.Instance.CommanderManager.GetCommanderDirectorFromID(commander.ID); if (director.PlayerType == PlayerType.AI) { continue; // AI needs starting carrier } if (((GameMode == TeamSetting.Team) ? (1 - spawn.team) * 3 : spawn.team) + spawn.index == director.SpawnIndex) { foreach (Entity entity in Sim.Instance.EntitySystem.Query().Has(2)) // All units { if (entity.GetComponent <OwningCommander>(5).ID == commander.ID) // Check if the faction is correct { entity.GetComponent <Unit>(2).RetireDespawn(); } } } } } // Loading units foreach (MapUnitData unit in units) { // Convert team + index to commander ID then spawn unit foreach (Commander commander in Sim.Instance.CommanderManager.Commanders) { CommanderDirectorAttributes director = Sim.Instance.CommanderManager.GetCommanderDirectorFromID(commander.ID); if (((GameMode == TeamSetting.Team) ? (1 - unit.team) * 3 : unit.team) + unit.index == director.SpawnIndex) { if (commander.CommanderAttributes.Name == "SPECTATOR") { continue; // Don't spawn units for spectators } else if (sobanUnits.Contains(unit.type) && commander.CommanderAttributes.Faction.ID != FactionID.Soban) { continue; // Don't spawn Soban units for non Soban players } else if (khaanUnits.Contains(unit.type) && commander.CommanderAttributes.Faction.ID != FactionID.Khaaneph) { continue; // Don't spawn Khaaneph units for non Khaaneph players } SceneEntityCreator.CreateEntity(unit.type, commander.ID, unit.position, unit.orientation); break; } } } // Loading wrecks foreach (MapWreckData wreck in wrecks) { DetectableAttributesData detectableAttributes = new DetectableAttributesData { m_SetHasBeenSeenBeforeOnSpawn = true, }; ResourcePositionalVariations positions = new ResourcePositionalVariations { ModelOrientationEulersDegrees = new Vector3r(Fixed64.FromConstFloat(0.0f), Fixed64.FromConstFloat(wreck.angle), Fixed64.FromConstFloat(0.0f)), }; ShapeAttributesData shape = new ShapeAttributesData { m_Radius = 100.0f, m_BlocksLOF = wreck.blockLof, m_BlocksAllHeights = wreck.blockLof, }; ResourceAttributesData res = new ResourceAttributesData { m_ResourceType = ResourceType.Resource3, // Type = Wreck }; SimWreckSectionResourceSpawnableAttributesData[] childResources = new SimWreckSectionResourceSpawnableAttributesData[wreck.resources.Count]; for (int i = 0; i < wreck.resources.Count; i++) { childResources[i] = new SimWreckSectionResourceSpawnableAttributesData { m_DetectableAttributes = new DetectableAttributesData(), m_OverrideDetectableAttributes = true, m_Tags = new string[0], m_EntityTypeToSpawn = (wreck.resources[i].type == 1) ? "Resource_RU" : "Resource_CU", m_ResourceAttributes = new ResourceAttributesData((ResourceType)wreck.resources[i].type, wreck.resources[i].amount, wreck.resources[i].collectors), m_OverrideResourceAttributes = true, m_SpawnPositionOffsetFromSectionCenterX = Fixed64.IntValue((wreck.resources[i].position - wreck.position).X), m_SpawnPositionOffsetFromSectionCenterY = Fixed64.IntValue((wreck.resources[i].position - wreck.position).Y), m_UseNonRandomSpawnPositionOffset = true, }; } SimWreckAttributesData wreckData = new SimWreckAttributesData { m_WreckSections = new SimWreckSectionAttributesData[] { new SimWreckSectionAttributesData { m_ExplosionChance = 100, m_Health = 1, m_ResourceSpawnables = childResources, }, }, }; // Orientation2.LocalForward -> (1.0, 0.0) SceneEntityCreator.CreateWreck("Resource_Wreck_MP", wreck.position, Orientation2.LocalForward, new string[0], wreckData, "", shape, res, detectableAttributes, false, positions, false); } } }
[MethodImpl(FixedUtil.AggressiveInlining)] public static F64 FromInt(int v) { return(FromRaw(Fixed64.FromInt(v))); }