Beispiel #1
0
 // Token: 0x060058FB RID: 22779 RVA: 0x001ED600 File Offset: 0x001EBA00
 public void ReapOneObject(ObjectInstantiatorHandle obj)
 {
     if (obj == null || obj.LocalID == null)
     {
         return;
     }
     VRC.Network.RPC(VRC_EventHandler.VrcTargetType.All, base.gameObject, "_DestroyObject", new object[]
     {
         obj.LocalID.Value
     });
 }
Beispiel #2
0
    private void _InstantiateObject(string prefabName, byte[] data, int localID, VRC.Player instantiator)
    {
        int   num = 0;
        float x;

        Protocol.Deserialize(out x, data, ref num);
        float y;

        Protocol.Deserialize(out y, data, ref num);
        float z;

        Protocol.Deserialize(out z, data, ref num);
        Vector3 pos = new Vector3(x, y, z);

        Protocol.Deserialize(out x, data, ref num);
        Protocol.Deserialize(out y, data, ref num);
        Protocol.Deserialize(out z, data, ref num);
        float w;

        Protocol.Deserialize(out w, data, ref num);
        Quaternion rot = new Quaternion(x, y, z, w);
        short      num2;

        Protocol.Deserialize(out num2, data, ref num);
        int[] array = new int[(int)num2];
        for (short num3 = 0; num3 < num2; num3 += 1)
        {
            int num4;
            Protocol.Deserialize(out num4, data, ref num);
            array[(int)num3] = num4;
        }
        ObjectInstantiator.PrefabInfo prefabInfo = this._FetchPrefab(prefabName);
        if (prefabInfo == null)
        {
            Debug.LogError("Could not instantiate " + prefabName + ": Could not find prefab", base.gameObject);
            VRC.Network.UnAllocateSubIDs(array);
            return;
        }
        GameObject gameObject = AssetManagement.Instantiate <GameObject>(prefabInfo.obj, pos, rot);

        if (gameObject == null)
        {
            Debug.LogError("Could not instantiate " + prefabName + ": Could not instantiate prefab", base.gameObject);
            VRC.Network.UnAllocateSubIDs(array);
            return;
        }
        gameObject.SetActive(true);
        ObjectInstantiatorHandle orAddComponent = gameObject.GetOrAddComponent <ObjectInstantiatorHandle>();

        orAddComponent.Instantiator = this;
        orAddComponent.LocalID      = new int?(localID);
        PhotonView orAddComponent2 = gameObject.GetOrAddComponent <PhotonView>();

        orAddComponent2.synchronization   = ViewSynchronization.Off;
        orAddComponent2.ownershipTransfer = OwnershipOption.Takeover;
        if (!VRC.Network.AssignSubIDs(gameObject, array, true))
        {
            Debug.LogError("Could not instantiate " + prefabName + ": Could not assign IDs", base.gameObject);
            UnityEngine.Object.Destroy(gameObject);
            return;
        }
        gameObject.name = string.Concat(new object[]
        {
            prefabInfo.name,
            " (Dynamic Clone ",
            localID,
            ":",
            orAddComponent2.viewID,
            ")"
        });
        Debug.LogFormat("Instantiated a {0} with Local ID {1} and View ID {2}", new object[]
        {
            prefabInfo.name,
            localID,
            orAddComponent2.viewID
        });
        if (!this.spawnedObjects.ContainsKey(localID))
        {
            this.spawnedObjects.Add(localID, new ObjectInstantiator.ObjectInfo
            {
                data       = data,
                gameObject = null,
                prefabName = prefabName
            });
        }
        VRC.Network.ProtectFromCleanup(gameObject, true);
        this.spawnedObjects[localID].objectPath = VRC.Network.GetGameObjectPath(gameObject);
        this.spawnedObjects[localID].gameObject = gameObject;
        VRC.Network.SetOwner(instantiator, gameObject, VRC.Network.OwnershipModificationType.Request, true);
    }