Beispiel #1
0
    public void OnInventoryMoveServer(InventoryMove info)
    {
        // stop any observers (except for owner) from observing it if it's moved
        var fromRootPlayer = info.FromRootPlayer;

        if (fromRootPlayer != null)
        {
            itemStorage.ServerRemoveAllObserversExceptOwner();
        }

        // stop owner observing if it's dropped from the owner's storage
        var toRootPlayer = info.ToRootPlayer;

        // no need to do anything, hasn't moved into player inventory
        if (fromRootPlayer == toRootPlayer)
        {
            return;
        }

        // make sure it's closed and any children as well
        if (fromRootPlayer != null)
        {
            ObserveInteractableStorageMessage.Send(fromRootPlayer.gameObject, this, false);
        }
    }
Beispiel #2
0
    public void ServerPerformInteraction(MouseDrop interaction)
    {
        if (allowedToInteract == false)
        {
            return;
        }
        if (interaction.IsFromInventory && interaction.TargetObject == gameObject)
        {
            // try to add item to this storage
            Inventory.ServerTransfer(interaction.FromSlot,
                                     itemStorage.GetBestSlotFor(interaction.UsedObject));
        }
        else
        {
            // player can observe this storage
            itemStorage.ServerAddObserverPlayer(interaction.Performer);
            ObserveInteractableStorageMessage.Send(interaction.Performer, this, true);

            // if we are observing a storage not in our inventory (such as another player's top
            // level inventory or a storage within their inventory, or a box/backpack sitting on the ground), we must stop observing when it
            // becomes unobservable for whatever reason (such as the owner becoming unobservable)
            var rootStorage = itemStorage.GetRootStorage();
            if (interaction.Performer != rootStorage.gameObject)
            {
                // stop observing when it becomes unobservable for whatever reason
                var relationship = ObserveStorageRelationship.Observe(this,
                                                                      interaction.Performer.GetComponent <RegisterPlayer>(),
                                                                      PlayerScript.interactionDistance, ServerOnObservationEnded);
                SpatialRelationship.ServerActivate(relationship);
            }
        }
    }
Beispiel #3
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    /// <summary>
    /// Informs the recipient that they can now show/hide the UI popup for observing a particular
    /// storage or any children.
    /// </summary>
    /// <param name="recipient"></param>
    /// <param name="storage"></param>
    /// <param name="observed">true indicates they should show the popup, false indicates it should be hidden</param>
    public static void Send(GameObject recipient, InteractableStorage storage, bool observed)
    {
        var msg = new ObserveInteractableStorageMessage()
        {
            Storage  = storage.gameObject.NetId(),
            Observed = observed
        };

        msg.SendTo(recipient);
    }
Beispiel #4
0
 public void ServerPerformInteraction(MouseDrop interaction)
 {
     if (interaction.IsFromInventory && interaction.TargetObject == gameObject)
     {
         //try to add item to this storage
         Inventory.ServerTransfer(interaction.FromSlot,
                                  itemStorage.GetBestSlotFor(interaction.UsedObject));
     }
     else
     {
         //player can observe this storage
         itemStorage.ServerAddObserverPlayer(interaction.Performer);
         ObserveInteractableStorageMessage.Send(interaction.Performer, this, true);
         if (!interaction.IsFromInventory)
         {
             SpatialRelationship.ServerActivate(RangeRelationship.Between(interaction.Performer, interaction.UsedObject,
                                                                          PlayerScript.interactionDistance, ServerOnRelationshipEnded));
         }
     }
 }
Beispiel #5
0
 private void ServerOnObservationEnded(ObserveStorageRelationship cancelled)
 {
     // they can't observe anymore
     itemStorage.ServerRemoveObserverPlayer(cancelled.ObserverPlayer.gameObject);
     ObserveInteractableStorageMessage.Send(cancelled.ObserverPlayer.gameObject, this, false);
 }