Beispiel #1
0
        // Load seamoth doll state
        public void OnProtoDeserialize(ProtobufSerializer serializer)
        {
            PrefabIdentifier id = GetComponentInParent <PrefabIdentifier>();

            if (id == null)
            {
                if ((id = GetComponent <PrefabIdentifier>()) == null)
                {
                    return;
                }
            }

            string filePath = Path.Combine(FilesHelper.GetSaveFolderPath(), "seamothdoll_" + id.Id + ".txt");

            if (File.Exists(filePath))
            {
                string state = File.ReadAllText(filePath).Trim();

                GameObject extras    = this.gameObject.FindChild("Model").FindChild("Submersible_SeaMoth_extras");
                Renderer[] renderers = extras.GetAllComponentsInChildren <Renderer>();

                foreach (Renderer renderer in renderers)
                {
                    renderer.enabled = (string.Compare(state, "1", false, CultureInfo.InvariantCulture) == 0);
                }
            }
        }
Beispiel #2
0
 private bool ValidateCollider(Collider other)
 {
     if (Grabber.FocusedItem != other)
     {
         PrefabIdentifier componentInParent = other.GetComponentInParent <PrefabIdentifier>();
         if (componentInParent)
         {
             BuildingHealth component = componentInParent.GetComponent <BuildingHealth>();
             if (component && component.CanBeRepaired && (component.CalcMissingRepairMaterial() > 0 || component.CalcMissingRepairLogs() > 0) && LocalPlayer.Inventory.Logs.HasLogs == component.CalcMissingRepairLogs() > 0)
             {
                 return(!other.isTrigger);
             }
             FoundationHealth component2 = componentInParent.GetComponent <FoundationHealth>();
             if (component2 && component2.CanBeRepaired)
             {
                 bool flag  = component2.CalcMissingRepairMaterial() > 0;
                 bool flag2 = component2.CalcMissingRepairLogs() > 0;
                 if (!LocalPlayer.Inventory.Logs.HasLogs == flag || (LocalPlayer.Inventory.Logs.HasLogs && flag2))
                 {
                     return(!other.isTrigger);
                 }
             }
         }
     }
     return(LocalPlayer.Grabber.IsValid(other));
 }
        public override GameObject GetGameObject()
        {
            try
            {
                if (_prefab == null)
                {
                    QuickLogger.Error("Bottle Prefab is null", true);
                    return(null);
                }
                var prefab = GameObject.Instantiate(_prefab);

                prefab.name = this.PrefabFileName;

                PrefabIdentifier prefabID = prefab.EnsureComponent <PrefabIdentifier>();
                prefabID.ClassId = this.ClassID;

                var techTag = prefab.EnsureComponent <TechTag>();
                techTag.type = TechType;

                //Add the FCSTechFabricatorTag component
                prefab.AddComponent <FCSTechFabricatorTag>();

                return(prefab);
            }
            catch (Exception e)
            {
                QuickLogger.Error(e.Message);
                return(null);
            }
        }
Beispiel #4
0
 private void Update()
 {
     if (this._raft.MultiPointsPositions.Count == 0)
     {
         RaycastHit raycastHit;
         if (Physics.SphereCast(((this._origin != RaftOarSwap.RayCastOrigins.Player) ? LocalPlayer.Create.BuildingPlacer.transform.position : LocalPlayer.MainCamTr.position) + Vector3.up * 3f, 2f, Vector3.down, out raycastHit, this._raycastDistance, this._layers.value))
         {
             PrefabIdentifier componentInParent = raycastHit.collider.GetComponentInParent <PrefabIdentifier>();
             RaftArchitect    raftArchitect     = (!componentInParent) ? null : componentInParent.GetComponent <RaftArchitect>();
             bool             flag = raftArchitect && raftArchitect._wasBuilt;
             if (flag)
             {
                 this._oarGo.SetActive(true);
                 this._raftGo.SetActive(false);
                 LocalPlayer.Create.Grabber.ShowPlace();
                 LocalPlayer.Create.BuildingPlacer.SetClear();
                 LocalPlayer.Create.BuildingPlacer.SetRenderer(this._oarRenderer);
             }
             else if (this._oarGo.activeSelf)
             {
                 this._oarGo.SetActive(false);
                 this._raftGo.SetActive(true);
                 LocalPlayer.Create.Grabber.ClosePlace();
                 LocalPlayer.Create.BuildingPlacer.SetRenderer(this._raftRenderer);
             }
         }
         else if (!this._raftGo.activeSelf)
         {
             this._oarGo.SetActive(false);
             this._raftGo.SetActive(true);
             LocalPlayer.Create.Grabber.ClosePlace();
             LocalPlayer.Create.BuildingPlacer.SetRenderer(this._raftRenderer);
         }
     }
 }
Beispiel #5
0
        public void OnProtoDeserialize(ProtobufSerializer serializer)
        {
            PrefabIdentifier prefabIdentifier = GetComponent <PrefabIdentifier>();

            Debug.Log($"Deserializing {prefabIdentifier.Id}");
            string oldDataPath = QPatch.GetOldSaveDirectory();

            oldDataPath = string.Concat(oldDataPath, prefabIdentifier.Id, ".json");
            //Port old data
            if (File.Exists(oldDataPath))
            {
                Debug.Log($"Loading {prefabIdentifier.Id} from old data");
                BaseClockSaveData saveData = JsonConvert.DeserializeObject <BaseClockSaveData>(File.ReadAllText(oldDataPath));
                m_UseSystemTime = saveData.usesSystemTime;
                UseSystemTimeSet(m_UseSystemTime);

                File.Delete(oldDataPath);
                Debug.Log($"Ported {prefabIdentifier.Id}");
            }
            else
            {
                string containerPath = Path.Combine("BaseClocks", $"{prefabIdentifier.Id}.json");
                BaseClocksCoroutineRunner.Instance.StartCoroutine(DeserializeCoroutine(containerPath));
            }
        }
Beispiel #6
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        public override GameObject GetGameObject()
        {
            try
            {
                var prefab = GameObject.Instantiate(_gameObjectKit);

                if (SetKitLabel(prefab))
                {
                    prefab.name = this.PrefabFileName;

                    PrefabIdentifier prefabID = prefab.EnsureComponent <PrefabIdentifier>();

                    prefabID.ClassId = this.ClassID;

                    var techTag = prefab.EnsureComponent <TechTag>();
                    techTag.type = TechType;

                    var center = new Vector3(0f, 0.2518765f, 0f);
                    var size   = new Vector3(0.5021304f, 0.5062426f, 0.5044461f);

                    GameObjectHelpers.AddConstructableBounds(prefab, size, center);

                    //Add the FCSTechFabricatorTag component
                    prefab.AddComponent <FCSTechFabricatorTag>();

                    return(prefab);
                }
            }
            catch (Exception e)
            {
                QuickLogger.Error(e.Message);
            }

            return(null);
        }
Beispiel #7
0
 private void Awake()
 {
     foreach (BuildingBlueprint buildingBlueprint in this._blueprints)
     {
         if (buildingBlueprint._ghostPrefab)
         {
             PrefabIdentifier component = buildingBlueprint._ghostPrefab.GetComponent <PrefabIdentifier>();
             if (component && !this._blueprintsByGuid.ContainsKey(component.ClassId))
             {
                 this._blueprintsByGuid.Add(component.ClassId, buildingBlueprint);
             }
         }
         if (buildingBlueprint._ghostPrefabMP)
         {
             PrefabIdentifier component2 = buildingBlueprint._ghostPrefabMP.GetComponent <PrefabIdentifier>();
             if (component2 && !this._blueprintsByGuid.ContainsKey(component2.ClassId))
             {
                 this._blueprintsByGuid.Add(component2.ClassId, buildingBlueprint);
             }
         }
         if (buildingBlueprint._builtPrefab)
         {
             PrefabIdentifier component3 = buildingBlueprint._builtPrefab.GetComponent <PrefabIdentifier>();
             if (component3 && !this._blueprintsByGuid.ContainsKey(component3.ClassId))
             {
                 this._blueprintsByGuid.Add(component3.ClassId, buildingBlueprint);
             }
         }
         if (buildingBlueprint._exclusionGroup != ExclusionGroups.None)
         {
             this._exclusionGroupByTypes.Add(buildingBlueprint._type, buildingBlueprint._exclusionGroup);
         }
     }
 }
Beispiel #8
0
        // Token: 0x0600000D RID: 13 RVA: 0x00002290 File Offset: 0x00000490
        public GameObject GetHullPlate()
        {
            bool       flag = this.Texture == null;
            GameObject result;

            if (flag)
            {
                result = null;
            }
            else
            {
                GameObject   gameObject  = Resources.Load <GameObject>("Submarine/Build/DioramaHullPlate");
                GameObject   gameObject2 = UnityEngine.Object.Instantiate <GameObject>(gameObject);
                MeshRenderer component   = Radical.FindChild(gameObject2, "Icon").GetComponent <MeshRenderer>();
                component.material.mainTexture = this.Texture;
                PrefabIdentifier component2 = gameObject2.GetComponent <PrefabIdentifier>();
                component2.ClassId = this.Info.InternalName;
                TechTag component3 = gameObject2.GetComponent <TechTag>();
                component3.type = this.TechType;
                Constructable component4 = gameObject2.GetComponent <Constructable>();
                component4.techType = this.TechType;
                result = gameObject2;
            }
            return(result);
        }
        public void OnProtoDeserialize(ProtobufSerializer serializer)
        {
            PrefabIdentifier id = GetComponentInParent <PrefabIdentifier>();

            if (id == null)
            {
                if ((id = GetComponent <PrefabIdentifier>()) == null)
                {
                    return;
                }
            }

            string filePath = Path.Combine(FilesHelper.GetSaveFolderPath(), "forklift_" + id.Id + ".txt");

            if (File.Exists(filePath))
            {
                string   tmpSize = File.ReadAllText(filePath).Replace(',', '.'); // Replace , with . for backward compatibility.
                string[] sizes   = tmpSize.Split("\r\n".ToCharArray(), StringSplitOptions.RemoveEmptyEntries);
                if (sizes.Length == 2)
                {
                    GameObject model = this.gameObject.FindChild("forklift");
                    if (model != null)
                    {
                        float size = float.Parse(sizes[0], CultureInfo.InvariantCulture);
                        model.transform.localScale = new Vector3(size, size, size);
                    }
                    BoxCollider collider = this.gameObject.GetComponent <BoxCollider>();
                    if (collider != null)
                    {
                        float colliderSize = float.Parse(sizes[1], CultureInfo.InvariantCulture);
                        collider.size = new Vector3(colliderSize, colliderSize, colliderSize);
                    }
                }
            }
        }
 public static void Construct_Postfix(Constructable __instance)
 {
     if (__instance.techType == CrafterLogicFixer.OutdoorLadder)
     {
         GameObject ladder = __instance.gameObject;
         if (ladder != null)
         {
             PrefabIdentifier pid = ladder.GetComponent <PrefabIdentifier>();
             if (pid != null)
             {
                 Transform modelTr = ladder.FindChild("OutdoorLadderModel")?.transform;
                 if (modelTr != null)
                 {
                     Vector3 modelPos = modelTr.position;
                     if (BuilderFixer.TempLadderDirections.ContainsKey(modelPos))
                     {
                         int  direction = BuilderFixer.TempLadderDirections[modelPos].Key;
                         bool inverted  = BuilderFixer.TempLadderDirections[modelPos].Value;
                         LadderDirections[pid.Id] = new KeyValuePair <int, bool>(direction, inverted);
                     }
                 }
             }
         }
         BuilderFixer.TempLadderDirections.Clear();
     }
 }
        public void OnProtoSerialize(ProtobufSerializer serializer)
        {
            PrefabIdentifier id = GetComponentInParent <PrefabIdentifier>();

            if (id == null)
            {
                if ((id = GetComponent <PrefabIdentifier>()) == null)
                {
                    return;
                }
            }

            string saveFolder = FilesHelper.GetSaveFolderPath();

            if (!Directory.Exists(saveFolder))
            {
                Directory.CreateDirectory(saveFolder);
            }

            GameObject  model    = this.gameObject.FindChild("forklift");
            string      size     = Convert.ToString(model.transform.localScale.y, CultureInfo.InvariantCulture);
            BoxCollider collider = this.gameObject.GetComponent <BoxCollider>();

            size += Environment.NewLine + Convert.ToString(collider.size.y, CultureInfo.InvariantCulture);

            File.WriteAllText(Path.Combine(saveFolder, "forklift_" + id.Id + ".txt"), size);
        }
Beispiel #12
0
        public void Start()
        {
            PrefabIdentifier prefabIdentifier = GetComponentInParent <PrefabIdentifier>();

            if ((prefabIdentifier ??= GetComponent <PrefabIdentifier>()) is null)
            {
                return;
            }

            ColorInfo colorInfo;
            string    saveFolder = Main.GetSaveFolderPath();
            string    filePath   = Main.Combine(saveFolder, prefabIdentifier.Id + ".json");

            using (StreamReader reader = new StreamReader(filePath))
            {
                var serializer = new JsonSerializer();
                colorInfo = serializer.Deserialize(reader, typeof(ColorInfo)) as ColorInfo;
            }
            if (File.Exists(filePath))
            {
                if (colorInfo != null)
                {
                    savedColor = new Color(colorInfo.RedLevel, colorInfo.GreenLevel, colorInfo.BlueLevel);
                    return;
                }
                Logger.Log(Logger.Level.Warn, "[Spotlight Colorizable] ColorInfo is null");
                return;
            }

            Logger.Log(Logger.Level.Warn, "saved file doesn't exist");
        }
        public override GameObject GetGameObject()
        {
            try
            {
                var prefab = GameObject.Instantiate(_prefab);

                GameObjectHelpers.AddConstructableBounds(prefab, _bSize, _bCenter);

                var model = prefab.FindChild("model");

                //========== Allows the building animation and material colors ==========//
                Shader     shader     = Shader.Find("MarmosetUBER");
                Renderer[] renderers  = prefab.GetComponentsInChildren <Renderer>();
                SkyApplier skyApplier = prefab.EnsureComponent <SkyApplier>();
                skyApplier.renderers = renderers;
                skyApplier.anchorSky = Skies.Auto;
                //========== Allows the building animation and material colors ==========//

                // Add large world entity ALLOWS YOU TO SAVE ON TERRAIN
                var lwe = prefab.AddComponent <LargeWorldEntity>();
                lwe.cellLevel = LargeWorldEntity.CellLevel.Far;

                // Add constructible
                var constructable = prefab.AddComponent <Constructable>();

                constructable.allowedOutside          = true;
                constructable.allowedInBase           = true;
                constructable.allowedOnGround         = true;
                constructable.allowedOnWall           = false;
                constructable.rotationEnabled         = true;
                constructable.allowedOnCeiling        = false;
                constructable.allowedInSub            = true;
                constructable.allowedOnConstructables = false;
                constructable.model    = model;
                constructable.techType = TechType;

                var light = prefab.GetComponentInChildren <Light>();

                var lightR = prefab.AddComponent <RegistredLightSource>();
                lightR.hostLight = light;

                PrefabIdentifier prefabID = prefab.AddComponent <PrefabIdentifier>();
                prefabID.ClassId = ClassID;

                AddBubbles(prefab);
                AddVaporBlast(prefab);

                prefab.AddComponent <TechTag>().type = TechType;
                prefab.AddComponent <HydroHarvController>();
                //Apply the glass shader here because of autosort lockers for some reason doesnt like it.
                MaterialHelpers.ApplyGlassShaderTemplate(prefab, "_glass", Mod.ModName);
                return(prefab);
            }
            catch (Exception e)
            {
                QuickLogger.Error(e.Message);
                return(null);
            }
        }
 internal string GetPrefabId()
 {
     if (_prefabID == null)
     {
         _prefabID = GetComponent <PrefabIdentifier>() ?? GetComponentInParent <PrefabIdentifier>();
     }
     return(_prefabID.Id);
 }
        private void InitAnimation(GameObject go)
        {
            if (!Running)
            {
#if DEBUG_FLORA
                PrefabIdentifier id = go.GetComponent <PrefabIdentifier>();
                if (id != null)
                {
                    Logger.Log("DEBUG: LandTree1Controller.Update(): gameObject name=[" + go.name + "] id=[" + id.Id + "] position x=[" + go.transform.localPosition.x + "] y=[" + go.transform.localPosition.y + "] z=[" + go.transform.localPosition.z + "] => Initializing");
                }
                else
                {
                    Logger.Log("DEBUG: LandTree1Controller.Update(): gameObject name=[" + go.name + "] position x=[" + go.transform.localPosition.x + "] y=[" + go.transform.localPosition.y + "] z=[" + go.transform.localPosition.z + "] => Initializing");
                }
#endif
                if (StaticPrefab != null)
                {
                    // Configure static renderer
                    StaticPrefab.transform.parent           = go.transform;
                    StaticPrefab.transform.localPosition    = new Vector3(0.0f, 0.0f, 0.0f);
                    StaticPrefab.transform.localScale       = new Vector3(12f, 12f, 12f);
                    StaticPrefab.transform.localEulerAngles = new Vector3(0.0f, 0.0f, 0.0f);

                    // Update sky applier
                    SkyApplier skyApplier = go.GetComponent <SkyApplier>();
                    skyApplier.renderers = go.GetComponentsInChildren <Renderer>();
                    skyApplier.anchorSky = Skies.Auto;

                    StaticPrefab.SetActive(true);
                }
                // Hide seed model
                GameObject seed = _grownPlant.gameObject.FindChild("Generic_plant_seed");
                if (seed != null)
                {
                    seed.GetComponent <MeshRenderer>().enabled = false;
                }
                // Store init values
                _initTimeValue = DayNightCycle.main.timePassed;
                foreach (Transform tr in go.transform)
                {
                    bool isStatic = tr.name.StartsWith("Land_tree_01_static", true, CultureInfo.InvariantCulture);
                    if (_origScale == Vector3.zero && !isStatic)
                    {
                        _origScale = new Vector3(tr.localScale.x, tr.localScale.y, tr.localScale.z);
                    }
                    else if (_origStaticScale == Vector3.zero && isStatic)
                    {
                        _origStaticScale = new Vector3(tr.localScale.x, tr.localScale.y, tr.localScale.z);
                    }
                }
                // Init trees sizes
                foreach (Transform tr in go.transform)
                {
                    tr.localScale = new Vector3(0.0001f, 0.0001f, 0.0001f);
                }
                Running = true;
            }
        }
Beispiel #16
0
        private void Initialize()
        {
            ToggleHash     = Animator.StringToHash("ToggleState");
            StateHash      = Animator.StringToHash("state");
            AutoActiveHash = Animator.StringToHash("AutoActivateState");
            BaseDrainHash  = Animator.StringToHash("BaseDrain");

            SetCurrentBodyColor(new Color(0.99609375f, 0.99609375f, 0.99609375f));

            _buildable = GetComponentInParent <Constructable>();

            if (_prefabId == null)
            {
                _prefabId = GetPrefabID();
            }

            SystemLightManager = gameObject.EnsureComponent <SystemLightManager>();
            SystemLightManager.Initialize(gameObject);

            PowerManager = gameObject.EnsureComponent <FCSPowerManager>();

            if (PowerManager == null)
            {
                QuickLogger.Error("Power Manager was not found.");
            }
            else
            {
                PowerManager.Initialize(this);
            }

            AnimationManager = gameObject.EnsureComponent <FCSPowerStorageAnimationManager>();

            if (AnimationManager == null)
            {
                QuickLogger.Error("Animation Manager was not found.");
            }
            else
            {
                AnimationManager.Initialize(this);

                if (Manager == null)
                {
                    QuickLogger.Error("Manager is null cannot set Base Drain Protection!");
                }
                else
                {
                    AnimationManager.SetBoolHash(BaseDrainHash, GetBaseDrainProtection());
                }
            }

            if (Display == null)
            {
                Display = gameObject.GetComponent <FCSPowerStorageDisplay>();
            }

            Display.Setup(this);
            _initialized = true;
        }
Beispiel #17
0
 public static void tryProcessSpecial(PrefabIdentifier prefabID)
 {
     if (debrisSpecial.TryGetValue(prefabID.ClassId, out Action <GameObject> processFunc))
     {
         $"Special processing {prefabID.gameObject.name}".logDbg();
         processFunc(prefabID.gameObject);
         prefabID.gameObject.ensureComponent <DebrisProcessed>();
     }
 }
Beispiel #18
0
        internal string GetPrefabIDString()
        {
            if (_prefabId == null)
            {
                _prefabId = GetPrefabID();
            }

            return(_prefabId.Id);
        }
Beispiel #19
0
 public void InitializeBase(FCSController mono, IFCSStorage storage, FCSPowerManager powerManager,
                            PrefabIdentifier prefabIdentifier)
 {
     _mono         = mono;
     _storage      = storage;
     _powerManager = powerManager;
     _prefabId     = prefabIdentifier;
     _isBase       = true;
 }
        private GameObject PreparePrefab(GameObject thisPrefab)
        {
            if (thisPrefab == null)
            {
                Log.LogError("ModifyInstantiatedPrefab called with null prefab!");
                return(null);
            }

            var obj = GameObject.Instantiate(thisPrefab);

            MeshRenderer[]        meshRenderers        = obj.GetAllComponentsInChildren <MeshRenderer>();
            SkinnedMeshRenderer[] skinnedMeshRenderers = obj.GetAllComponentsInChildren <SkinnedMeshRenderer>();
            Color powerGlideColour = PowerglideBehaviour.PowerGlideColour;

            foreach (MeshRenderer mr in meshRenderers)
            {
                // MeshRenderers have the third-person mesh, apparently?
                if (mr.name.Contains("SeaGlide_01_damaged"))
                {
                    mr.material.color = powerGlideColour;
                }
            }

            foreach (SkinnedMeshRenderer smr in skinnedMeshRenderers)
            {
                if (smr.name.Contains("SeaGlide_geo"))
                {
                    smr.material.color = powerGlideColour;
                }
            }

            PrefabIdentifier prefabIdentifier = obj.EnsureComponent <PrefabIdentifier>();

            prefabIdentifier.ClassId = this.ClassID;
            obj.EnsureComponent <LargeWorldEntity>().cellLevel = LargeWorldEntity.CellLevel.VeryFar;
            obj.EnsureComponent <TechTag>().type = this.TechType;

            Pickupable pickupable = obj.EnsureComponent <Pickupable>();

            pickupable.isPickupable = false;

            ResourceTracker resourceTracker = obj.EnsureComponent <ResourceTracker>();

            resourceTracker.prefabIdentifier = prefabIdentifier;
            typeof(ResourceTracker).GetField("techType", BindingFlags.Instance | BindingFlags.NonPublic).SetValue(resourceTracker, this.TechType);
            //resourceTracker.techType = this.TechType;
            resourceTracker.overrideTechType = TechType.Fragment;
            resourceTracker.techType         = Main.GetModTechType("PowerglideFragment");
            resourceTracker.rb         = obj.GetComponent <Rigidbody>();
            resourceTracker.pickupable = pickupable;

            ModPrefabCache.AddPrefab(obj, false); // This doesn't actually do any caching, but it does disable the prefab without "disabling" it - the prefab doesn't show up in the world [as with SetActive(false)]
            // but it can still be instantiated. [unlike with SetActive(false)]

            return(obj);
        }
        public override GameObject GetGameObject()
        {
            if (processedPrefab is null)
            {
                GameObject prefab     = Main.assetBundle.LoadAsset <GameObject>("TechPistol.prefab");
                GameObject gameObject = GameObject.Instantiate(prefab);
                gameObject.SetActive(false);
                prefab.SetActive(false);

                gameObject.transform.localEulerAngles = new Vector3(90f, 0f, 0f);
                gameObject.transform.localPosition   += Vector3.up * 2;

                Renderer[] componentsInChildren = gameObject.transform.Find("HandGun").gameObject.GetComponentsInChildren <Renderer>();
                foreach (Renderer renderer in componentsInChildren)
                {
                    if (renderer.name.StartsWith("Gun") || renderer.name.StartsWith("Target"))
                    {
                        Texture emissionMap = renderer.material.GetTexture("_EmissionMap");
                        Texture specMap     = renderer.material.GetTexture("_MetallicGlossMap");

                        renderer.material.shader = Shader.Find("MarmosetUBER");
                        renderer.material.EnableKeyword("MARMO_EMISSION");
                        renderer.material.EnableKeyword("MARMO_SPECMAP");
                        renderer.material.SetTexture(ShaderPropertyID._Illum, emissionMap);
                        renderer.material.SetTexture(ShaderPropertyID._SpecTex, specMap);
                        renderer.material.SetColor("_GlowColor", new Color(1f, 1f, 1f));
                        renderer.material.SetFloat(ShaderPropertyID._GlowStrength, 1f);
                        renderer.material.SetFloat(ShaderPropertyID._GlowStrengthNight, 1f);
                    }
                }

                GameObject.Destroy(gameObject.transform.Find(PistolBehaviour.GunMain + "/ModeChange")?.gameObject);
                GameObject.Destroy(gameObject.transform.Find(PistolBehaviour.Point)?.gameObject);
                GameObject.Destroy(gameObject.GetComponent <PistolBehaviour>());
                GameObject.Destroy(gameObject.GetComponent <EnergyMixin>());
                GameObject.Destroy(gameObject.GetComponent <VFXFabricating>());

                PrefabIdentifier prefabIdentifier = gameObject.GetComponent <PrefabIdentifier>();
                prefabIdentifier.ClassId = this.ClassID;
                gameObject.GetComponent <LargeWorldEntity>().cellLevel = LargeWorldEntity.CellLevel.VeryFar;
                gameObject.GetComponent <TechTag>().type = this.TechType;

                Pickupable pickupable = gameObject.GetComponent <Pickupable>();
                pickupable.isPickupable = false;

                ResourceTracker resourceTracker = gameObject.EnsureComponent <ResourceTracker>();
                resourceTracker.prefabIdentifier = prefabIdentifier;
                resourceTracker.techType         = this.TechType;
                resourceTracker.overrideTechType = TechType.Fragment;
                resourceTracker.rb         = gameObject.GetComponent <Rigidbody>();
                resourceTracker.pickupable = pickupable;

                processedPrefab = gameObject;
            }
            return(processedPrefab);
        }
Beispiel #22
0
        private void Init()
        {
            spotLight  = GetComponent <BaseSpotLight>();
            identifier = GetComponent <PrefabIdentifier>();
            id         = identifier.Id;

            OnProtoDeserialize(null);

            initialized = true;
        }
Beispiel #23
0
        public void OnProtoDeserialize(ProtobufSerializer serializer)
        {
            PrefabIdentifier id = GetComponentInParent <PrefabIdentifier>();

            if (id == null || this._storageContainer == null)
            {
                return;
            }
#if DEBUG_CARGO_CRATES
            Logger.Log("DEBUG: Deserialize(): PrefabID=[" + id.Id + "]");
#endif

            string filePath = Path.Combine(FilesHelper.GetSaveFolderPath(), "cargocrate_" + id.Id + ".txt");
            if (File.Exists(filePath))
            {
                string   tmpSize = File.ReadAllText(filePath);
                string[] sizes   = tmpSize.Split("\r\n".ToCharArray(), StringSplitOptions.RemoveEmptyEntries);
                if (sizes.Length == 2)
                {
                    GameObject model = this.gameObject.FindChild("cargobox01_damaged");
                    if (model == null)
                    {
                        if ((model = this.gameObject.FindChild("cargobox01a")) == null)
                        {
                            model = this.gameObject.FindChild("cargobox01b");
                        }
                    }
                    if (model == null)
                    {
                        return;
                    }

                    BoxCollider collider = this.gameObject.GetComponent <BoxCollider>();

                    float size = float.Parse(sizes[0], CultureInfo.InvariantCulture.NumberFormat);
                    model.transform.localScale = new Vector3(size, size, size);
                    string[] colliderSizes = sizes[1].Split("|".ToCharArray(), StringSplitOptions.RemoveEmptyEntries);
                    if (colliderSizes.Length == 3)
                    {
                        float colliderSizeX = float.Parse(colliderSizes[0], CultureInfo.InvariantCulture.NumberFormat);
                        float colliderSizeY = float.Parse(colliderSizes[1], CultureInfo.InvariantCulture.NumberFormat);
                        float colliderSizeZ = float.Parse(colliderSizes[2], CultureInfo.InvariantCulture.NumberFormat);
                        collider.size = new Vector3(colliderSizeX, colliderSizeY, colliderSizeZ);
                    }
                    else // Backward compatibility
                    {
                        float colliderSize;
                        if (float.TryParse(sizes[1], out colliderSize))
                        {
                            collider.size = new Vector3(colliderSize * 0.4583f, colliderSize, colliderSize * 0.5555f);
                        }
                    }
                }
            }
        }
 public static bool OnHandClick_Prefix(GrownPlant __instance, GUIHand hand)
 {
     if (__instance.seed != null && __instance.seed.gameObject != null)
     {
         PrefabIdentifier prefabID = __instance.seed.gameObject.GetComponent <PrefabIdentifier>();
         if (prefabID == null)
         {
             return(true);
         }
         if (prefabID.ClassId == "MarbleMelonTiny")
         {
             PlantGenericController controllerA = __instance.gameObject.GetComponent <PlantGenericController>();
             if (controllerA == null)
             {
                 controllerA = __instance.seed.gameObject.GetComponent <PlantGenericController>();
             }
             if (controllerA != null && controllerA._progress >= 1.0f)
             {
                 if (__instance.seed.currentPlanter != null && Inventory.Get().HasRoomFor(1, 1))
                 {
                     __instance.seed.currentPlanter.RemoveItem(__instance.seed);
                     if (global::Utils.GetSubRoot() != null)
                     {
                         __instance.seed.pickupable.destroyOnDeath = false;
                     }
                     SkyEnvironmentChanged.Send(__instance.seed.pickupable.gameObject, Player.main.GetSkyEnvironment());
                     UnityEngine.Object.Destroy(__instance.seed.pickupable.gameObject);
                     CraftData.AddToInventorySync(CrafterLogicFixer.MarbleMelonTinyFruit, 1, false, false);
                     hand.player.PlayGrab();
                 }
             }
             return(false);
         }
         else if (prefabID.ClassId == "MarbleMelonTinyFruit")
         {
             if (__instance.seed.currentPlanter != null && __instance.seed.pickupable != null && Inventory.Get().HasRoomFor(__instance.seed.pickupable))
             {
                 PlantGenericController controllerA = __instance.gameObject.GetComponent <PlantGenericController>();
                 if (controllerA == null)
                 {
                     controllerA = __instance.seed.gameObject.GetComponent <PlantGenericController>();
                 }
                 if (controllerA != null && controllerA._progress >= 1.0f)
                 {
                     __instance.seed.currentPlanter.RemoveItem(__instance.seed);
                     Inventory.Get().Pickup(__instance.seed.pickupable, false);
                     hand.player.PlayGrab();
                 }
             }
             return(false);
         }
     }
     return(true);
 }
        internal static void Register()
        {
            var model = _prefab.FindChild("model");

            SkyApplier skyApplier = _prefab.AddComponent <SkyApplier>();

            skyApplier.renderers = model.GetComponentsInChildren <MeshRenderer>();
            skyApplier.anchorSky = Skies.Auto;

            // Add large world entity ALLOWS YOU TO SAVE ON TERRAIN
            var lwe = _prefab.AddComponent <LargeWorldEntity>();

            lwe.cellLevel = LargeWorldEntity.CellLevel.Far;

            //========== Allows the building animation and material colors ==========//

            // Add constructible
            var constructable = _prefab.AddComponent <Constructable>();

            constructable.allowedOutside       = true;
            constructable.forceUpright         = true;
            constructable.placeMaxDistance     = 7f;
            constructable.placeMinDistance     = 5f;
            constructable.placeDefaultDistance = 6f;
            constructable.model    = model;
            constructable.techType = Singleton.TechType;

            PrefabIdentifier prefabID = _prefab.AddComponent <PrefabIdentifier>();

            prefabID.ClassId = Singleton.ClassID;

            Rigidbody component = _prefab.EnsureComponent <Rigidbody>();

            component.mass             = 400f;
            component.angularDrag      = 1f;
            component.drag             = 1f;
            component.isKinematic      = false;
            component.freezeRotation   = false;
            component.detectCollisions = true;
            component.useGravity       = false;

            _prefab.AddComponent <Stabilizer>().uprightAccelerationStiffness = 0.3f;
            _prefab.AddComponent <TechTag>().type = Singleton.TechType;
            _prefab.AddComponent <FMOD_CustomLoopingEmitter>();
            _prefab.AddComponent <GaspodManager>();
            _prefab.AddComponent <AnimationManager>();
            _prefab.AddComponent <GaspodCollectorController>();
            var wf = _prefab.AddComponent <WorldForces>();

            wf.aboveWaterGravity = 9.81f;
            wf.underwaterDrag    = 2f;
            wf.handleGravity     = true;
            wf.handleDrag        = true;
        }
        public override IEnumerator GetGameObjectAsync(IOut <GameObject> gameObject)
        {
            if (processedPrefab == null)
            {
                CoroutineTask <GameObject> task = CraftData.GetPrefabForTechTypeAsync(TechType.SeaglideFragment);
                yield return(task);

                GameObject prefab = GameObject.Instantiate(task.GetResult());

                MeshRenderer[]        meshRenderers        = prefab.GetAllComponentsInChildren <MeshRenderer>();
                SkinnedMeshRenderer[] skinnedMeshRenderers = prefab.GetAllComponentsInChildren <SkinnedMeshRenderer>();
                Color powerGlideColour = new Color(PowerglideEquipable.PowerglideColourR, PowerglideEquipable.PowerglideColourG, PowerglideEquipable.PowerglideColourB);

                foreach (MeshRenderer mr in meshRenderers)
                {
                    // MeshRenderers have the third-person mesh, apparently?
                    if (mr.name.Contains("SeaGlide_01_damaged"))
                    {
                        mr.material.color = powerGlideColour;
                    }
                }

                foreach (SkinnedMeshRenderer smr in skinnedMeshRenderers)
                {
                    if (smr.name.Contains("SeaGlide_geo"))
                    {
                        smr.material.color = powerGlideColour;
                    }
                }

                PrefabIdentifier prefabIdentifier = prefab.GetComponent <PrefabIdentifier>();
                prefabIdentifier.ClassId = this.ClassID;
                prefab.GetComponent <LargeWorldEntity>().cellLevel = LargeWorldEntity.CellLevel.VeryFar;
                prefab.EnsureComponent <TechTag>().type            = this.TechType;

                Pickupable pickupable = prefab.GetComponent <Pickupable>();
                pickupable.isPickupable = false;

                ResourceTracker resourceTracker = prefab.EnsureComponent <ResourceTracker>();
                resourceTracker.prefabIdentifier = prefabIdentifier;
                typeof(ResourceTracker).GetField("techType", BindingFlags.Instance | BindingFlags.NonPublic).SetValue(resourceTracker, this.TechType);
                //resourceTracker.techType = this.TechType;
                resourceTracker.overrideTechType = TechType.Fragment;
                resourceTracker.rb         = prefab.GetComponent <Rigidbody>();
                resourceTracker.pickupable = pickupable;

                prefab.SetActive(true);
                processedPrefab = prefab;
                ModPrefabCache.AddPrefab(processedPrefab, false); // This doesn't actually do any caching, but it does disable the prefab without "disabling" it - the prefab doesn't show up in the world [as with SetActive(false)]
                // but it can still be instantiated. [unlike with SetActive(false)]
            }

            gameObject.Set(processedPrefab);
        }
		private void OnTriggerExit(Collider other)
		{
			if (this.IsEnemy(other))
			{
				this.preventHole = false;
				this.CheckCanPlace();
				return;
			}
			PrefabIdentifier componentInParent = other.GetComponentInParent<PrefabIdentifier>();
			this.TryRemoveTarget(componentInParent, other);
		}
        public CyBioReactorMini(ref BaseBioReactor bioReactor)
        {
            BioReactor = bioReactor;

            PrefabIdentifier prefabIdentifier = bioReactor.GetComponentInParent <PrefabIdentifier>() ?? bioReactor.GetComponent <PrefabIdentifier>();

            string id = prefabIdentifier.Id;

            QuickLogger.Debug($"CyBioReactorMini PrefabIdentifier: {id}");

            SaveData = new CyBioReactorSaveData(id);
        }
        private void Init()
        {
            geo = GetComponentInParent <BaseFiltrationMachineGeometry>();

            machine    = (FiltrationMachine)GetModuleMethod.Invoke(geo, new object[] { });
            identifier = machine.GetComponent <PrefabIdentifier>();
            id         = identifier.Id;

            toggle = machine.GetComponent <FiltrationMachineToggle>();

            initialized = true;
        }
Beispiel #30
0
        public void Init()
        {
            isOn = true;

            techLight  = GetComponent <TechLight>();
            identifier = GetComponentInParent <PrefabIdentifier>();
            id         = identifier.Id;

            OnProtoDeserialize(null);

            initialized = true;
        }
Beispiel #31
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 public GameObject GetPrefab(PrefabIdentifier identifier)
 {
     //Debug.Log("GetPrefab "+identifier);
     return PrefabsMap[identifier];
 }