private void GoToNextLevel()
        {
            if (NetworkServer.active && !SceneExitController.isRunning)
            {
                SceneCollection startingScenes = initialStartingScenes;
                if (startingScenes == null || startingScenes.isEmpty)
                {
                    startingScenes = ScriptableObject.CreateInstance <SceneCollection>();
                    startingScenes.SetSceneEntries(new SceneCollection.SceneEntry[] {
                        new SceneCollection.SceneEntry {
                            sceneDef = SceneCatalog.GetSceneDefFromSceneName("blackbeach"),
                            weight   = 1,
                        },
                        new SceneCollection.SceneEntry {
                            sceneDef = SceneCatalog.GetSceneDefFromSceneName("golemplains"),
                            weight   = 1,
                        },
                    });
                }

                WeightedSelection <SceneDef> sceneDefs = new WeightedSelection <SceneDef>();
                startingScenes.AddToWeightedSelection(sceneDefs);
                run.PickNextStageScene(sceneDefs);
                SceneExitController exitController = gameObject.AddComponent <SceneExitController>();
                exitController.useRunNextStageScene = true;
                Debug.Log("Advancing to next stage...");
                exitController.Begin();
            }
        }
            public void Start()
            {
                controller = GetComponent <SceneExitController>();

                // special next scene overrides based on the current scene
                var mostRecentSceneDef = SceneCatalog.mostRecentSceneDef;

                if (mostRecentSceneDef)
                {
                    if (destinationOverrides.ContainsKey(mostRecentSceneDef.baseSceneName))
                    {
                        var possibleOverrides = RoR2Application.rng.NextElementUniform(destinationOverrides[mostRecentSceneDef.baseSceneName]);
                        var sceneOverride     = SceneCatalog.FindSceneDef(possibleOverrides);
                        if (sceneOverride)
                        {
                            controller.destinationScene = sceneOverride;
                        }
                    }
                }

                // if a teleporter has a next scene override, use it
                if (TeleporterInteraction.instance)
                {
                    var sceneExitController = TeleporterInteraction.instance.sceneExitController;
                    if (sceneExitController && !sceneExitController.useRunNextStageScene)
                    {
                        controller.useRunNextStageScene = false;
                        controller.destinationScene     = sceneExitController.destinationScene;
                    }
                }

                controller.Begin();
            }
Beispiel #3
0
        private void SkipStage(SceneExitController self)
        {
            /*I actually dont know what this does
             * //self = explicitSceneExitController.GetComponent<SceneExitController>();
             #if DEBUG
             * Chat.AddMessage("Turbo Edition: " + EquipmentName + " getComponent " + self);
             #endif*/
            //CANNOT DO THIS!!!! Throws an exception on ExitStage.State newState!
            //self = new SceneExitController();

            InstanceTracker.Add(self);
#if DEBUG
            Chat.AddMessage("Turbo Edition: " + EquipmentName + " forced stage skip.");
#endif
            //The game does this so lets do too
            if (NetworkServer.active)
            {
                //SceneExitController.ExitState == SceneExitController.ExitState.Idle;
                self.SetState(SceneExitController.ExitState.Idle);
                self.Begin();
            }
            //If we are grabbing an already existing instance from the game thanks to InstanceTracker.FirstOrNull we are deleting that one
            //should be fine since we are leaving the scene though.
            InstanceTracker.Remove(self);
        }