private void KeyPress(SynapseEventArguments.PlayerKeyPressEventArgs ev) { switch (ev.KeyCode) { case KeyCode.Alpha1: foreach (var pref in NetworkManager.singleton.spawnPrefabs) { Logger.Get.Debug(pref.name); } break; case KeyCode.Alpha2: var schematic = new SynapseSchematic { ID = 3, Name = "test", PrimitiveObjects = new System.Collections.Generic.List <SynapseSchematic.PrimitiveConfiguration> { new SynapseSchematic.PrimitiveConfiguration { Color = Color.red, Position = new Vector3(0f, -1f, 0f), PrimitiveType = PrimitiveType.Capsule, Rotation = Vector3.zero, Scale = Vector3.one * 2 }, new SynapseSchematic.PrimitiveConfiguration { Color = Color.gray, Position = new Vector3(0f, 2f, 0f), PrimitiveType = PrimitiveType.Cube, Rotation = new Vector3(45f, 45f, 45f), Scale = Vector3.one }, }, LightObjects = new System.Collections.Generic.List <SynapseSchematic.LightSourceConfiguration> { new SynapseSchematic.LightSourceConfiguration { Color = Color.green, LightIntensity = 1, LightRange = 100, LightShadows = true, Position = new Vector3(1f, 0f, 0f), Rotation = Vector3.zero, Scale = Vector3.one } }, TargetObjects = new System.Collections.Generic.List <SynapseSchematic.TargetConfiguration> { new SynapseSchematic.TargetConfiguration { Position = new Vector3(3f, 0f, 0f), Rotation = Vector3.zero, Scale = Vector3.one } }, ItemObjects = new System.Collections.Generic.List <SynapseSchematic.ItemConfiguration> { new SynapseSchematic.ItemConfiguration { ItemType = ItemType.MicroHID, Position = new Vector3(0f, 5f, 0f), Rotation = Vector3.zero, Scale = Vector3.one * 4, CanBePickedUp = true, } }, WorkStationObjects = new System.Collections.Generic.List <SynapseSchematic.WorkStationConfiguration> { new SynapseSchematic.WorkStationConfiguration { Position = new Vector3(-2f, 0f, 0f), Rotation = Vector3.zero, Scale = Vector3.one, UpdateEveryFrame = true } }, DoorObjects = new System.Collections.Generic.List <SynapseSchematic.DoorConfiguration> { new SynapseSchematic.DoorConfiguration { Position = new Vector3(0f, 0f, -3f), Rotation = Vector3.zero, Scale = Vector3.one * 2, DoorType = Enum.SpawnableDoorType.LCZ, Locked = true, Open = true, UpdateEveryFrame = true } } }; var sobj = SchematicHandler.Get.SpawnSchematic(schematic, ev.Player.Position); MEC.Timing.CallDelayed(5f, () => sobj.Scale = Vector3.one * 0.5f); MEC.Timing.CallDelayed(10f, () => sobj.ApplyPhysics()); SchematicHandler.Get.SaveSchematic(schematic, "Key2"); break; case KeyCode.Alpha3: foreach (var ob in SynapseController.Server.Map.SynapseObjects) { Logger.Get.Debug(ob.GameObject.name); } break; case KeyCode.Alpha4: ev.Player.ArtificialHealth = 100; break; } }
public void SetSchematicForVanillaItem(ItemType item, SynapseSchematic schematic) => overridenVanillaSchematics[item] = schematic;