private void OnVehiclePrefabLoaded(GameObject prefab, string guid, Vector3 spawnPosition, Quaternion spawnRotation, Optional <List <InteractiveChildObjectIdentifier> > interactiveChildIdentifiers, Optional <string> dockingBayGuid) { // Partially copied from SubConsoleCommand.OnSubPrefabLoaded GameObject gameObject = Utils.SpawnPrefabAt(prefab, null, spawnPosition); gameObject.transform.rotation = spawnRotation; gameObject.SetActive(true); gameObject.SendMessage("StartConstruction", SendMessageOptions.DontRequireReceiver); CrafterLogic.NotifyCraftEnd(gameObject, CraftData.GetTechType(gameObject)); Rigidbody rigidBody = gameObject.GetComponent <Rigidbody>(); rigidBody.isKinematic = false; GuidHelper.SetNewGuid(gameObject, guid); if (interactiveChildIdentifiers.IsPresent()) { VehicleChildObjectIdentifierHelper.SetInteractiveChildrenGuids(gameObject, interactiveChildIdentifiers.Get()); //Copy From ConstructorBeginCraftingProcessor } if (dockingBayGuid.IsPresent()) { GameObject dockingBayBase = GuidHelper.RequireObjectFrom(dockingBayGuid.Get()); VehicleDockingBay dockingBay = dockingBayBase.GetComponentInChildren <VehicleDockingBay>(); Vehicle vehicle = gameObject.GetComponent <Vehicle>(); dockingBay.DockVehicle(vehicle); } }
public override void Process(ConstructorBeginCrafting packet) { GameObject gameObject = GuidHelper.RequireObjectFrom(packet.ConstructorGuid); Crafter crafter = gameObject.RequireComponentInChildren <Crafter>(true); vehicles.AddVehicle(VehicleModelFactory.BuildFrom(packet)); MethodInfo onCraftingBegin = typeof(Crafter).GetMethod("OnCraftingBegin", BindingFlags.NonPublic | BindingFlags.Instance); Validate.NotNull(onCraftingBegin); onCraftingBegin.Invoke(crafter, new object[] { packet.TechType.Enum(), packet.Duration }); //TODO: take into account latency for duration Optional <object> opConstructedObject = TransientLocalObjectManager.Get(TransientObjectType.CONSTRUCTOR_INPUT_CRAFTED_GAMEOBJECT); if (opConstructedObject.IsPresent()) { GameObject constructedObject = (GameObject)opConstructedObject.Get(); constructedObject.AddComponent <NitroxEntity>(); GuidHelper.SetNewGuid(constructedObject, packet.ConstructedItemGuid); VehicleChildObjectIdentifierHelper.SetInteractiveChildrenGuids(constructedObject, packet.InteractiveChildIdentifiers); } else { Log.Error("Could not find constructed object!"); } }
public void UpdateVehicleChildren(string guid, List <InteractiveChildObjectIdentifier> interactiveChildrenGuids) { Optional <GameObject> Object = GuidHelper.GetObjectFrom(guid); if (Object.IsPresent()) { GameObject T = Object.Get(); VehicleChildObjectIdentifierHelper.SetInteractiveChildrenGuids(T, interactiveChildrenGuids); } }
private void OnVehiclePrefabLoaded(TechType techType, GameObject prefab, string guid, Vector3 spawnPosition, Quaternion spawnRotation, Optional <List <InteractiveChildObjectIdentifier> > interactiveChildIdentifiers, Optional <string> dockingBayGuid, string name, Vector3[] hsb, Vector3[] colours) { // Partially copied from SubConsoleCommand.OnSubPrefabLoaded GameObject gameObject = Utils.SpawnPrefabAt(prefab, null, spawnPosition); gameObject.transform.rotation = spawnRotation; gameObject.SetActive(true); gameObject.SendMessage("StartConstruction", SendMessageOptions.DontRequireReceiver); CrafterLogic.NotifyCraftEnd(gameObject, CraftData.GetTechType(gameObject)); Rigidbody rigidBody = gameObject.GetComponent <Rigidbody>(); rigidBody.isKinematic = false; GuidHelper.SetNewGuid(gameObject, guid); // Updates names and colours with persisted data .....yeah..... if (techType == TechType.Seamoth || techType == TechType.Exosuit) { // Seamoth & Prawn suit Vehicle vehicle = gameObject.GetComponent <Vehicle>(); if (dockingBayGuid.IsPresent()) { GameObject dockingBayBase = GuidHelper.RequireObjectFrom(dockingBayGuid.Get()); VehicleDockingBay dockingBay = dockingBayBase.GetComponentInChildren <VehicleDockingBay>(); dockingBay.DockVehicle(vehicle); } if (!string.IsNullOrEmpty(name)) { vehicle.vehicleName = name; vehicle.subName.DeserializeName(vehicle.vehicleName); } if (colours != null) { Vector3[] colour = new Vector3[5]; for (int i = 0; i < hsb.Length; i++) { colour[i] = hsb[i]; } vehicle.vehicleColors = colour; vehicle.subName.DeserializeColors(vehicle.vehicleColors); } } else if (techType == TechType.Cyclops) // Cyclops { GameObject target = GuidHelper.RequireObjectFrom(guid); SubNameInput subNameInput = target.RequireComponentInChildren <SubNameInput>(); SubName subNameTarget = (SubName)subNameInput.ReflectionGet("target"); subNameInput.OnNameChange(name); for (int i = 0; i < hsb.Length; i++) { subNameInput.SetSelected(i); Color tmpColour = new Vector4(colours[i].x, colours[i].y, colours[i].z); subNameTarget.SetColor(i, hsb[i], tmpColour); subNameTarget.DeserializeColors(hsb); } } if (interactiveChildIdentifiers.IsPresent()) { VehicleChildObjectIdentifierHelper.SetInteractiveChildrenGuids(gameObject, interactiveChildIdentifiers.Get()); //Copy From ConstructorBeginCraftingProcessor } }