Beispiel #1
0
        /// <summary>
        /// Handle full world sync message.
        /// </summary>
        /// <param name="msg">The message to handle.</param>

        public void HandleFullWorldSync(Messages.FullWorldSyncMessage msg)
        {
            // Doors.

            foreach (Messages.DoorsInitMessage door in msg.doors)
            {
                Vector3 position            = Utils.NetVec3ToGame(door.position);
                Game.Objects.GameDoor doors = Game.GameDoorsManager.Instance.FindGameDoors(position);
                Client.Assert(doors != null, $"Unable to find doors at: {position}.");
                if (doors.IsOpen != door.open)
                {
                    doors.Open(door.open);
                }
            }

            // Vehicles.

            foreach (Messages.VehicleInitMessage vehicleMsg in msg.vehicles)
            {
                Vector3    pos = Utils.NetVec3ToGame(vehicleMsg.transform.position);
                Quaternion rot = Utils.NetQuatToGame(vehicleMsg.transform.rotation);

                NetVehicle vehicle = GetVehicle(vehicleMsg.id);
                Client.Assert(vehicle != null, $"Received info about non existing vehicle {vehicleMsg.id} in full world sync. (pos: {pos}, rot: {rot})");

                vehicle.Teleport(pos, rot);
            }

            // Pickupables

            foreach (Messages.PickupableSpawnMessage pickupableMsg in msg.pickupables)
            {
                SpawnPickupable(pickupableMsg);
            }
        }
Beispiel #2
0
        /// <summary>
        /// Handle full world sync message.
        /// </summary>
        /// <param name="msg">The message to handle.</param>

        public void HandleFullWorldSync(Messages.FullWorldSyncMessage msg)
        {
            // Read time

            Game.GameWorld gameWorld = Game.GameWorld.Instance;
            gameWorld.WorldTime = msg.dayTime;
            gameWorld.WorldDay  = msg.day;

            // Read mailbox name

            gameWorld.PlayerLastName = msg.mailboxName;

            // Doors.

            foreach (Messages.DoorsInitMessage door in msg.doors)
            {
                Vector3 position            = Utils.NetVec3ToGame(door.position);
                Game.Objects.GameDoor doors = Game.GameDoorsManager.Instance.FindGameDoors(position);
                Client.Assert(doors != null, $"Unable to find doors at: {position}.");
                if (doors.IsOpen != door.open)
                {
                    doors.Open(door.open);
                }
            }

            // Lights.

            foreach (Messages.LightSwitchMessage light in msg.lights)
            {
                Vector3 position = Utils.NetVec3ToGame(light.pos);
                Game.Objects.LightSwitch lights = Game.LightSwitchManager.Instance.FindLightSwitch(position);
                Client.Assert(lights != null, $"Unable to find light switch at: {position}.");
                if (lights.SwitchStatus != light.toggle)
                {
                    lights.TurnOn(light.toggle);
                }
            }

            // Weather.

            Game.GameWeatherManager.Instance.SetWeather(msg.currentWeather);

            // Vehicles.

            foreach (Messages.VehicleInitMessage vehicleMsg in msg.vehicles)
            {
                Vector3    pos = Utils.NetVec3ToGame(vehicleMsg.transform.position);
                Quaternion rot = Utils.NetQuatToGame(vehicleMsg.transform.rotation);

                NetVehicle vehicle = GetVehicle(vehicleMsg.id);
                Client.Assert(vehicle != null, $"Received info about non existing vehicle {vehicleMsg.id} in full world sync. (pos: {pos}, rot: {rot})");

                vehicle.Teleport(pos, rot);
            }

            // Pickupables

            List <ushort> pickupablesIds = new List <ushort>();

            foreach (var kv in netPickupables)
            {
                pickupablesIds.Add(kv.Key);
            }

            foreach (Messages.PickupableSpawnMessage pickupableMsg in msg.pickupables)
            {
                SpawnPickupable(pickupableMsg);
                pickupablesIds.Remove(pickupableMsg.id);
            }

            // Remove spawned (and active) pickupables that we did not get info about.

            foreach (ushort id in pickupablesIds)
            {
                GameObject gameObject = netPickupables[id].gameObject;
                if (gameObject && !gameObject.activeSelf)
                {
                    continue;
                }

                DestroyPickupableLocal(id);
            }
        }