/// <summary> /// Returns if player can build this object /// </summary> /// <param name="foundationFactory">Foundation factory</param> /// <returns></returns> public bool CanBuild(MyPrefabFoundationFactory foundationFactory) { foreach (IMyBuildingRequirement myBuildingRequirement in BuildingRequirements) { if (!myBuildingRequirement.Check(foundationFactory)) { return false; } } return true; }
/// <summary> /// Creates new foundation factory from player's inventory. When player has no foundation factory in inventory, then returns result false. /// </summary> /// <param name="result">Result of foundation factory creation</param> /// <returns>Instance of new foundation factory</returns> public static MyPrefabFoundationFactory TryCreateFoundationFactory(MyPlayer player, out bool result) { MyPrefabFoundationFactory foundationFactory = null; MyInventoryItem foundationFactoryItem = player.Ship.Inventory.GetInventoryItem(MyMwcObjectBuilderTypeEnum.PrefabFoundationFactory, (int)MyMwcObjectBuilder_PrefabFoundationFactory_TypesEnum.DEFAULT); if (foundationFactoryItem == null) { foundationFactoryItem = player.Ship.Inventory.GetInventoryItem(MyMwcObjectBuilderTypeEnum.FoundationFactory, null); } if (foundationFactoryItem == null) { result = false; } else { MyMwcObjectBuilder_PrefabFoundationFactory foundationFactoryBuilder = MyMwcObjectBuilder_Base.CreateNewObject(MyMwcObjectBuilderTypeEnum.PrefabFoundationFactory, (int)MyMwcObjectBuilder_PrefabFoundationFactory_TypesEnum.DEFAULT) as MyMwcObjectBuilder_PrefabFoundationFactory; MyMwcObjectBuilder_PrefabContainer prefabContainerBuilder = new MyMwcObjectBuilder_PrefabContainer( null, MyMwcObjectBuilder_PrefabContainer_TypesEnum.INSTANCE, new List <MyMwcObjectBuilder_PrefabBase>(), MyClientServer.LoggedPlayer.GetUserId(), player.Faction, new MyMwcObjectBuilder_Inventory(new List <MyMwcObjectBuilder_InventoryItem>(), 1000)); Matrix ffWorld = Matrix.Identity; ffWorld.Translation = player.Ship.WorldMatrix.Translation + player.Ship.WorldMatrix.Forward * 20; MyPrefabContainer prefabContainer = new MyPrefabContainer(); prefabContainer.Init(null, prefabContainerBuilder, ffWorld); MyEntities.Add(prefabContainer); MyPrefabConfiguration ffConfiguration = MyPrefabConstants.GetPrefabConfiguration(MyMwcObjectBuilderTypeEnum.PrefabFoundationFactory, (int)MyMwcObjectBuilder_PrefabFoundationFactory_TypesEnum.DEFAULT); foundationFactory = new MyPrefabFoundationFactory(prefabContainer); foundationFactory.Init(null, new Vector3(0f, 0f, 0f), Matrix.Identity, foundationFactoryBuilder, ffConfiguration); prefabContainer.AddPrefab(foundationFactory); player.Ship.Inventory.RemoveInventoryItemAmount(ref foundationFactoryItem, 1f); result = true; } return(foundationFactory); }
/// <summary> /// CreatePrefab /// </summary> /// <param name="hudLabelText"></param> /// <param name="objBuilder"></param> /// <returns></returns> public MyPrefabBase CreatePrefab(string hudLabelText, MyPrefabContainer prefabContainer, MyMwcObjectBuilder_PrefabBase prefabBuilder) { Render.MyRender.GetRenderProfiler().StartProfilingBlock("MyPrefabFactory.CreatePrefab"); MyPrefabConfiguration config = MyPrefabConstants.GetPrefabConfiguration(prefabBuilder.GetObjectBuilderType(), prefabBuilder.GetObjectBuilderId().Value); Vector3 relativePosition = MyPrefabContainer.GetRelativePositionInAbsoluteCoords(prefabBuilder.PositionInContainer); Matrix prefabLocalOrientation = Matrix.CreateFromYawPitchRoll(prefabBuilder.AnglesInContainer.X, prefabBuilder.AnglesInContainer.Y, prefabBuilder.AnglesInContainer.Z); MyPrefabBase prefab = null; if (config is MyPrefabConfigurationKinematic) { prefab = new MyPrefabKinematic(prefabContainer); } else if (config is MyPrefabConfigurationLight) { prefab = new MyPrefabLight(prefabContainer); } else if (config is MyPrefabConfigurationLargeWeapon) { prefab = new MyPrefabLargeWeapon(prefabContainer); } else if (config is MyPrefabConfigurationSound) { prefab = new MyPrefabSound(prefabContainer); } else if (config is MyPrefabConfigurationParticles) { prefab = new MyPrefabParticles(prefabContainer); } else if (config is MyPrefabConfigurationLargeShip) { prefab = new MyPrefabLargeShip(prefabContainer); } else if (config is MyPrefabConfigurationHangar) { prefab = new MyPrefabHangar(prefabContainer); } else if(config is MyPrefabConfigurationFoundationFactory) { prefab = new MyPrefabFoundationFactory(prefabContainer); } else if (config is MyPrefabConfigurationSecurityControlHUB) { prefab = new MyPrefabSecurityControlHUB(prefabContainer); } else if (config is MyPrefabConfigurationBankNode) { prefab = new MyPrefabBankNode(prefabContainer); } else if (config is MyPrefabConfigurationGenerator) { prefab = new MyPrefabGenerator(prefabContainer); } else if (config is MyPrefabConfigurationScanner) { prefab = new MyPrefabScanner(prefabContainer); } else if (config is MyPrefabConfigurationCamera) { prefab = new MyPrefabCamera(prefabContainer); } else if (config is MyPrefabConfigurationAlarm) { prefab = new MyPrefabAlarm(prefabContainer); } else { prefab = new MyPrefab(prefabContainer); //prefab.Init(hudLabelText, relativePosition, prefabLocalOrientation, prefabBuilder, config); } prefab.Init(hudLabelText, relativePosition, prefabLocalOrientation, prefabBuilder, config); Render.MyRender.GetRenderProfiler().EndProfilingBlock(); return prefab; }
/// <summary> /// Checks if player meet this requirement /// </summary> /// <param name="foundationFactory">Foundation factory</param> /// <returns></returns> public bool Check(MyPrefabFoundationFactory foundationFactory) { float requiredInventoryItemAmount = foundationFactory.Player.Ship.Inventory.GetTotalAmountOfInventoryItems(ObjectBuilderType, ObjectBuilderId); return requiredInventoryItemAmount >= Amount; }
/// <summary> /// Checks if player meet this requirement /// </summary> /// <param name="foundationFactory">Foundation factory</param> /// <returns></returns> public bool Check(MyPrefabFoundationFactory foundationFactory) { return MySession.Static.Inventory.Contains(MyMwcObjectBuilderTypeEnum.Blueprint, (int) BlueprintType); }
/// <summary> /// Creates new foundation factory from player's inventory. When player has no foundation factory in inventory, then returns result false. /// </summary> /// <param name="result">Result of foundation factory creation</param> /// <returns>Instance of new foundation factory</returns> public static MyPrefabFoundationFactory TryCreateFoundationFactory(MyPlayer player, out bool result) { MyPrefabFoundationFactory foundationFactory = null; MyInventoryItem foundationFactoryItem = player.Ship.Inventory.GetInventoryItem(MyMwcObjectBuilderTypeEnum.PrefabFoundationFactory, (int)MyMwcObjectBuilder_PrefabFoundationFactory_TypesEnum.DEFAULT); if (foundationFactoryItem == null) { foundationFactoryItem = player.Ship.Inventory.GetInventoryItem(MyMwcObjectBuilderTypeEnum.FoundationFactory, null); } if (foundationFactoryItem == null) { result = false; } else { MyMwcObjectBuilder_PrefabFoundationFactory foundationFactoryBuilder = MyMwcObjectBuilder_Base.CreateNewObject(MyMwcObjectBuilderTypeEnum.PrefabFoundationFactory, (int)MyMwcObjectBuilder_PrefabFoundationFactory_TypesEnum.DEFAULT) as MyMwcObjectBuilder_PrefabFoundationFactory; MyMwcObjectBuilder_PrefabContainer prefabContainerBuilder = new MyMwcObjectBuilder_PrefabContainer( null, MyMwcObjectBuilder_PrefabContainer_TypesEnum.INSTANCE, new List<MyMwcObjectBuilder_PrefabBase>(), MyClientServer.LoggedPlayer.GetUserId(), player.Faction, new MyMwcObjectBuilder_Inventory(new List<MyMwcObjectBuilder_InventoryItem>(), 1000)); Matrix ffWorld = Matrix.Identity; ffWorld.Translation = player.Ship.WorldMatrix.Translation + player.Ship.WorldMatrix.Forward * 20; MyPrefabContainer prefabContainer = new MyPrefabContainer(); prefabContainer.Init(null, prefabContainerBuilder, ffWorld); MyEntities.Add(prefabContainer); MyPrefabConfiguration ffConfiguration = MyPrefabConstants.GetPrefabConfiguration(MyMwcObjectBuilderTypeEnum.PrefabFoundationFactory, (int)MyMwcObjectBuilder_PrefabFoundationFactory_TypesEnum.DEFAULT); foundationFactory = new MyPrefabFoundationFactory(prefabContainer); foundationFactory.Init(null, new Vector3(0f, 0f, 0f), Matrix.Identity, foundationFactoryBuilder, ffConfiguration); prefabContainer.AddPrefab(foundationFactory); player.Ship.Inventory.RemoveInventoryItemAmount(ref foundationFactoryItem, 1f); result = true; } return foundationFactory; }