Ejemplo n.º 1
0
        protected IEnumerator SpawnInBedOverTime(MobileReference bedReference, Action <Bed> OnFinishAction)
        {
            if (mSpawningPlayer)
            {
                //whoops
                yield break;
            }
            mSpawningPlayer = true;

            CurrentStartupPosition = null;

            Bed loadedBed = null;

            mSpawnBedWorldItem = null;
            //super-load the item
            StartCoroutine(WIGroups.SuperLoadChildItem(bedReference.GroupPath, bedReference.FileName, SpawnBedLoaded, 0f));

            while (mSpawnBedWorldItem == null || !mSpawnBedWorldItem.Is(WILoadState.Initialized))
            {
                //waiting for bed
                yield return(null);
            }

            loadedBed = mSpawnBedWorldItem.Get <Bed> ();

            OnFinishAction(loadedBed);
            mSpawningPlayer = false;
            yield break;
        }
Ejemplo n.º 2
0
        protected IEnumerator SendPlayerToStructure(int chunkID, MobileReference locationReference, string structureName, bool interior, STransform chunkPosition, Vector3 chunkOffset)
        {
            mStartupStructure = null;
            StartCoroutine(WIGroups.SuperLoadChildItem(
                               locationReference.GroupPath,
                               locationReference.FileName,
                               StartupStructureLoaded,
                               0f));

            while (mStartupStructure == null)
            {
                yield return(null);
            }

            double startBuildTime = WorldClock.RealTime;

            mStartupStructure.LoadPriority = StructureLoadPriority.SpawnPoint;
            Structures.AddExteriorToLoad(mStartupStructure);

            while (!mStartupStructure.Is(StructureLoadState.ExteriorLoaded | StructureLoadState.InteriorLoading | StructureLoadState.InteriorLoaded))
            {
                mLoadingInfo = "Waiting for exterior to build";
                if ((WorldClock.RealTime - startBuildTime) > 60f)
                {
                    mLoadingInfo = "Exterior build timeout!";
                    yield break;
                }
                yield return(null);
            }
            Structures.AddInteriorToLoad(mStartupStructure);
            startBuildTime = WorldClock.RealTime;

            while (!mStartupStructure.Is(StructureLoadState.InteriorLoaded))
            {
                mLoadingInfo = "Waiting for interior to build";
                if ((WorldClock.RealTime - startBuildTime) > 60f)
                {
                    mLoadingInfo = "Interior build timeout!";
                    yield break;
                }
                yield return(null);
            }
            mLoadingInfo = "Interior structure is built";
            Player.Local.Surroundings.StartupStructure = mStartupStructure;

            yield return(null);

            yield break;
        }
Ejemplo n.º 3
0
        protected IEnumerator SendPlayerToLocation(int chunkID, string locationPath, string locationName, STransform spawnPosition, Vector3 chunkOffset, float delay)
        {
            //save our target info for when the location loads
            mTargetSpawnPosition          = ObjectClone.Clone <STransform> (spawnPosition);
            mTargetSpawnPosition.Position = chunkOffset + mTargetSpawnPosition.Position;
            mTargetLocationName           = locationName;
            //set the primary chunk
            GameWorld.Get.SetPrimaryChunk(chunkID);
            //set all the non-distant chunks to load
            GameWorld.Get.SetDistantChunks(mTargetSpawnPosition.Position);
            while (GameWorld.Get.PrimaryChunk.CurrentMode != ChunkMode.Primary)
            {
                mLoadingInfo = "Waiting for primary chunk to load";
                //Debug.Log("Waiting for primary chunk to load");
                yield return(null);
            }
            //use a SuperLoader to load the location
            yield return(WIGroups.SuperLoadChildItem(locationPath, locationName, null, delay));

            //alright! we've found the location
            //now we can send the player to our target position and spawn
            //send the player to the target position
            yield break;
        }
Ejemplo n.º 4
0
        //this function is meant to be used with the HouseOfHealing skill
        //i've only been able to get this process to work a few times
        //the idea is to super-load the last visited HOH
        //then load its interior and put the player in one of its beds
        //great in theory but in practice something always f***s up
        protected IEnumerator SpawnInClosestStructureOverTime(Vector3 despawnPosition, List <MobileReference> structureReferences, Action <Bed> OnFinishAction)
        {
            if (mSpawningPlayer)
            {
                //whoops
                yield break;
            }
            mSpawningPlayer = true;

            CurrentStartupPosition = null;

            float           closestDistanceSoFar           = Mathf.Infinity;
            StackItem       closestStructureStateSoFar     = null;
            StackItem       currentStructureState          = null;
            MobileReference currentStructureReference      = null;
            MobileReference closestStructureReferenceSoFar = null;
            Vector3         closestStructurePositionSoFar  = despawnPosition;
            WorldChunk      currentChunk = null;

            //find out which structure is the closest
            for (int i = 0; i < structureReferences.Count; i++)
            {
                currentStructureReference = structureReferences [i];
                //Debug.Log ("SPAWNMANAGER: Checking structure reference " + currentStructureReference.FullPath.ToString ());
                if (WIGroups.LoadStackItem(currentStructureReference, out currentStructureState))
                {
                    if (currentStructureState.Is <Structure> ())
                    {
                        //get the chunk for this item
                        if (GameWorld.Get.ChunkByID(currentStructureReference.ChunkID, out currentChunk))
                        {
                            Vector3 structureWorldPosition = WorldChunk.ChunkPositionToWorldPosition(currentChunk.ChunkBounds, currentStructureState.ChunkPosition);
                            structureWorldPosition += currentChunk.ChunkOffset;
                            float currentDistance = Vector3.Distance(despawnPosition, structureWorldPosition);
                            if (currentDistance < closestDistanceSoFar)
                            {
                                closestDistanceSoFar           = currentDistance;
                                closestStructureStateSoFar     = currentStructureState;
                                closestStructureReferenceSoFar = currentStructureReference;
                                closestStructurePositionSoFar  = structureWorldPosition;
                            }
                        }
                    }
                }
            }

            if (closestStructureStateSoFar == null)
            {
                yield break;
            }

            //move the player to the position of the new item
            //this will help us to super-load the structure
            Player.Local.Position = closestStructurePositionSoFar;

            //reset the current loading structure
            mSpawnStructureWorldItem = null;
            Structure spawnStructure = null;
            Bed       loadedBed      = null;

            //super-load the item
            //yield return null;
            //WorldItems.Get.SuspendActiveStateChecking = true;
            StartCoroutine(WIGroups.SuperLoadChildItem(closestStructureReferenceSoFar.GroupPath, closestStructureReferenceSoFar.FileName, SpawnStructureLoaded, 0f));
            WIGroup lastGroupLoaded = null;

            while (mSpawnStructureWorldItem == null)
            {
                yield return(null);
            }

            //WorldItems.Get.SuspendActiveStateChecking = false;
            //okay next we have to load the structure interior
            mSpawnStructureWorldItem.ActiveStateLocked = false;
            mSpawnStructureWorldItem.ActiveState       = WIActiveState.Active;
            mSpawnStructureWorldItem.ActiveStateLocked = true;
            yield return(null);

            //now that the player is where they're supposed to be we can resume active state checking
            //but keep the structure itself locked
            //Player.Local.Position = mSpawnStructureWorldItem.Position;
            //ColoredDebug.Log ("Sending player to spawn structure position " + mSpawnStructureWorldItem.Position.ToString (), "Yellow");

            spawnStructure = mSpawnStructureWorldItem.Get <Structure> ();
            spawnStructure.LoadPriority = StructureLoadPriority.SpawnPoint;
            if (spawnStructure.Is(StructureLoadState.ExteriorUnloaded))
            {
                yield return(StartCoroutine(spawnStructure.CreateStructureGroups(StructureLoadState.ExteriorLoaded)));

                Structures.AddExteriorToLoad(spawnStructure);
                while (spawnStructure.Is(StructureLoadState.ExteriorLoading | StructureLoadState.ExteriorWaitingToLoad))
                {
                    yield return(null);
                }
            }
            if (spawnStructure.Is(StructureLoadState.ExteriorLoaded))
            {
                Structures.AddInteriorToLoad(spawnStructure);
                while (spawnStructure.Is(StructureLoadState.InteriorWaitingToLoad | StructureLoadState.InteriorLoading))
                {
                    yield return(null);
                }
                spawnStructure.RefreshColliders(true);
                spawnStructure.RefreshRenderers(true);
                //finally we search for a bed
            }
            spawnStructure.StructureGroup.Load();
            while (!spawnStructure.StructureGroup.Is(WIGroupLoadState.Loaded))
            {
                yield return(null);
            }

            yield return(null);

            //wait a tick to let the group catch up
            //wait a tick to let the group catch up
            yield return(null);

            List <WorldItem> bedWorldItems = new List <WorldItem> ();

            while (bedWorldItems.Count == 0)
            {
                yield return(StartCoroutine(WIGroups.GetAllChildrenByType(spawnStructure.StructureGroup.Props.PathName, new List <string> ()
                {
                    "Bed"
                }, bedWorldItems, spawnStructure.worlditem.Position, Mathf.Infinity, 1)));

                //can't use WaitForSeconds because timescale will be zero
                double waitUntil = WorldClock.RealTime + 0.1f;
                while (WorldClock.RealTime < waitUntil)
                {
                    yield return(null);
                }
            }

            WorldItem bedWorldItem = bedWorldItems [0];

            while (!bedWorldItem.Is(WILoadState.Initialized))
            {
                yield return(null);
            }
            loadedBed = bedWorldItem.Get <Bed> ();
            //Player.Local.Position = loadedBed.BedsidePosition;
            mSpawningPlayer = false;
            mSpawnStructureWorldItem.ActiveStateLocked = false;
            OnFinishAction(loadedBed);
            Player.Local.Surroundings.StructureEnter(spawnStructure);
            yield break;
        }