Ejemplo n.º 1
0
        private void UpdateData()
        {
            DisplayProgressBar("Updating PlayerSpawnPoint", "Uploading Data (1/1)", 0.25f);

            UnityAsyncHelper.UnityMainThreadContext.Post(async o =>
            {
                try
                {
                    IPlayerSpawnPointDataServiceClient client = new PlayerSpawnPointContentServiceClientFactory().Create(EmptyFactoryContext.Instance);

                    //TODO: Is it ok to send a fake world id??
                    //Just sent the updated model.
                    await client.UpdateSpawnPointInstance(GetTarget().PlayerSpawnPointId, new PlayerSpawnPointInstanceModel(GetTarget().PlayerSpawnPointId, GetTarget().transform.position, GetTarget().transform.eulerAngles.y, GetTarget().isInstanceReserved, 1));

                    //Since the data about the creature displayed is probably now stale, we should update it after saving.
                    await RefreshData(client);
                }
                catch (Exception e)
                {
                    Debug.LogError($"Failed to update PlayerSpawnPoint. Reason: {e.Message}");
                    throw;
                }
                finally
                {
                    ClearProgressBar();
                }
            }, null);
        }
Ejemplo n.º 2
0
        private void AuthenticatedOnGUI()
        {
            UnityAsyncHelper.InitializeSyncContext();

            //There is no instance associated with this yet.
            if (GetTarget().PlayerSpawnPointId == -1)
            {
                if (GUILayout.Button($"Create SpawnPoint Instance"))
                {
                    IPlayerSpawnPointDataServiceClient client = new PlayerSpawnPointContentServiceClientFactory().Create(EmptyFactoryContext.Instance);

                    WorldDefinitionData worldData = FindObjectOfType <WorldDefinitionData>();

                    if (worldData == null)
                    {
                        Debug.LogError($"Cannot create creature instance until the world is uploaded and the {nameof(WorldDefinitionData)} exists within the scene.");
                        return;
                    }

                    CreateInstance(client, worldData);
                }

                return;
            }
            else
            {
                GUILayout.Label(CachedInfoText, GUI.skin.textArea);

                //The reason we do this manually is so that it can be hidden before there is an instance id.
                GetTarget().isInstanceReserved = EditorGUILayout.Toggle($"IsReserved", GetTarget().isInstanceReserved);
            }

            if (GUILayout.Button($"Refresh PlayerSpawnPoint Data"))
            {
                IPlayerSpawnPointDataServiceClient client = new PlayerSpawnPointContentServiceClientFactory().Create(EmptyFactoryContext.Instance);

                RefreshData(client);
            }

            if (GUILayout.Button("Save Updates"))
            {
                UpdateData();
            }
        }
Ejemplo n.º 3
0
        protected override void GatherConfigurableData(WorldTeleporterDefinitionData target)
        {
            target.LocalSpawnPointId = (PlayerStaticSpawnPointDefinition)EditorGUILayout.ObjectField("Local Spawn:", GetTarget().LocalSpawnPointId, typeof(PlayerStaticSpawnPointDefinition), true);

            //This isn't really used by the data model BUT it is useful for filtering down a list.
            target.TargetTeleportWorldId = EditorGUILayout.IntField("Target WorldId:", GetTarget().TargetTeleportWorldId);

            if (CachedRemoteSpawnList.Any())
            {
                int index = EditorGUILayout.Popup("Remote SpawnPoint", CachedRemoteSpawnList.FindIndex(s => Int32.Parse(s) == GetTarget().RemoteSpawnPointId), CachedRemoteSpawnList.ToArray());

                if (CachedRemoteSpawnList.Count > index)
                {
                    GetTarget().RemoteSpawnPointId = Int32.Parse(CachedRemoteSpawnList[index]);
                }
            }
            else
            {
                int index = EditorGUILayout.Popup("Remote SpawnPoint", 0, Array.Empty <string>());
            }

            if (GUILayout.Button($"Refresh Spawnpoint List"))
            {
                if (GetTarget().TargetTeleportWorldId > 0)
                {
                    IPlayerSpawnPointDataServiceClient client = new PlayerSpawnPointContentServiceClientFactory().Create(EmptyFactoryContext.Instance);

                    UnityAsyncHelper.UnityMainThreadContext.Post(async o =>
                    {
                        try
                        {
                            DisplayProgressBar($"Querying Spawnpoints for World: {GetTarget().TargetTeleportWorldId}", "Querying", 0.5f);

                            ResponseModel <ObjectEntryCollectionModel <PlayerSpawnPointInstanceModel>, ContentEntryCollectionResponseCode> spawnPoints = await client.GetSpawnPointEntriesByWorld(GetTarget().TargetTeleportWorldId);

                            if (!spawnPoints.isSuccessful)
                            {
                                Debug.LogError($"Failed to query SpawnPoints: {spawnPoints.ResultCode}");
                                return;
                            }

                            //TODO: Handle error.
                            CachedRemoteSpawnList = spawnPoints.Result.Entries
                                                    .Select(p => p.SpawnPointId.ToString())
                                                    .ToList();

                            //This will prevent some random errors.
                            GetTarget().RemoteSpawnPointId = int.Parse(CachedRemoteSpawnList.First());
                        }
                        catch (Exception e)
                        {
                            Debug.LogError($"Error: {e.Message}");
                            throw;
                        }
                        finally
                        {
                            ClearProgressBar();
                        }
                    }, null);
                }
            }
        }