Example #1
0
    private void SetPlayersAliveState(bool on)
    {
        if (!on)
        {
            heldPlayers = matrix.Get <ObjectBehaviour>(registerTile.Position, ObjectType.Player);
        }

        foreach (ObjectBehaviour player in heldPlayers)
        {
            if (on)
            {
                player.transform.position = transform.position;
                player.GetComponent <PlayerSync>().SetPosition(transform.position);
            }
            player.visibleState = on;

            if (!on)
            {
                //Make sure a ClosetPlayerHandler is created on the client to monitor
                //the players input inside the storage. The handler also controls the camera follow targets:
                if (!player.GetComponent <PlayerMove>().isGhost)
                {
                    ClosetHandlerMessage.Send(player.gameObject, gameObject);
                }
            }
        }
    }
Example #2
0
    private void SetPlayersAliveState(bool on)
    {
        if (!on)
        {
            heldPlayers = matrix.Get <ObjectBehaviour>(registerTile.Position, ObjectType.Player);
        }

        for (var i = 0; i < heldPlayers.Count; i++)
        {
            ObjectBehaviour player       = heldPlayers[i];
            var             playerScript = player.GetComponent <PlayerScript>();
            var             playerSync   = playerScript.PlayerSync;
            if (@on)
            {
                playerSync.AppearAtPositionServer(registerTile.WorldPosition);
                if (pushPull && pushPull.Pushable.IsMovingServer)
                {
                    playerScript.pushPull.TryPush(pushPull.InheritedImpulse.To2Int(), pushPull.Pushable.MoveSpeedServer);
                }
            }

            player.visibleState = @on;

            if (!@on)
            {
                playerSync.DisappearFromWorldServer();
                //Make sure a ClosetPlayerHandler is created on the client to monitor
                //the players input inside the storage. The handler also controls the camera follow targets:
                if (!playerScript.playerMove.isGhost)
                {
                    ClosetHandlerMessage.Send(player.gameObject, gameObject);
                }
            }
        }
    }
Example #3
0
    /// <summary>
    /// Connects a client to a character or redirects a logged out ConnectedPlayer.
    /// </summary>
    /// <param name="conn">The client's NetworkConnection. If logged out the playerlist will return an invalid connectedplayer</param>
    /// <param name="playerControllerId">ID of the client player to be transfered. If logged out it's empty.</param>
    /// <param name="newBody">The character gameobject to be transfered into.</param>
    /// <param name="oldBody">The old body of the character.</param>
    /// <param name="eventType">Event type for the player sync.</param>
    public static void TransferPlayer(NetworkConnection conn, short playerControllerId, GameObject newBody, GameObject oldBody, EVENT eventType, CharacterSettings characterSettings)
    {
        var oldPlayerNetworkActions = oldBody.GetComponent <PlayerNetworkActions>();

        if (oldPlayerNetworkActions)
        {
            oldPlayerNetworkActions.RpcBeforeBodyTransfer();
        }

        var connectedPlayer = PlayerList.Instance.Get(conn);

        if (connectedPlayer == ConnectedPlayer.Invalid)         //this isn't an online player
        {
            PlayerList.Instance.UpdateLoggedOffPlayer(newBody, oldBody);
            NetworkServer.Spawn(newBody);
        }
        else
        {
            PlayerList.Instance.UpdatePlayer(conn, newBody);
            NetworkServer.ReplacePlayerForConnection(conn, newBody, playerControllerId);
            NetworkServer.ReplacePlayerForConnection(new NetworkConnection(), oldBody, 0);
            TriggerEventMessage.Send(newBody, eventType);
        }
        var playerScript = newBody.GetComponent <PlayerScript>();

        if (playerScript.PlayerSync != null)
        {
            playerScript.PlayerSync.NotifyPlayers(true);
        }

        // If the player is inside a container, send a ClosetHandlerMessage.
        // The ClosetHandlerMessage will attach the container to the transfered player.
        var playerObjectBehavior = newBody.GetComponent <ObjectBehaviour>();

        if (playerObjectBehavior && playerObjectBehavior.parentContainer)
        {
            ClosetHandlerMessage.Send(newBody, playerObjectBehavior.parentContainer.gameObject);
        }
        bool newMob = false;

        if (characterSettings != null)
        {
            playerScript.characterSettings = characterSettings;
            playerScript.playerName        = characterSettings.Name;
            newBody.name = characterSettings.Name;
            var playerSprites = newBody.GetComponent <PlayerSprites>();
            if (playerSprites)
            {
                playerSprites.OnCharacterSettingsChange(characterSettings);
            }
            newMob = true;
        }
        var healthStateMonitor = newBody.GetComponent <HealthStateMonitor>();

        if (healthStateMonitor)
        {
            healthStateMonitor.ProcessClientUpdateRequest(newBody);
        }
    }
//	/// <summary>
//	/// Applies the camera dampening when the camera reaches the closet.
//	/// This makes the camera snap the to closet before making the camera "drag" as the closet moves.
//	/// Snapping the camera to the closet is needed for when a player inside the closet rejoins the game, otherwise the
//	/// camera will move/"drag" from coordinate 0,0 across the station to the closet's position.
//	/// </summary>
//	IEnumerator WaitForCameraToReachCloset()
//	{
//		yield return new WaitUntil(() =>
//			Camera2DFollow.followControl.transform == Camera2DFollow.followControl.target);
//		Camera2DFollow.followControl.damping = 0.2f;
//	}

    public static ClosetHandlerMessage Send(GameObject recipient, GameObject closet)
    {
        ClosetHandlerMessage msg = new ClosetHandlerMessage
        {
            Closet = closet.NetId()
        };

        msg.SendTo(recipient);
        return(msg);
    }
Example #5
0
    public static ClosetHandlerMessage Send(GameObject recipient, GameObject closet)
    {
        ClosetHandlerMessage msg = new ClosetHandlerMessage
        {
            Recipient = recipient.GetComponent <NetworkIdentity>().netId,
            Closet    = closet
        };

        msg.SendTo(recipient);
        return(msg);
    }
Example #6
0
    public void StorePlayer(ObjectBehaviour player)
    {
        heldPlayers.Add(player);
        var playerScript = player.GetComponent <PlayerScript>();

        player.VisibleState    = false;
        player.parentContainer = objectBehaviour;

        //Start tracking closet
        if (!playerScript.IsGhost)
        {
            ClosetHandlerMessage.Send(player.gameObject, gameObject);
        }
    }
Example #7
0
    private void OpenPlayerHandling()
    {
        foreach (ObjectBehaviour player in heldPlayers)
        {
            player.VisibleState = true;
            if (pushPull && pushPull.Pushable.IsMovingServer)
            {
                player.TryPush(pushPull.InheritedImpulse.To2Int(), pushPull.Pushable.SpeedServer);
            }
            player.parentContainer = null;

            //Stop tracking closet
            ClosetHandlerMessage.Send(player.gameObject, null);
        }
        heldPlayers = new List <ObjectBehaviour>();
    }
Example #8
0
    public void StorePlayer(ObjectBehaviour player)
    {
        heldPlayers.Add(player);
        var playerScript = player.GetComponent <PlayerScript>();
        var playerSync   = playerScript.PlayerSync;

        player.visibleState    = false;
        player.parentContainer = objectBehaviour;
        playerSync.DisappearFromWorldServer();
        //Make sure a ClosetPlayerHandler is created on the client to monitor
        //the players input inside the storage. The handler also controls the camera follow targets:
        if (!playerScript.IsGhost)
        {
            ClosetHandlerMessage.Send(player.gameObject, gameObject);
        }
    }
    /// <summary>
    /// Connects a client to a character or redirects a logged out ConnectedPlayer.
    /// </summary>
    /// <param name="conn">The client's NetworkConnection. If logged out the playerlist will return an invalid connectedplayer</param>
    /// <param name="playerControllerId">ID of the client player to be transfered. If logged out it's empty.</param>
    /// <param name="newBody">The character gameobject to be transfered into.</param>
    /// <param name="oldBody">The old body of the character.</param>
    /// <param name="eventType">Event type for the player sync.</param>
    public static void TransferPlayer(NetworkConnection conn, short playerControllerId, GameObject newBody, GameObject oldBody, EVENT eventType, CharacterSettings characterSettings)
    {
        var connectedPlayer = PlayerList.Instance.Get(conn);

        if (connectedPlayer == ConnectedPlayer.Invalid)         //this isn't an online player
        {
            PlayerList.Instance.UpdateLoggedOffPlayer(newBody, oldBody);
            NetworkServer.Spawn(newBody);
        }
        else
        {
            PlayerList.Instance.UpdatePlayer(conn, newBody);
            NetworkServer.ReplacePlayerForConnection(conn, newBody, playerControllerId);
            TriggerEventMessage.Send(newBody, eventType);
        }
        var playerScript = newBody.GetComponent <PlayerScript>();

        if (playerScript.PlayerSync != null)
        {
            playerScript.PlayerSync.NotifyPlayers(true);
        }

        // If the player is inside a container, send a ClosetHandlerMessage.
        // The ClosetHandlerMessage will attach the container to the transfered player.
        var playerObjectBehavior = newBody.GetComponent <ObjectBehaviour>();

        if (playerObjectBehavior && playerObjectBehavior.parentContainer)
        {
            ClosetHandlerMessage.Send(newBody, playerObjectBehavior.parentContainer.gameObject);
        }

        CustomNetworkManager.Instance.SyncPlayerData(newBody);
        if (characterSettings != null)
        {
            playerScript.characterSettings = characterSettings;
        }
    }
    private void SetPlayersAliveState(bool isOpen)
    {
        if (!isOpen)
        {
            heldPlayers = matrix.Get <ObjectBehaviour>(registerTile.PositionServer, ObjectType.Player, true);
        }

        foreach (ObjectBehaviour player in heldPlayers)
        {
            var playerScript = player.GetComponent <PlayerScript>();
            var playerSync   = playerScript.PlayerSync;
            if (isOpen)
            {
                playerSync.AppearAtPositionServer(registerTile.WorldPositionServer);
                player.parentContainer = null;
                if (pushPull && pushPull.Pushable.IsMovingServer)
                {
                    playerScript.pushPull.TryPush(pushPull.InheritedImpulse.To2Int(),
                                                  pushPull.Pushable.SpeedServer);
                }
            }

            player.visibleState = isOpen;

            if (!isOpen)
            {
                player.parentContainer = objectBehaviour;
                playerSync.DisappearFromWorldServer();
                //Make sure a ClosetPlayerHandler is created on the client to monitor
                //the players input inside the storage. The handler also controls the camera follow targets:
                if (!playerScript.IsGhost)
                {
                    ClosetHandlerMessage.Send(player.gameObject, gameObject);
                }
            }
        }
    }