public override IEnumerator Process()
    {
        if (HeadsetItem.Equals(NetworkInstanceId.Invalid))
        {
            //Failfast
            Debug.LogWarning($"Headset invalid, processing stopped: {ToString()}");
            yield break;
        }

        if (EncryptionKey.Equals(NetworkInstanceId.Invalid))
        {
            //No key passed in message -> Removes EncryptionKey from a headset
            yield return(WaitFor(SentBy, HeadsetItem));

            var player    = NetworkObjects[0];
            var headsetGO = NetworkObjects[1];
            if (ValidRemoval(headsetGO))
            {
                detachKey(headsetGO, player);
            }
        }
        else
        {
            //Key was passed -> Puts it into headset
            yield return(WaitFor(SentBy, HeadsetItem, EncryptionKey));

            var player    = NetworkObjects[0];
            var headsetGO = NetworkObjects[1];
            var keyGO     = NetworkObjects[2];
            if (ValidUpdate(headsetGO, keyGO))
            {
                setKey(player, headsetGO, keyGO);
            }
        }
    }
Example #2
0
    ///To be run on client
    public override IEnumerator Process()
    {
        //		Debug.Log("Processed " + ToString());
        if (ShotBy.Equals(NetworkInstanceId.Invalid) || Weapon.Equals(NetworkInstanceId.Invalid))
        {
            //Failfast
            Debug.LogWarning($"Shoot request invalid, processing stopped: {ToString()}");
            yield break;
        }

        yield return(WaitFor(ShotBy, Weapon));

        Shoot(NetworkObjects[1], NetworkObjects[0]);
    }
Example #3
0
    //Serverside
    public override IEnumerator Process()
    {
        //		Logger.Log("Processed " + ToString());
        if (Subject.Equals(NetworkInstanceId.Invalid))
        {
            //Drop item message
            ProcessFurther(SentByPlayer);
        }
        else
        {
            yield return(WaitFor(Subject));

            ProcessFurther(SentByPlayer, NetworkObject);
        }
    }
Example #4
0
    public override IEnumerator Process()
    {
        if (ShotBy.Equals(NetworkInstanceId.Invalid) || Weapon.Equals(NetworkInstanceId.Invalid))
        {
            //Failfast
            Logger.LogWarning($"Shoot request invalid, processing stopped: {ToString()}", Category.Firearms);
            yield break;
        }


        yield return(WaitFor(SentBy, ShotBy, Weapon));

        Weapon wep = NetworkObjects[2].GetComponent <Weapon>();

        wep.ServerShoot(NetworkObjects[1], Direction, BulletName, DamageZone, IsSuicideShot);
    }
    //Serverside
    public override IEnumerator Process()
    {
        //		Debug.Log("Processed " + ToString());
        if (Subject.Equals(NetworkInstanceId.Invalid))
        {
            //Drop item message
            yield return(WaitFor(SentBy));

            ProcessFurther(NetworkObject);
        }
        else
        {
            yield return(WaitFor(SentBy, Subject));

            ProcessFurther(NetworkObjects[0], NetworkObjects[1]);
        }
    }
Example #6
0
    public override IEnumerator Process()
    {
        //TODO: Validate if player is allowed to destroy things, check if they have admin privs.
        //For now we will let anyone spawn.

        if (ToDestroy.Equals(NetworkInstanceId.Invalid))
        {
            Logger.LogWarning("Attempted to destroy an object with invalid netID, destroy will not occur.", Category.ItemSpawn);
        }
        else
        {
            yield return(WaitFor(ToDestroy));

            PoolManager.PoolNetworkDestroy(NetworkObject);
        }

        yield return(null);
    }
Example #7
0
    ///To be run on client
    public override IEnumerator Process()
    {
        if (Shooter.Equals(NetworkInstanceId.Invalid))
        {
            //Failfast
            Logger.LogWarning($"Shoot request invalid, processing stopped: {ToString()}", Category.Firearms);
            yield break;
        }

        yield return(WaitFor(Shooter, Weapon));

        Weapon wep = NetworkObjects[1].GetComponent <Weapon>();

        //only needs to run on the clients other than the shooter
        if (!wep.isServer && PlayerManager.LocalPlayer.gameObject != NetworkObjects[0])
        {
            wep.DisplayShot(NetworkObjects[0], Direction, DamageZone, IsSuicideShot);
        }
    }
Example #8
0
    public override IEnumerator Process()
    {
        //TODO: Validate if player is allowed to spawn things, check if they have admin privs.
        //For now we will let anyone spawn.

        if (ToClone.Equals(NetworkInstanceId.Invalid))
        {
            Logger.LogWarning("Attempted to clone an object with invalid netID, clone will not occur.", Category.ItemSpawn);
        }
        else
        {
            yield return(WaitFor(ToClone));

            if (MatrixManager.IsPassableAt(WorldPosition.RoundToInt(), true))
            {
                PoolManager.NetworkClone(NetworkObject, WorldPosition);
            }
        }

        yield return(null);
    }