Example #1
0
        private void KeyPress(SynapseEventArguments.PlayerKeyPressEventArgs ev)
        {
            var pos = ev.Player.Position;

            pos.y += 5;
            switch (ev.KeyCode)
            {
            case KeyCode.Alpha1:
                foreach (var player in SynapseController.Server.Players)
                {
                    if (player != ev.Player)
                    {
                        ev.Player.Scp173Controller.IgnoredPlayers.Add(player);
                    }
                }
                break;

            case KeyCode.Alpha2:
                foreach (var door in Api.Map.Get.Doors.Where(x => x.DoorType == Enum.DoorType.Airlock))
                {
                    door.Position = pos;
                }
                break;

            case KeyCode.Alpha3:
                Api.Map.Get.GetDoor(Enum.DoorType.Gate_B).Position = pos;
                break;

            case KeyCode.Alpha4:
                Api.Map.Get.GetDoor(Enum.DoorType.LCZ_012).Position = pos;
                break;

            case KeyCode.Alpha5:
                foreach (var door in Api.Map.Get.Doors)
                {
                    door.Rotation = ev.Player.transform.rotation;
                }
                break;
            }
        }
Example #2
0
        private void KeyPress(SynapseEventArguments.PlayerKeyPressEventArgs ev)
        {
            switch (ev.KeyCode)
            {
            case KeyCode.Alpha1:
                foreach (var pref in NetworkManager.singleton.spawnPrefabs)
                {
                    Logger.Get.Debug(pref.name);
                }
                break;

            case KeyCode.Alpha2:
                var schematic = new SynapseSchematic
                {
                    ID               = 3,
                    Name             = "test",
                    PrimitiveObjects = new System.Collections.Generic.List <SynapseSchematic.PrimitiveConfiguration>
                    {
                        new SynapseSchematic.PrimitiveConfiguration
                        {
                            Color         = Color.red,
                            Position      = new Vector3(0f, -1f, 0f),
                            PrimitiveType = PrimitiveType.Capsule,
                            Rotation      = Vector3.zero,
                            Scale         = Vector3.one * 2
                        },
                        new SynapseSchematic.PrimitiveConfiguration
                        {
                            Color         = Color.gray,
                            Position      = new Vector3(0f, 2f, 0f),
                            PrimitiveType = PrimitiveType.Cube,
                            Rotation      = new Vector3(45f, 45f, 45f),
                            Scale         = Vector3.one
                        },
                    },
                    LightObjects = new System.Collections.Generic.List <SynapseSchematic.LightSourceConfiguration>
                    {
                        new SynapseSchematic.LightSourceConfiguration
                        {
                            Color          = Color.green,
                            LightIntensity = 1,
                            LightRange     = 100,
                            LightShadows   = true,
                            Position       = new Vector3(1f, 0f, 0f),
                            Rotation       = Vector3.zero,
                            Scale          = Vector3.one
                        }
                    },
                    TargetObjects = new System.Collections.Generic.List <SynapseSchematic.TargetConfiguration>
                    {
                        new SynapseSchematic.TargetConfiguration
                        {
                            Position = new Vector3(3f, 0f, 0f),
                            Rotation = Vector3.zero,
                            Scale    = Vector3.one
                        }
                    },
                    ItemObjects = new System.Collections.Generic.List <SynapseSchematic.ItemConfiguration>
                    {
                        new SynapseSchematic.ItemConfiguration
                        {
                            ItemType      = ItemType.MicroHID,
                            Position      = new Vector3(0f, 5f, 0f),
                            Rotation      = Vector3.zero,
                            Scale         = Vector3.one * 4,
                            CanBePickedUp = true,
                        }
                    },
                    WorkStationObjects = new System.Collections.Generic.List <SynapseSchematic.WorkStationConfiguration>
                    {
                        new SynapseSchematic.WorkStationConfiguration
                        {
                            Position         = new Vector3(-2f, 0f, 0f),
                            Rotation         = Vector3.zero,
                            Scale            = Vector3.one,
                            UpdateEveryFrame = true
                        }
                    },
                    DoorObjects = new System.Collections.Generic.List <SynapseSchematic.DoorConfiguration>
                    {
                        new SynapseSchematic.DoorConfiguration
                        {
                            Position         = new Vector3(0f, 0f, -3f),
                            Rotation         = Vector3.zero,
                            Scale            = Vector3.one * 2,
                            DoorType         = Enum.SpawnableDoorType.LCZ,
                            Locked           = true,
                            Open             = true,
                            UpdateEveryFrame = true
                        }
                    }
                };
                var sobj = SchematicHandler.Get.SpawnSchematic(schematic, ev.Player.Position);
                MEC.Timing.CallDelayed(5f, () => sobj.Scale = Vector3.one * 0.5f);
                MEC.Timing.CallDelayed(10f, () => sobj.ApplyPhysics());
                SchematicHandler.Get.SaveSchematic(schematic, "Key2");
                break;

            case KeyCode.Alpha3:
                foreach (var ob in SynapseController.Server.Map.SynapseObjects)
                {
                    Logger.Get.Debug(ob.GameObject.name);
                }
                break;

            case KeyCode.Alpha4:
                ev.Player.ArtificialHealth = 100;
                break;
            }
        }
Example #3
0
        private void KeyPress(SynapseEventArguments.PlayerKeyPressEventArgs ev)
        {
            switch (ev.KeyCode)
            {
            case KeyCode.Alpha1:
                var schematic = SchematicHandler.Get.SpawnSchematic(new SynapseSchematic()
                {
                    PrimitiveObjects = new List <SynapseSchematic.PrimitiveConfiguration>
                    {
                        new SynapseSchematic.PrimitiveConfiguration
                        {
                            PrimitiveType = PrimitiveType.Cube,
                            Scale         = new SerializedVector3(1f, 2f, 0.01f),
                            Position      = Vector3.zero,
                            Rotation      = Quaternion.identity,
                            Color         = Color.white
                        }
                    },
                    CustomAttributes = new List <string>
                    {
                        "MapTeleporter:1:Outside:0:-45:0"
                    }
                }, ev.Player.Position);
                break;

            case KeyCode.Alpha2:
                Items.ItemManager.Get.SetSchematicForVanillaItem(ItemType.Coin, new SynapseSchematic
                {
                    PrimitiveObjects = new List <SynapseSchematic.PrimitiveConfiguration>
                    {
                        new SynapseSchematic.PrimitiveConfiguration
                        {
                            PrimitiveType = PrimitiveType.Sphere,
                            Color         = Color.blue,
                            Position      = Vector3.zero,
                            Rotation      = Quaternion.identity,
                            Scale         = Vector3.one * 0.1f,
                        },
                    },
                    ItemObjects = new List <SynapseSchematic.ItemConfiguration>
                    {
                        new SynapseSchematic.ItemConfiguration
                        {
                            ItemType      = ItemType.Medkit,
                            CanBePickedUp = true,
                            Rotation      = Quaternion.identity,
                            Scale         = Vector3.one * 0.5f,
                            Position      = Vector3.up * 0.7f,
                            Attachments   = 0,
                            Durabillity   = 0,
                        }
                    }
                });
                break;

            case KeyCode.Alpha3:
                var turret = new Turret(ev.Player.Position);
                turret.ShootAutomatic = true;
                break;
            }
        }