public VTMap getMap() { VTMap map; support.WriteLog($"Looking for Map ID {VTScenario.current.mapID}"); map = VTResources.GetMap(VTScenario.current.mapID); support.WriteLog("Done looking for map id"); if (map == null) { support.WriteLog("Getting custom map 1"); VTMapCustom custommap = VTResources.GetCustomMap(VTScenario.current.mapID); return(custommap); } if (map == null) { support.WriteLog("Getting custom map 2"); VTMapCustom custommap = VTResources.GetSteamWorkshopMap(VTScenario.current.mapID); return(custommap); } support.WriteLog("MM check"); if (mm != null) { support.WriteLog("MM exists, Map null check?"); if (map == null) { support.WriteLog("Map not null. Get map from map manager"); return(VTMapManager.fetch.map); } else { support.WriteLog("Map is null"); } } else { support.WriteLog("Map Manager is null"); } if (map != null) { support.WriteLog("Returning map."); return(map); } else { support.WriteLog("Unable to find a valid VTMap!"); return(null); } }
public VTMap getMap() { VTMap map; support.WriteLog($"Looking for Map ID {VTScenario.current.mapID}"); map = VTResources.GetMap(VTScenario.current.mapID); if (map == null) { VTMapCustom custommap = VTResources.GetCustomMap(VTScenario.current.mapID); return(custommap); } if (map == null) { VTMapCustom custommap = VTResources.GetSteamWorkshopMap(VTScenario.current.mapID); return(custommap); } if (mm != null) { if (map == null) { support.WriteLog("Got map from map manager"); return(VTMapManager.fetch.map); } } else { support.WriteLog("Map Manager is null"); } if (map != null) { return(map); } else { support.WriteLog("Unable to find a valid VTMap!"); return(null); } }
public static List <Player> players = new List <Player>(); //This is the list of players /// <summary> /// This runs when the map has finished loading and hopefully /// when the player first can interact with the vehicle. /// </summary> /// <param name="customMap"></param> public static void MapLoaded(VTMapCustom customMap = null) //Clients and Hosts { Debug.Log("The map has loaded"); gameLoaded = true; //As a client, when the map has loaded we are going to request a spawn point from the host SetPrefabs(); if (!Networker.isHost) { Networker.SendP2P(Networker.hostID, new Message(MessageType.RequestSpawn), EP2PSend.k_EP2PSendReliable); } else { hostLoaded = true; GameObject localVehicle = VTOLAPI.instance.GetPlayersVehicleGameObject(); if (localVehicle != null) { GenerateSpawns(localVehicle.transform); localUID = Networker.GenerateNetworkUID(); SendSpawnVehicle(localVehicle, localVehicle.transform.position, localVehicle.transform.rotation.eulerAngles, localUID); } else { Debug.Log("Local vehicle for host was null"); } if (spawnRequestQueue.Count != 0) { SpawnRequestQueue(); } Networker.alreadyInGame = true; } if (playersToSpawnQueue.Count != 0) { for (int i = 0; i < playersToSpawnQueue.Count; i++) { SpawnVehicle(playersToSpawnQueue.Dequeue()); } } }