public void SpawnBradley() { if (Object.op_Inequality((Object)this.spawned, (Object)null)) { Debug.LogWarning((object)"Bradley attempting to spawn but one already exists!"); } else { if (!Bradley.enabled) { return; } Vector3 position = ((Component)this.path.interestZones[Random.Range(0, this.path.interestZones.Count)]).get_transform().get_position(); BaseEntity entity = GameManager.server.CreateEntity(this.bradleyPrefab.resourcePath, position, (Quaternion)null, true); BradleyAPC component = (BradleyAPC)((Component)entity).GetComponent <BradleyAPC>(); if (Object.op_Implicit((Object)component)) { entity.Spawn(); component.InstallPatrolPath(this.path); } else { entity.Kill(BaseNetworkable.DestroyMode.None); } Debug.Log((object)("BradleyAPC Spawned at :" + (object)position)); this.spawned = component; } }
public void SpawnBradley() { if (this.spawned != null) { Debug.LogWarning("Bradley attempting to spawn but one already exists!"); return; } if (!Bradley.enabled) { return; } Vector3 item = this.path.interestZones[UnityEngine.Random.Range(0, this.path.interestZones.Count)].transform.position; GameManager gameManager = GameManager.server; string str = this.bradleyPrefab.resourcePath; Quaternion quaternion = new Quaternion(); BaseEntity baseEntity = gameManager.CreateEntity(str, item, quaternion, true); BradleyAPC component = baseEntity.GetComponent <BradleyAPC>(); if (!component) { baseEntity.Kill(BaseNetworkable.DestroyMode.None); } else { baseEntity.Spawn(); component.InstallPatrolPath(this.path); } Debug.Log(string.Concat("BradleyAPC Spawned at :", item)); this.spawned = component; }
private void OnBradleyApcInitialize(BradleyAPC bradley) { bradley._maxHealth = configs.options.startHealth; bradley.health = bradley._maxHealth; bradley.viewDistance = configs.options.maxTurretRange; bradley.searchRange = configs.options.maxTurretRange; bradley.throttle = configs.options.speed; // TODO: Ensure Bradley speed. bradley.leftThrottle = bradley.throttle; bradley.rightThrottle = bradley.throttle; bradley.maxCratesToSpawn = configs.options.maxLootCrates; // Ensures there is a AI path to follow. Vector3 position = BradleySpawner.singleton.path.interestZones[UnityEngine.Random.Range(0, BradleySpawner.singleton.path.interestZones.Count)].transform.position; bradley.transform.position = position; bradley.DoAI = true; bradley.DoSimpleAI(); bradley.InstallPatrolPath(BradleySpawner.singleton.path); if (!configs.options.bradleyEnabled) { bradley.Kill(); } }
public void SpawnBradley() { if (spawned != null) { Debug.LogWarning("Bradley attempting to spawn but one already exists!"); } else if (Bradley.enabled) { Vector3 position = path.interestZones[UnityEngine.Random.Range(0, path.interestZones.Count)].transform.position; BaseEntity baseEntity = GameManager.server.CreateEntity(bradleyPrefab.resourcePath, position); BradleyAPC component = baseEntity.GetComponent <BradleyAPC>(); if ((bool)component) { baseEntity.Spawn(); component.InstallPatrolPath(path); } else { baseEntity.Kill(); } Debug.Log("BradleyAPC Spawned at :" + position); spawned = component; } }