private static void UpdateSpawners(SpawnSystem self, bool eventSpawners)
        {
            if (Instances.TryGetValue(self, out var goodSpawnSystem))
            {
                var activeSpawnersForBiome = goodSpawnSystem.Spawners.List.Where(spawner => spawner.Item.m_enabled && self.m_heightmap.HaveBiome(spawner.Item.m_biome)).ToList();
                var spawner = goodSpawnSystem.Spawners.GetRandomItem(activeSpawnersForBiome);

                if ((!string.IsNullOrEmpty(spawner.m_requiredGlobalKey) && !ZoneSystem.instance.GetGlobalKey(spawner.m_requiredGlobalKey)) ||
                    (spawner.m_requiredEnvironments.Count > 0 && !EnvMan.instance.IsEnvironment(spawner.m_requiredEnvironments)) ||
                    (!spawner.m_spawnAtDay && EnvMan.instance.IsDay()) ||
                    (!spawner.m_spawnAtNight && EnvMan.instance.IsNight()) ||
                    SpawnSystem.GetNrOfInstances(spawner.m_prefab, Vector3.zero, 0f, eventSpawners, false) >= spawner.m_maxSpawned)
                {
                    return;
                }

                if (self.FindBaseSpawnPoint(spawner, self.m_nearPlayers, out var vector, out var player) &&
                    (spawner.m_spawnDistance <= 0f || !SpawnSystem.HaveInstanceInRange(spawner.m_prefab, vector, spawner.m_spawnDistance)))
                {
                    var groupSize   = UnityEngine.Random.Range(spawner.m_groupSizeMin, spawner.m_groupSizeMax + 1);
                    var groupRadius = groupSize > 1 ? spawner.m_groupRadius : 0f;

                    var numberOfSpawnedMonsters = 0;
                    for (var i = 0; i < groupSize * 2; i++)
                    {
                        var insideUnitCircle = UnityEngine.Random.insideUnitCircle;
                        var spawnPoint       = vector + new Vector3(insideUnitCircle.x, 0f, insideUnitCircle.y) * groupRadius;
                        if (self.IsSpawnPointGood(spawner, ref spawnPoint))
                        {
                            self.Spawn(spawner, spawnPoint + Vector3.up * spawner.m_groundOffset, eventSpawners);

                            numberOfSpawnedMonsters++;
                            if (numberOfSpawnedMonsters >= groupSize)
                            {
                                break;
                            }
                        }
                    }

                    Log.LogInfo($"Spawned {numberOfSpawnedMonsters} {spawner.m_prefab.name}");
                }
            }
            else
            {
                Log.LogWarning($"Failed to find a spawner list for : {self.name}");
            }
        }
Exemple #2
0
    // Token: 0x06000BCF RID: 3023 RVA: 0x0005413C File Offset: 0x0005233C
    private void UpdateSpawnList(List <SpawnSystem.SpawnData> spawners, DateTime currentTime, bool eventSpawners)
    {
        string str = eventSpawners ? "e_" : "b_";
        int    num = 0;

        foreach (SpawnSystem.SpawnData spawnData in spawners)
        {
            num++;
            if (spawnData.m_enabled && this.m_heightmap.HaveBiome(spawnData.m_biome))
            {
                int      stableHashCode = (str + spawnData.m_prefab.name + num.ToString()).GetStableHashCode();
                DateTime d        = new DateTime(this.m_nview.GetZDO().GetLong(stableHashCode, 0L));
                TimeSpan timeSpan = currentTime - d;
                int      num2     = Mathf.Min(spawnData.m_maxSpawned, (int)(timeSpan.TotalSeconds / (double)spawnData.m_spawnInterval));
                if (num2 > 0)
                {
                    this.m_nview.GetZDO().Set(stableHashCode, currentTime.Ticks);
                }
                for (int i = 0; i < num2; i++)
                {
                    if (UnityEngine.Random.Range(0f, 100f) <= spawnData.m_spawnChance)
                    {
                        if ((!string.IsNullOrEmpty(spawnData.m_requiredGlobalKey) && !ZoneSystem.instance.GetGlobalKey(spawnData.m_requiredGlobalKey)) || (spawnData.m_requiredEnvironments.Count > 0 && !EnvMan.instance.IsEnvironment(spawnData.m_requiredEnvironments)) || (!spawnData.m_spawnAtDay && EnvMan.instance.IsDay()) || (!spawnData.m_spawnAtNight && EnvMan.instance.IsNight()) || SpawnSystem.GetNrOfInstances(spawnData.m_prefab, Vector3.zero, 0f, eventSpawners, false) >= spawnData.m_maxSpawned)
                        {
                            break;
                        }
                        Vector3 vector;
                        Player  player;
                        if (this.FindBaseSpawnPoint(spawnData, this.m_nearPlayers, out vector, out player) && (spawnData.m_spawnDistance <= 0f || !SpawnSystem.HaveInstanceInRange(spawnData.m_prefab, vector, spawnData.m_spawnDistance)))
                        {
                            int   num3 = UnityEngine.Random.Range(spawnData.m_groupSizeMin, spawnData.m_groupSizeMax + 1);
                            float d2   = (num3 > 1) ? spawnData.m_groupRadius : 0f;
                            int   num4 = 0;
                            for (int j = 0; j < num3 * 2; j++)
                            {
                                Vector2 insideUnitCircle = UnityEngine.Random.insideUnitCircle;
                                Vector3 a = vector + new Vector3(insideUnitCircle.x, 0f, insideUnitCircle.y) * d2;
                                if (this.IsSpawnPointGood(spawnData, ref a))
                                {
                                    this.Spawn(spawnData, a + Vector3.up * spawnData.m_groundOffset, eventSpawners);
                                    num4++;
                                    if (num4 >= num3)
                                    {
                                        break;
                                    }
                                }
                            }
                            ZLog.Log(string.Concat(new object[]
                            {
                                "Spawned ",
                                spawnData.m_prefab.name,
                                " x ",
                                num4
                            }));
                        }
                    }
                }
            }
        }
    }