Exemple #1
0
    // Spawn drones from each start location to each destination location
    void SpawnDrones()
    {
        //FIXME: This is an ugly fix for not spawning on each other
        Vector3 space = new Vector3(0, 0, 70);

        for (int j = 0; j < drones_per_location; j++)
        {
            for (int i = 0; i < spawn_locations.Length; i++)
            {
                GameObject droneInstance = (GameObject)Instantiate(drone, spawn_locations[i].position + (space * j), spawn_locations[i].rotation);
                droneInstance.tag = "Npc";
                if (TeamHelper.IsSameTeam(gameObject.layer, 8))
                {
                    droneInstance.layer = 8;
                }
                else
                {
                    droneInstance.layer = 11;
                }

                // Propagate layer
                TeamHelper.PropagateLayer(droneInstance, droneInstance.layer);
                GameObject triggerObject = droneInstance.transform.FindChild("Trigger").gameObject;
                triggerObject.layer = 3;

                droneInstance.GetComponent <GunSwitcher>().LayerChanged();

                DroneBehaviour behav = droneInstance.GetComponent <DroneBehaviour>();
                behav.target = destination[i];

                this.networkSyncDroneSpawn(droneInstance);
            }
        }
    }
Exemple #2
0
    private void SetObjectLayerRPC(NetworkViewID owner, int objectID, int layer)
    {
        //Debug.Log("SetObjectLayerRPC received.");

        GameObject obj = base.GetObject(owner, objectID);

        obj.name  = "Player_" + layer;
        obj.layer = layer;
        TeamHelper.PropagateLayer(obj, layer);
    }
Exemple #3
0
    /// <summary>
    /// Initializes the server-side objects.
    /// </summary>
    private void createServerSideObjects()
    {
        Player server = new Player(base.NetworkControl.LocalViewID, Network.player);

        base.NetworkControl.Players.Add(server.ID, server);
        base.ObjectTables.AddPlayerTable(server);
        Debug.Log("Created server player: " + server.ID);

        Player serverPlayer = base.NetworkControl.ThisPlayer;

        // Initialize the starting positions of the motherships.
        Vector3 team1MothershipPos = new Vector3(2000, 0, 0);
        Vector3 team2MothershipPos = new Vector3(-2000, 0, 0);

        // Initialize te motherships.
        GameObject team1Mothership = (GameObject)GameObject.Instantiate(
            this.MothershipPrefab, team1MothershipPos, Quaternion.identity
            );
        GameObject team2Mothership = (GameObject)GameObject.Instantiate(
            this.MothershipPrefab, team2MothershipPos, Quaternion.identity
            );

        // Assign teams to the motherships.
        TeamHelper.PropagateLayer(team1Mothership, (int)Layers.Team1Mothership);
        TeamHelper.PropagateLayer(team2Mothership, (int)Layers.Team2Mothership);
        team1Mothership.name = "Team1Mothership";
        team2Mothership.name = "Team2Mothership";

        // Generate object IDs for the motherships.
        int team1MothershipID = base.GUIDGenerator.GenerateID();
        int team2MothershipID = base.GUIDGenerator.GenerateID();

        // Assign some values.
        ObjectSync team1MSObjSync = team1Mothership.GetComponent <ObjectSync>();

        team1MSObjSync.Type = ObjectSyncType.Mothership;
        team1MSObjSync.AssignID(serverPlayer, team1MothershipID);
        HealthControl team1MSHealthControl = team1Mothership.GetComponent <HealthControl>();

        team1MSHealthControl.DrawHealthInfo = false;

        ObjectSync team2MSObjSync = team2Mothership.GetComponent <ObjectSync>();

        team2MSObjSync.Type = ObjectSyncType.Mothership;
        team2MSObjSync.AssignID(serverPlayer, team2MothershipID);
        HealthControl team2MSHealthControl = team2Mothership.GetComponent <HealthControl>();

        team2MSHealthControl.DrawHealthInfo = false;

        base.ObjectTables.AddPlayerObject(serverPlayer, team1MothershipID, team1Mothership);
        base.ObjectTables.AddPlayerObject(serverPlayer, team2MothershipID, team2Mothership);
    }
Exemple #4
0
    private void CreateDroneRPC(NetworkViewID owner, int objectID, Vector3 position, int layer)
    {
        GameObject drone = (GameObject)GameObject.Instantiate(this.AIDronePrefab, position, Quaternion.identity);

        //ObjectSync objSync = drone.GetComponent<ObjectSync>();
        drone.GetComponent <HealthControl>().DrawHealthInfo = false;
        //drone.GetComponent<DroneBehaviour>().enabled = false;
        //drone.GetComponent<NpcListUpdater>().enabled = false;
        //drone.GetComponent<MovingObjectSync>().SuppressVelocitySync = true;

        TeamHelper.PropagateLayer(drone, layer);

        base.AddToObjectTables(drone, owner, objectID);
    }
Exemple #5
0
    private void CreatePlayerShipRPC(NetworkViewID playerID, int objectID, NetworkMessageInfo info)
    {
        Debug.Log("Create player ship RPC received!");

        Player owner = base.NetworkControl.Players[playerID];

        // Create the player ship.
        GameObject playerShip = (GameObject)GameObject.Instantiate(this.PlayerPrefab);

        TeamHelper.PropagateLayer(playerShip, (int)owner.Team);

        if (base.NetworkControl.LocalViewID == playerID)
        {
            // Set variables for when this ship is controlled by the client receiving the RPC.
            base.ObjectTables.ThisPlayerObjects.PlayerShipID     = objectID;
            playerShip.GetComponentInChildren <Camera>().enabled = true;
        }
        else
        {
            // Disable components that mostly has to do with interface and controls for when the
            // ship is controlled by another player.
            playerShip.GetComponentInChildren <Camera>().enabled        = false;
            playerShip.GetComponentInChildren <AudioListener>().enabled = false;
            playerShip.GetComponent <ShipControl>().enabled             = false;
            playerShip.GetComponent <SoftwareMouse>().enabled           = false;
            playerShip.GetComponent <HUD>().enabled = false;
            playerShip.GetComponent <PlayerHealthControl>().DrawHealthInfo     = false;
            playerShip.GetComponentInChildren <ThirdPersonCrosshair>().enabled = false;
        }

        // Set object type.
        ObjectSync objSync = playerShip.GetComponent <ObjectSync>();

        objSync.Type = ObjectSyncType.PlayerShip;

        // Set spawn point reference.
        Player     player       = this.NetworkControl.Players[playerID];
        int        spawnPointID = this.ObjectTables.PlayerObjects[player].PlayerSpawnPointID;
        GameObject spawnPoint   = this.ObjectTables.GetPlayerObject(player, spawnPointID);

        playerShip.GetComponent <PlayerHealthControl>().RespawnPoint = spawnPoint.GetComponent <PlayerRespawner>();
        spawnPoint.GetComponent <PlayerRespawner>().AttachPlayer(playerShip);

        // Add to global object tables.
        base.ObjectTables.PlayerObjects[owner].PlayerShipID = objectID;
        base.AddToObjectTables(playerShip, playerID, objectID);
    }
Exemple #6
0
    private void CreateMothershipRPC(NetworkViewID owner, int objectID, int layer)
    {
        //Debug.Log("Received CreateMothershipRPC");

        GameObject motherShip = (GameObject)GameObject.Instantiate(this.MothershipPrefab);

        motherShip.GetComponent <DroneSpawn>().enabled = false;
        //motherShip.GetComponent<MovingObjectSync>().SuppressVelocitySync = true;

        TeamHelper.PropagateLayer(motherShip, layer);

        if (motherShip.layer == (int)Layers.Team1Mothership)
        {
            motherShip.name = "Team1Mothership";
        }
        else if (motherShip.layer == (int)Layers.Team2Mothership)
        {
            motherShip.name = "Team2Mothership";
        }

        base.AddToObjectTables(motherShip, owner, objectID);
    }