public UnturnedZombie(Zombie zombie) { Zombie = zombie; Asset = UnturnedZombieAsset.Instance; State = NullEntityState.Instance; Transform = new UnityTransform(zombie.transform); EntityInstanceId = zombie.id.ToString(); }
public UnturnedAnimal(Animal animal) { Animal = animal; Asset = new UnturnedAnimalAsset(animal.asset); State = NullEntityState.Instance; Transform = new UnityTransform(animal.transform); EntityInstanceId = animal.id.ToString(); }
public UnturnedVehicle(InteractableVehicle vehicle) { Vehicle = vehicle; Asset = new UnturnedVehicleAsset(vehicle.asset); State = new UnturnedVehicleState(vehicle); Transform = new UnityTransform(vehicle.transform); VehicleInstanceId = vehicle.instanceID.ToString(); Ownership = new UnturnedVehicleOwnership(vehicle); }
public UnturnedStructureBuildable(StructureData data, StructureDrop drop) { StructureData = data; StructureDrop = drop; Asset = new UnturnedBuildableAsset(data.structure.asset); Transform = new UnityTransform(drop.model); State = new UnturnedBuildableState(data.structure); Ownership = new UnturnedBuildableOwnership(data); BuildableInstanceId = drop.instanceID.ToString(); }
public RustEntity(BaseEntity entity) { Entity = entity; Transform = new UnityTransform(entity.transform); EntityInstanceId = entity.GetInstanceID().ToString(); // Rust todo: asset and state impl State = new RustEntityState(entity); Asset = null; }
public RustBuildingBlock(BuildingBlock buildingBlock) { BuildingBlock = buildingBlock; Asset = new RustBaseNetworkableAsset(buildingBlock, RustBaseNetworkableAsset.BuildingBlock); Transform = new UnityTransform(buildingBlock.transform); State = new RustBuildingBlockState(buildingBlock); BuildableInstanceId = buildingBlock.GetInstanceID().ToString(); // Rust todo: set Ownership }
protected internal UnturnedPlayer(Player player) { Asset = UnturnedPlayerAsset.Instance; State = NullEntityState.Instance; Inventory = new UnturnedPlayerInventory(Player); Transform = new UnityTransform(player.transform); Player = player; SteamPlayer = Player.channel.owner; SteamId = SteamPlayer.playerID.steamID; EntityInstanceId = SteamId.ToString(); }
public UnturnedBarricadeBuildable(BarricadeData data, BarricadeDrop drop) { BarricadeData = data; BarricadeDrop = drop; Asset = new UnturnedBuildableAsset(drop.asset); Transform = new UnityTransform(drop.model); State = new UnturnedBuildableState(data.barricade); Ownership = new UnturnedBuildableOwnership(data); BuildableInstanceId = drop.instanceID.ToString(); Interactable = drop.interactable; }
/// <summary> /// Return the Quaternion data for the given key (or the defined defaultValue if nothing found). /// </summary> public UnityTransform GetUnityTransform(string key, UnityTransform defaultValue = new UnityTransform()) { var tr = new UnityTransform(); try { if (storage.ContainsKey(key)) { List <float> dataList = (List <float>)storage[key]; tr.position.x = dataList[0]; tr.position.y = dataList[1]; tr.position.z = dataList[2]; tr.localPosition.x = dataList[3]; tr.localPosition.y = dataList[4]; tr.localPosition.z = dataList[5]; tr.localScale.x = dataList[6]; tr.localScale.y = dataList[7]; tr.localScale.z = dataList[8]; tr.lossyScale.x = dataList[9]; tr.lossyScale.y = dataList[10]; tr.lossyScale.z = dataList[11]; tr.rotation.x = dataList[12]; tr.rotation.y = dataList[13]; tr.rotation.z = dataList[14]; tr.rotation.w = dataList[15]; tr.localRotation.x = dataList[16]; tr.localRotation.y = dataList[17]; tr.localRotation.z = dataList[18]; tr.localRotation.w = dataList[19]; tr.eulerAngles.x = dataList[20]; tr.eulerAngles.y = dataList[21]; tr.eulerAngles.z = dataList[22]; tr.localEulerAngles.x = dataList[23]; tr.localEulerAngles.y = dataList[24]; tr.localEulerAngles.z = dataList[25]; return(tr); } } catch (System.Exception) { Warning("[Easy File Save] GetUnityTransform error using key: " + key); } return(defaultValue); }
public UnturnedItemDrop(ItemRegion region, ItemDrop itemDrop) { Item = new UnturnedItem(itemDrop.interactableItem.item); Transform = new UnityTransform(itemDrop.model); Region = region; }
public RustNetworkableTransform(BaseNetworkable baseNetworkable) { m_BaseNetworkable = baseNetworkable; m_UnityTransform = new UnityTransform(baseNetworkable.transform); }