Exemple #1
0
 public void ServerPerformInteraction(InventoryApply interaction)
 {
     ToolUtils.ServerPlayToolSound(interaction);
     Spawn.ServerPrefab(CommonPrefabs.Instance.Metal, interaction.Performer.WorldPosServer().CutToInt(), transform.parent, count: 1,
                        scatterRadius: Spawn.DefaultScatterRadius, cancelIfImpassable: true);
     Inventory.ServerDespawn(interaction.FromSlot);
 }
Exemple #2
0
        public void ServerPerformInteraction(PositionalHandApply interaction)
        {
            wallPrefab.GetComponent <PosterBehaviour>().posterVariant = posterVariant;
            wallPrefab.GetComponent <Rotatable>().SetFaceDirectionLocalVictor((interaction.Performer.TileLocalPosition() - interaction.TargetPosition).To2Int());

            Spawn.ServerPrefab(wallPrefab, interaction.WorldPositionTarget.RoundToInt(),
                               interaction.Performer.transform.parent);

            Inventory.ServerDespawn(interaction.HandSlot);
        }
        public void ServerPerformInteraction(PositionalHandApply interaction)
        {
            wallPrefab.GetComponent <PosterBehaviour>().posterVariant = posterVariant;
            wallPrefab.GetComponent <Directional>().InitialDirection  = Orientation
                                                                        .From(interaction.Performer.TileWorldPosition() - interaction.WorldPositionTarget).AsEnum();

            Spawn.ServerPrefab(wallPrefab, interaction.WorldPositionTarget.RoundToInt(),
                               interaction.Performer.transform.parent);

            Inventory.ServerDespawn(interaction.HandSlot);
        }
Exemple #4
0
 public void ServerPerformInteraction(HandApply interaction)
 {
     // Checks to see if stackableMaterials is not true (false) if so just despawn the item in hand
     if (stackableMaterials != true)
     {
         Inventory.ServerDespawn(interaction.HandObject);
     }
     else
     {               // If stackableMaterials IS true then consume the amount set by material cost
         interaction.HandObject.GetComponent <Stackable>().ServerConsume(materialCost);
     }
     // Spawns assembly and despawns self
     Spawn.ServerPrefab(assembly, gameObject.RegisterTile().WorldPosition, transform.parent, count: 1);
     _ = Despawn.ServerSingle(gameObject);
 }
Exemple #5
0
        public virtual void Eat(PlayerScript eater, PlayerScript feeder)
        {
            //TODO: Reimplement metabolism.
            SoundManager.PlayNetworkedAtPos(sound, eater.WorldPos, sourceObj: eater.gameObject);

            var Stomachs = eater.playerHealth.GetStomachs();

            if (Stomachs.Count == 0)
            {
                //No stomachs?!
                return;
            }
            FoodContents.Divide(Stomachs.Count);
            foreach (var Stomach in Stomachs)
            {
                Stomach.StomachContents.Add(FoodContents.CurrentReagentMix.Clone());
            }


            var feederSlot = feeder.ItemStorage.GetActiveHandSlot();

            //If food has a stack component, decrease amount by one instead of deleting the entire stack.
            if (stackable != null)
            {
                stackable.ServerConsume(1);
            }
            else
            {
                Inventory.ServerDespawn(gameObject);
            }

            if (leavings != null)
            {
                var  leavingsInstance = Spawn.ServerPrefab(leavings).GameObject;
                var  pickupable       = leavingsInstance.GetComponent <Pickupable>();
                bool added            = Inventory.ServerAdd(pickupable, feederSlot);
                if (!added)
                {
                    //If stackable has leavings and they couldn't go in the same slot, they should be dropped
                    pickupable.CustomNetTransform.SetPosition(feeder.WorldPos);
                }
            }
        }
Exemple #6
0
        public void ServerPerformInteraction(PositionalHandApply interaction)
        {
            if (Validations.HasItemTrait(interaction.HandObject, CommonTraits.Instance.Wrench))
            {
                ToolUtils.ServerPlayToolSound(interaction);
                Spawn.ServerPrefab(CommonPrefabs.Instance.Metal, interaction.WorldPositionTarget.RoundToInt(), transform.parent, count: 1,
                                   scatterRadius: Spawn.DefaultScatterRadius, cancelIfImpassable: true);
                _ = Despawn.ServerSingle(gameObject);

                return;
            }

            void ProgressComplete()
            {
                Chat.AddExamineMsgFromServer(interaction.Performer,
                                             "You assemble a rack.");
                Spawn.ServerPrefab(rackPrefab, interaction.WorldPositionTarget.RoundToInt(),
                                   interaction.Performer.transform.parent);
                var handObj = interaction.HandObject;

                if (handObj != null && handObj.GetInstanceID() == gameObject.GetInstanceID()) // the rack parts were assembled from the hands, despawn in inventory-fashion
                {                                                                             // (note: instanceIDs used in case somebody starts assembling rack parts on the ground with rack parts in hand (which was not possible at the time this was written))
                    Inventory.ServerDespawn(interaction.HandSlot);
                }
                else                 // the rack parts were assembled from the ground, despawn in general fashion
                {
                    _ = Despawn.ServerSingle(gameObject);
                }
            }

            var bar = StandardProgressAction.Create(ProgressConfig, ProgressComplete)
                      .ServerStartProgress(interaction.WorldPositionTarget.RoundToInt(), 5f, interaction.Performer);

            if (bar != null)
            {
                Chat.AddExamineMsgFromServer(interaction.Performer, "You start constructing a rack...");
            }
        }