protected override Transform SpawnEdge(WallArchitect.Edge edge)
 {
     Transform transform = new GameObject("WallDefensiveEdge").transform;
     transform.transform.position = edge._p1;
     Vector3 vector = edge._p2 - edge._p1;
     Vector3 normalized = Vector3.Scale(vector, new Vector3(1f, 0f, 1f)).normalized;
     float y = Mathf.Tan(Vector3.Angle(vector, normalized) * 0.0174532924f) * this._logWidth;
     Quaternion rotation = Quaternion.LookRotation(Vector3.forward);
     for (int i = 0; i < edge._segments.Length; i++)
     {
         WallArchitect.HorizontalSegment horizontalSegment = edge._segments[i];
         Vector3 vector2 = horizontalSegment._p1;
         Transform transform2 = new GameObject("Segment" + i).transform;
         transform2.parent = transform;
         horizontalSegment._root = transform2;
         transform2.position = horizontalSegment._p1;
         float num = Vector3.Distance(horizontalSegment._p1, horizontalSegment._p2);
         int num2 = Mathf.RoundToInt(num / this._logWidth);
         Vector3 b = normalized * num / (float)num2;
         b.y = y;
         if (vector.y < 0f)
         {
             b.y *= -1f;
         }
         for (int j = 0; j < num2; j++)
         {
             Transform transform3 = base.NewLog(vector2, rotation);
             transform3.parent = transform2;
             this._newPool.Enqueue(transform3);
             vector2 += b;
         }
     }
     return transform;
 }
 protected override Transform SpawnEdge(WallArchitect.Edge edge)
 {
     Transform transform = new GameObject("StickFenceEdge").transform;
     transform.transform.position = edge._p1;
     transform.LookAt(edge._p2);
     Quaternion rotation = Quaternion.LookRotation(Vector3.forward);
     Quaternion rhs = Quaternion.FromToRotation(Vector3.up, Vector3.forward);
     for (int i = 0; i < edge._segments.Length; i++)
     {
         WallArchitect.HorizontalSegment horizontalSegment = edge._segments[i];
         Vector3 vector = horizontalSegment._p1;
         Vector3 vector2 = horizontalSegment._p2 - horizontalSegment._p1;
         Vector3 normalized = Vector3.Scale(vector2, new Vector3(1f, 0f, 1f)).normalized;
         float y = Mathf.Tan(Vector3.Angle(vector2, normalized) * 0.0174532924f) * this._logWidth * (float)this._spread;
         Transform transform2 = new GameObject("S" + i).transform;
         transform2.parent = transform;
         transform2.position = horizontalSegment._p1;
         transform2.LookAt(horizontalSegment._p2);
         horizontalSegment._root = transform2;
         bool flag = horizontalSegment._p1.y < horizontalSegment._p2.y;
         float num = Vector3.Distance(horizontalSegment._p1, horizontalSegment._p2);
         int num2 = Mathf.RoundToInt(num / (this._logWidth * (float)this._spread));
         if (num2 > 1)
         {
             num2--;
         }
         else
         {
             num2 = 1;
         }
         Vector3 vector3 = normalized * (num / (float)num2);
         vector3.y = y;
         if (!flag)
         {
             vector3.y *= -1f;
         }
         vector += vector3 / 2f;
         for (int j = 0; j < num2; j++)
         {
             Transform transform3 = base.NewLog(vector, rotation);
             transform3.localScale = Vector3.one;
             transform3.parent = transform2;
             this._newPool.Enqueue(transform3);
             vector += vector3;
         }
         Vector3 vector4 = new Vector3(0f, this._logLength * 0.45f, this._logWidth / 2f);
         Vector3 vector5 = new Vector3(0f, this._logLength * 0.8f, this._logWidth / 2f);
         vector4 += vector3 / 2f;
         vector5 += vector3 / 2f;
         Vector3 localScale = new Vector3(1f, num * 0.335f, 1f);
         Quaternion rotation2 = Quaternion.LookRotation(transform2.forward) * rhs;
         Debug.DrawRay(horizontalSegment._p1 + vector4, -transform2.up, Color.red);
         Transform transform4 = base.NewLog(horizontalSegment._p1 + vector4, rotation2);
         transform4.parent = transform2;
         transform4.localScale = localScale;
         this._newPool.Enqueue(transform4);
         transform4 = base.NewLog(horizontalSegment._p1 + vector5, rotation2);
         transform4.parent = transform2;
         transform4.localScale = localScale;
         this._newPool.Enqueue(transform4);
     }
     return transform;
 }
Exemple #3
0
        private IEnumerator PlaceGhostRoutine(bool chain)
        {
            BuildingTypes bType = this.CurrentBlueprint._type;

            yield return(null);

            if (this.CreateMode)
            {
                this.ShownPlace = false;
                this.CreateMode = false;
                if (!this.ToolsShown)
                {
                    base.SendMessage("BuildToolsTut");
                    this.ToolsShown = true;
                }
                TreeStructure ts = this._currentGhost.GetComponentInChildren <TreeStructure>();
                if (ts && this.TargetTree)
                {
                    if (this.TargetTree.CompareTag("conTree"))
                    {
                        ts.TreeId = this.TargetTree.parent.GetComponent <TreeHealth>().LodTree.GetComponentInChildren <CoopTreeId>().Id;
                    }
                    else
                    {
                        ts.TreeId = this.TargetTree.GetComponent <TreeHealth>().LodTree.GetComponentInChildren <CoopTreeId>().Id;
                    }
                    ts.enabled = true;
                    if (!BoltNetwork.isRunning)
                    {
                        Scene.ActiveMB.StartCoroutine(ts.OnDeserialized());
                    }
                }
                CoopConstructionEx     coopEx            = this._currentGhost.GetComponent <CoopConstructionEx>();
                WallArchitect          wallArch          = this.CurrentGhost.GetComponent <WallArchitect>();
                ICoopTokenConstruction tokenConstruction = this._currentGhost.GetComponent <ICoopTokenConstruction>();
                this.ParentEntity = this.GetParentEntity(this._currentGhost);
                if (BoltNetwork.isRunning && !wallArch)
                {
                    BoltEntity component = this._currentGhost.GetComponent <BoltEntity>();
                    if (tokenConstruction != null)
                    {
                        PlaceFoundationEx placeFoundationEx = PlaceFoundationEx.Create(GlobalTargets.OnlyServer);
                        placeFoundationEx.Position = this._currentGhost.transform.position;
                        placeFoundationEx.Rotation = this._currentGhost.transform.rotation;
                        placeFoundationEx.Prefab   = component.prefabId;
                        placeFoundationEx.Token    = tokenConstruction.CustomToken;
                        placeFoundationEx.Parent   = this.ParentEntity;
                        placeFoundationEx.Send();
                        UnityEngine.Object.Destroy(this._currentGhost);
                    }
                    else if (coopEx)
                    {
                        coopEx.SendMessage("OnSerializing");
                        CoopConstructionExToken coopConstructionExToken = this.GetCoopConstructionExToken(coopEx, this.ParentEntity);
                        PlaceFoundationEx       placeFoundationEx2      = PlaceFoundationEx.Create(GlobalTargets.OnlyServer);
                        placeFoundationEx2.Parent   = this.ParentEntity;
                        placeFoundationEx2.Position = this._currentGhost.transform.position;
                        placeFoundationEx2.Rotation = this._currentGhost.transform.rotation;
                        placeFoundationEx2.Prefab   = component.prefabId;
                        placeFoundationEx2.Token    = coopConstructionExToken;
                        placeFoundationEx2.Send();
                        UnityEngine.Object.Destroy(this._currentGhost);
                    }
                    else if (!this._currentGhost.GetComponent(typeof(IAnchorableStructure)) && component)
                    {
                        this._currentGhost.AddComponent <CoopDestroyPredictedGhost>();
                        this._currentGhost.AddComponent <destroyAfter>().destroyTime = 2f;
                        PlaceConstruction placeConstruction = PlaceConstruction.Create(GlobalTargets.OnlyServer);
                        placeConstruction.Parent   = this.ParentEntity;
                        placeConstruction.PrefabId = component.prefabId;
                        placeConstruction.Position = this._currentGhost.transform.position;
                        placeConstruction.Rotation = this._currentGhost.transform.rotation;
                        if (ts)
                        {
                            placeConstruction.TreeIndex = ts.TreeId;
                        }
                        placeConstruction.Send();
                        this._currentGhost.SendMessage("OnPlacingRemotely", SendMessageOptions.DontRequireReceiver);
                    }
                    else
                    {
                        this._currentGhost.SendMessage("OnPlaced", false, SendMessageOptions.DontRequireReceiver);
                    }
                }
                else
                {
                    this._currentGhost.SendMessage("OnPlaced", false, SendMessageOptions.DontRequireReceiver);
                    this._currentGhost.transform.Find("Trigger").gameObject.SetActive(true);
                    Transform transform = this._currentGhost.transform.Find("LastBuiltLocation");
                    if (transform)
                    {
                        transform.gameObject.SetActive(true);
                    }
                    if (this.ParentEntity)
                    {
                        DynamicBuilding component2 = this.ParentEntity.GetComponent <DynamicBuilding>();
                        this._currentGhost.transform.parent = ((!component2 || !component2._parentOverride) ? this.ParentEntity.transform : component2._parentOverride);
                    }
                }
                this.ClearReferences(!chain);
                LocalPlayer.Sfx.PlayPlaceGhost();
                this.RefreshGrabber();
                yield return(YieldPresets.WaitPointFiveSeconds);

                if (chain)
                {
                    this.MultiPlaceAction(bType);
                }
            }
            yield break;
        }
 protected override Transform SpawnEdge(WallArchitect.Edge edge)
 {
     Transform transform = new GameObject("StickFenceEdge").transform;
     transform.transform.position = edge._p1;
     transform.LookAt(edge._p2);
     Quaternion quaternion = Quaternion.LookRotation(Vector3.forward);
     Quaternion rhs = Quaternion.FromToRotation(Vector3.up, Vector3.forward);
     for (int i = 0; i < edge._segments.Length; i++)
     {
         WallArchitect.HorizontalSegment horizontalSegment = edge._segments[i];
         Vector3 position = horizontalSegment._p1;
         Vector3 vector = Vector3.Lerp(horizontalSegment._p1, horizontalSegment._p2, 0.5f);
         Vector3 vector2 = new Vector3(0f, this._logLength, 0f);
         Vector3 vector3 = horizontalSegment._p2 - horizontalSegment._p1;
         Vector3 normalized = Vector3.Scale(vector3, new Vector3(1f, 0f, 1f)).normalized;
         float y = Mathf.Tan(Vector3.Angle(vector3, normalized) * 0.0174532924f) * this._logWidth * (float)this._spread;
         Transform transform2 = new GameObject("S" + i).transform;
         transform2.parent = transform;
         transform2.position = horizontalSegment._p1;
         transform2.LookAt(horizontalSegment._p2);
         horizontalSegment._root = transform2;
         bool flag = horizontalSegment._p1.y < horizontalSegment._p2.y;
         float num = Vector3.Distance(horizontalSegment._p1, horizontalSegment._p2);
         int num2 = 4;
         Vector3 vector4 = normalized * (num / (float)num2);
         vector4.y = y;
         if (!flag)
         {
             vector4.y *= -1f;
         }
         for (int j = 0; j < num2; j++)
         {
             Transform transform3;
             switch (j)
             {
             case 0:
                 transform3 = base.NewLog(position, Quaternion.LookRotation(Vector3.Lerp(horizontalSegment._p1, horizontalSegment._p2, 0.1f) + vector2 - horizontalSegment._p1) * rhs);
                 Debug.DrawLine(Vector3.Lerp(horizontalSegment._p1, horizontalSegment._p2, 0.1f) + vector2, horizontalSegment._p1, Color.red);
                 break;
             case 1:
                 position = vector;
                 transform3 = base.NewLog(position, Quaternion.LookRotation(Vector3.Lerp(horizontalSegment._p1, horizontalSegment._p2, 0.35f) + vector2 - vector) * rhs);
                 Debug.DrawLine(Vector3.Lerp(horizontalSegment._p1, horizontalSegment._p2, 0.35f) + vector2, vector, Color.blue);
                 break;
             case 2:
                 position = vector;
                 transform3 = base.NewLog(position, Quaternion.LookRotation(Vector3.Lerp(horizontalSegment._p1, horizontalSegment._p2, 0.7f) + vector2 - vector) * rhs);
                 Debug.DrawLine(Vector3.Lerp(horizontalSegment._p1, horizontalSegment._p2, 0.7f) + vector2, vector, Color.green);
                 break;
             default:
                 position = horizontalSegment._p2;
                 transform3 = base.NewLog(position, Quaternion.LookRotation(Vector3.Lerp(horizontalSegment._p1, horizontalSegment._p2, 0.9f) + vector2 - horizontalSegment._p2) * rhs);
                 Debug.DrawLine(Vector3.Lerp(horizontalSegment._p1, horizontalSegment._p2, 0.9f) + vector2, horizontalSegment._p2, Color.yellow);
                 break;
             }
             transform3.name = "v" + j;
             transform3.parent = transform2;
             this._newPool.Enqueue(transform3);
         }
         Vector3 vector5 = new Vector3(0f, this._logLength * 0.4f, this._logWidth / 2f);
         Vector3 b = vector5 + (horizontalSegment._p2 - horizontalSegment._p1) / 2f;
         Quaternion rotation = Quaternion.LookRotation(vector + vector2 * 0.6f - (horizontalSegment._p1 + vector5)) * rhs;
         Transform transform4 = base.NewLog(horizontalSegment._p1 + vector5, rotation);
         transform4.name = "h1";
         transform4.parent = transform2;
         this._newPool.Enqueue(transform4);
         transform4 = base.NewLog(horizontalSegment._p1 + b, rotation);
         transform4.name = "h2";
         transform4.parent = transform2;
         this._newPool.Enqueue(transform4);
         Quaternion rotation2 = Quaternion.LookRotation(horizontalSegment._p1 + vector2 * 0.8f - vector) * rhs;
         Transform transform5 = base.NewLog(vector, rotation2);
         transform5.name = "d1";
         transform5.parent = transform2;
         this._newPool.Enqueue(transform5);
         transform5 = base.NewLog(horizontalSegment._p2, rotation2);
         transform5.name = "d2";
         transform5.parent = transform2;
         this._newPool.Enqueue(transform5);
     }
     return transform;
 }
Exemple #5
0
 protected virtual Transform SpawnEdge(WallArchitect.Edge edge)
 {
     Transform transform = new GameObject("WallEdge").transform;
     transform.transform.position = edge._p1;
     Vector3 b = new Vector3(0f, this._logWidth * 0.95f, 0f);
     for (int i = 0; i < edge._segments.Length; i++)
     {
         WallArchitect.HorizontalSegment horizontalSegment = edge._segments[i];
         Quaternion rotation = Quaternion.LookRotation(horizontalSegment._axis);
         Vector3 vector = horizontalSegment._p1;
         Transform transform2 = new GameObject("Segment" + i).transform;
         transform2.parent = transform;
         transform2.LookAt(horizontalSegment._axis);
         horizontalSegment._root = transform2;
         transform2.position = horizontalSegment._p1;
         Vector3 localScale = new Vector3(1f, 1f, horizontalSegment._length / this._logLength);
         Vector3 vector2 = new Vector3(1f, 1f, 0.31f + (localScale.z - 1f) / 2f);
         float num = 1f - vector2.z / localScale.z;
         for (int j = 0; j < 5; j++)
         {
             Transform transform3 = this.NewLog(vector, rotation);
             transform3.parent = transform2;
             this._newPool.Enqueue(transform3);
             transform3.localScale = localScale;
             vector += b;
         }
     }
     return transform;
 }