private void KeyPress(SynapseEventArguments.PlayerKeyPressEventArgs ev) { var pos = ev.Player.Position; pos.y += 5; switch (ev.KeyCode) { case KeyCode.Alpha1: foreach (var player in SynapseController.Server.Players) { if (player != ev.Player) { ev.Player.Scp173Controller.IgnoredPlayers.Add(player); } } break; case KeyCode.Alpha2: foreach (var door in Api.Map.Get.Doors.Where(x => x.DoorType == Enum.DoorType.Airlock)) { door.Position = pos; } break; case KeyCode.Alpha3: Api.Map.Get.GetDoor(Enum.DoorType.Gate_B).Position = pos; break; case KeyCode.Alpha4: Api.Map.Get.GetDoor(Enum.DoorType.LCZ_012).Position = pos; break; case KeyCode.Alpha5: foreach (var door in Api.Map.Get.Doors) { door.Rotation = ev.Player.transform.rotation; } break; } }
private void KeyPress(SynapseEventArguments.PlayerKeyPressEventArgs ev) { switch (ev.KeyCode) { case KeyCode.Alpha1: foreach (var pref in NetworkManager.singleton.spawnPrefabs) { Logger.Get.Debug(pref.name); } break; case KeyCode.Alpha2: var schematic = new SynapseSchematic { ID = 3, Name = "test", PrimitiveObjects = new System.Collections.Generic.List <SynapseSchematic.PrimitiveConfiguration> { new SynapseSchematic.PrimitiveConfiguration { Color = Color.red, Position = new Vector3(0f, -1f, 0f), PrimitiveType = PrimitiveType.Capsule, Rotation = Vector3.zero, Scale = Vector3.one * 2 }, new SynapseSchematic.PrimitiveConfiguration { Color = Color.gray, Position = new Vector3(0f, 2f, 0f), PrimitiveType = PrimitiveType.Cube, Rotation = new Vector3(45f, 45f, 45f), Scale = Vector3.one }, }, LightObjects = new System.Collections.Generic.List <SynapseSchematic.LightSourceConfiguration> { new SynapseSchematic.LightSourceConfiguration { Color = Color.green, LightIntensity = 1, LightRange = 100, LightShadows = true, Position = new Vector3(1f, 0f, 0f), Rotation = Vector3.zero, Scale = Vector3.one } }, TargetObjects = new System.Collections.Generic.List <SynapseSchematic.TargetConfiguration> { new SynapseSchematic.TargetConfiguration { Position = new Vector3(3f, 0f, 0f), Rotation = Vector3.zero, Scale = Vector3.one } }, ItemObjects = new System.Collections.Generic.List <SynapseSchematic.ItemConfiguration> { new SynapseSchematic.ItemConfiguration { ItemType = ItemType.MicroHID, Position = new Vector3(0f, 5f, 0f), Rotation = Vector3.zero, Scale = Vector3.one * 4, CanBePickedUp = true, } }, WorkStationObjects = new System.Collections.Generic.List <SynapseSchematic.WorkStationConfiguration> { new SynapseSchematic.WorkStationConfiguration { Position = new Vector3(-2f, 0f, 0f), Rotation = Vector3.zero, Scale = Vector3.one, UpdateEveryFrame = true } }, DoorObjects = new System.Collections.Generic.List <SynapseSchematic.DoorConfiguration> { new SynapseSchematic.DoorConfiguration { Position = new Vector3(0f, 0f, -3f), Rotation = Vector3.zero, Scale = Vector3.one * 2, DoorType = Enum.SpawnableDoorType.LCZ, Locked = true, Open = true, UpdateEveryFrame = true } } }; var sobj = SchematicHandler.Get.SpawnSchematic(schematic, ev.Player.Position); MEC.Timing.CallDelayed(5f, () => sobj.Scale = Vector3.one * 0.5f); MEC.Timing.CallDelayed(10f, () => sobj.ApplyPhysics()); SchematicHandler.Get.SaveSchematic(schematic, "Key2"); break; case KeyCode.Alpha3: foreach (var ob in SynapseController.Server.Map.SynapseObjects) { Logger.Get.Debug(ob.GameObject.name); } break; case KeyCode.Alpha4: ev.Player.ArtificialHealth = 100; break; } }
private void KeyPress(SynapseEventArguments.PlayerKeyPressEventArgs ev) { switch (ev.KeyCode) { case KeyCode.Alpha1: var schematic = SchematicHandler.Get.SpawnSchematic(new SynapseSchematic() { PrimitiveObjects = new List <SynapseSchematic.PrimitiveConfiguration> { new SynapseSchematic.PrimitiveConfiguration { PrimitiveType = PrimitiveType.Cube, Scale = new SerializedVector3(1f, 2f, 0.01f), Position = Vector3.zero, Rotation = Quaternion.identity, Color = Color.white } }, CustomAttributes = new List <string> { "MapTeleporter:1:Outside:0:-45:0" } }, ev.Player.Position); break; case KeyCode.Alpha2: Items.ItemManager.Get.SetSchematicForVanillaItem(ItemType.Coin, new SynapseSchematic { PrimitiveObjects = new List <SynapseSchematic.PrimitiveConfiguration> { new SynapseSchematic.PrimitiveConfiguration { PrimitiveType = PrimitiveType.Sphere, Color = Color.blue, Position = Vector3.zero, Rotation = Quaternion.identity, Scale = Vector3.one * 0.1f, }, }, ItemObjects = new List <SynapseSchematic.ItemConfiguration> { new SynapseSchematic.ItemConfiguration { ItemType = ItemType.Medkit, CanBePickedUp = true, Rotation = Quaternion.identity, Scale = Vector3.one * 0.5f, Position = Vector3.up * 0.7f, Attachments = 0, Durabillity = 0, } } }); break; case KeyCode.Alpha3: var turret = new Turret(ev.Player.Position); turret.ShootAutomatic = true; break; } }