Esempio n. 1
0
        public string PickCameraSpawnPoint(string spawnGroups)
        {
            coSimObject spawnpoint = null;

            String[] lspawngroups = spawnGroups.Split(' ');

            foreach (coSimSet group in lspawngroups)
            {
                if (!group.isObject())
                {
                    continue;
                }
                spawnpoint = group.getRandom();
                if (spawnpoint.isObject())
                {
                    return(spawnpoint);
                }
            }
            coSpawnSphere DefaultCameraSpawnSphere = "DefaultCameraSpawnSphere";

            if (!DefaultCameraSpawnSphere.isObject())
            {
                Torque_Class_Helper spawn = new Torque_Class_Helper("SpawnSphere", "DefaultCameraSpawnSphere");
                spawn.Props.Add("dataBlock", "SpawnSphereMarker");
                spawn.PropsAddString("spawnClass", Game__DefaultCameraClass);
                spawn.PropsAddString("spawnDatablock", Game__DefaultCameraDataBlock);
                coSpawnSphere spawnobj = spawn.Create();

                ((coSimSet)"MissionCleanup").pushToBack(spawnobj);
            }

            return(DefaultCameraSpawnSphere);
        }
Esempio n. 2
0
        public TransformF PointInSpawnSphere(coPlayer objectToSpawn, coSpawnSphere spawnSphere)
        {
            bool spawnLocationFound = false;
            int  attemptsToSpawn    = 0;

            TransformF spherLocationP3F = new TransformF();


            while (!spawnLocationFound && attemptsToSpawn < 5)
            {
                spherLocationP3F = spawnSphere.getTransform();

                Random r = new Random();

                float angleY  = (float)tMath.mDegToRad((r.NextDouble() * 100) * tMath.M_2PI_F);
                float angleXZ = (float)tMath.mDegToRad((r.NextDouble() * 100) * tMath.M_2PI_F);

                int radius = spawnSphere["radius"].AsInt();
                spherLocationP3F.MPosition.x += (float)(Math.Cos(angleY) * Math.Sin(angleXZ) * (r.Next(radius * -1, radius)));
                spherLocationP3F.MPosition.y += (float)(Math.Cos(angleXZ) * (r.Next(radius * -1, radius)));
                spawnLocationFound            = true;

                // Now have to check that another object doesn't already exist at this spot.
                // Use the bounding box of the object to check if where we are about to spawn in is
                // clear.


                TransformF boundingboxsize = new TransformF(((coSimDataBlock)objectToSpawn.getDataBlock())["boundingBox"]);
                float      searchRadius    = boundingboxsize.MPosition.x;
                float      boxSizeY        = boundingboxsize.MPosition.y;
                if (boxSizeY > searchRadius)
                {
                    searchRadius = boxSizeY;
                }
                List <UInt32> objectsfound = console.ContainerRadiusSearch(spherLocationP3F.MPosition, searchRadius, (UInt32)SceneObjectTypesAsUint.PlayerObjectType, false);
                if (objectsfound.Count > 0)
                {
                    spawnLocationFound = false;
                }

                attemptsToSpawn++;
            }
            if (!spawnLocationFound)
            {
                spherLocationP3F = spawnSphere.getTransform();
                console.warn("WARNING: Could not spawn player after 5 times");
            }
            return(spherLocationP3F);
        }