コード例 #1
0
ファイル: SimpleLoot.cs プロジェクト: riverruls/rust2x
        private object OnLootSpawn(LootContainer lootContainer)
        {
            if (lootContainer?.inventory?.itemList == null)
            {
                return(null);
            }

            foreach (var item in lootContainer.inventory.itemList.ToList())
            {
                item.RemoveFromWorld();
                item.RemoveFromContainer();
            }

            lootContainer.PopulateLoot();

            foreach (var item in lootContainer.inventory.itemList.ToList())
            {
                var itemBlueprint = ItemManager.FindItemDefinition(item.info.shortname).Blueprint;
                if (_configuration.ReplaceItems && itemBlueprint != null && itemBlueprint.isResearchable)
                {
                    var slot = item.position;
                    item.RemoveFromWorld();
                    item.RemoveFromContainer();
                    var blueprint = ItemManager.CreateByName("blueprintbase");
                    blueprint.blueprintTarget = item.info.itemid;
                    blueprint.MoveToContainer(lootContainer.inventory, slot);
                }
                else
                {
                    object multiplier;
                    if (_configuration.Multipliers.TryGetValue(item.info.shortname, out multiplier))
                    {
                        item.amount *= Convert.ToInt32(multiplier);
                    }
                }
            }

            if (lootContainer.shouldRefreshContents)
            {
                lootContainer.Invoke(new Action(lootContainer.SpawnLoot), UnityEngine.Random.Range(lootContainer.minSecondsBetweenRefresh, lootContainer.maxSecondsBetweenRefresh));
            }

            return(true);
        }
コード例 #2
0
        object OnLootSpawn(LootContainer container)
        {
            if (INIT)
            {
                if (container?.inventory?.itemList == null)
                {
                    return(null);
                }

                if (!IsLootContainerEnabled(container))
                {
                    return(null);
                }

                RepopulateContainer(container);

                // Debug msg
                if (Convert.ToBoolean(Config["DeveloperDebug", "_EnableLogs"]) && Convert.ToBoolean(Config["DeveloperDebug", "LootRefresh"]))
                {
                    string debugs = "Repopulated: " + container.ToString() + " : isLootable[" + container.isLootable + "]"; Puts(debugs);
                }

                if (container.shouldRefreshContents && container.isLootable)
                {
                    // Debug msg
                    if (Convert.ToBoolean(Config["DeveloperDebug", "_EnableLogs"]) && Convert.ToBoolean(Config["DeveloperDebug", "LootRefresh"]))
                    {
                        string debugs = "Invoked refresh on " + container.ToString(); Puts(debugs);
                    }

                    container.Invoke(new Action(container.SpawnLoot), UnityEngine.Random.Range(container.minSecondsBetweenRefresh, container.maxSecondsBetweenRefresh));
                }
                return(container);
            }
            return(null);
        }
コード例 #3
0
    public override void OnKilled(HitInfo info)
    {
        if (this.isClient)
        {
            return;
        }
        this.CreateExplosionMarker(10f);
        Effect.server.Run(this.explosionEffect.resourcePath, ((Component)this).get_transform().get_position(), Vector3.get_up(), (Connection)null, true);
        Vector3          inheritVelocity = Vector3.op_Multiply(Vector3.op_Multiply(this.myAI.GetLastMoveDir(), this.myAI.GetMoveSpeed()), 0.75f);
        List <ServerGib> gibs            = ServerGib.CreateGibs(this.servergibs.resourcePath, ((Component)this).get_gameObject(), ((ServerGib)this.servergibs.Get().GetComponent <ServerGib>())._gibSource, inheritVelocity, 3f);

        for (int index = 0; index < 12 - this.maxCratesToSpawn; ++index)
        {
            BaseEntity entity = GameManager.server.CreateEntity(this.fireBall.resourcePath, ((Component)this).get_transform().get_position(), ((Component)this).get_transform().get_rotation(), true);
            if (Object.op_Implicit((Object)entity))
            {
                float   num1         = 3f;
                float   num2         = 10f;
                Vector3 onUnitSphere = Random.get_onUnitSphere();
                ((Component)entity).get_transform().set_position(Vector3.op_Addition(Vector3.op_Addition(((Component)this).get_transform().get_position(), new Vector3(0.0f, 1.5f, 0.0f)), Vector3.op_Multiply(onUnitSphere, Random.Range(-4f, 4f))));
                Collider component = (Collider)((Component)entity).GetComponent <Collider>();
                entity.Spawn();
                entity.SetVelocity(Vector3.op_Addition(inheritVelocity, Vector3.op_Multiply(onUnitSphere, Random.Range(num1, num2))));
                foreach (ServerGib serverGib in gibs)
                {
                    Physics.IgnoreCollision(component, (Collider)serverGib.GetCollider(), true);
                }
            }
        }
        for (int index = 0; index < this.maxCratesToSpawn; ++index)
        {
            Vector3    onUnitSphere = Random.get_onUnitSphere();
            Vector3    pos          = Vector3.op_Addition(Vector3.op_Addition(((Component)this).get_transform().get_position(), new Vector3(0.0f, 1.5f, 0.0f)), Vector3.op_Multiply(onUnitSphere, Random.Range(2f, 3f)));
            BaseEntity entity1      = GameManager.server.CreateEntity(this.crateToDrop.resourcePath, pos, Quaternion.LookRotation(onUnitSphere), true);
            entity1.Spawn();
            LootContainer lootContainer = entity1 as LootContainer;
            if (Object.op_Implicit((Object)lootContainer))
            {
                lootContainer.Invoke(new Action(lootContainer.RemoveMe), 1800f);
            }
            Collider  component = (Collider)((Component)entity1).GetComponent <Collider>();
            Rigidbody rigidbody = (Rigidbody)((Component)entity1).get_gameObject().AddComponent <Rigidbody>();
            rigidbody.set_useGravity(true);
            rigidbody.set_collisionDetectionMode((CollisionDetectionMode)2);
            rigidbody.set_mass(2f);
            rigidbody.set_interpolation((RigidbodyInterpolation)1);
            rigidbody.set_velocity(Vector3.op_Addition(inheritVelocity, Vector3.op_Multiply(onUnitSphere, Random.Range(1f, 3f))));
            rigidbody.set_angularVelocity(Vector3Ex.Range(-1.75f, 1.75f));
            rigidbody.set_drag((float)(0.5 * ((double)rigidbody.get_mass() / 5.0)));
            rigidbody.set_angularDrag((float)(0.200000002980232 * ((double)rigidbody.get_mass() / 5.0)));
            FireBall entity2 = GameManager.server.CreateEntity(this.fireBall.resourcePath, (Vector3)null, (Quaternion)null, true) as FireBall;
            if (Object.op_Implicit((Object)entity2))
            {
                entity2.SetParent(entity1, false, false);
                entity2.Spawn();
                ((Rigidbody)((Component)entity2).GetComponent <Rigidbody>()).set_isKinematic(true);
                ((Collider)((Component)entity2).GetComponent <Collider>()).set_enabled(false);
            }
            ((Component)entity1).SendMessage("SetLockingEnt", (object)((Component)entity2).get_gameObject(), (SendMessageOptions)1);
            foreach (ServerGib serverGib in gibs)
            {
                Physics.IgnoreCollision(component, (Collider)serverGib.GetCollider(), true);
            }
        }
        base.OnKilled(info);
    }
コード例 #4
0
    public override void OnKilled(HitInfo info)
    {
        if (base.isClient)
        {
            return;
        }
        this.CreateExplosionMarker(10f);
        Effect.server.Run(this.explosionEffect.resourcePath, this.mainTurretEyePos.transform.position, Vector3.up, null, true);
        Vector3          vector3    = Vector3.zero;
        GameObject       component  = this.servergibs.Get().GetComponent <ServerGib>()._gibSource;
        List <ServerGib> serverGibs = ServerGib.CreateGibs(this.servergibs.resourcePath, base.gameObject, component, vector3, 3f);

        for (int i = 0; i < 12 - this.maxCratesToSpawn; i++)
        {
            BaseEntity baseEntity = GameManager.server.CreateEntity(this.fireBall.resourcePath, base.transform.position, base.transform.rotation, true);
            if (baseEntity)
            {
                float   single   = 3f;
                float   single1  = 10f;
                Vector3 vector31 = UnityEngine.Random.onUnitSphere;
                baseEntity.transform.position = (base.transform.position + new Vector3(0f, 1.5f, 0f)) + (vector31 * UnityEngine.Random.Range(-4f, 4f));
                Collider collider = baseEntity.GetComponent <Collider>();
                baseEntity.Spawn();
                baseEntity.SetVelocity(vector3 + (vector31 * UnityEngine.Random.Range(single, single1)));
                foreach (ServerGib serverGib in serverGibs)
                {
                    UnityEngine.Physics.IgnoreCollision(collider, serverGib.GetCollider(), true);
                }
            }
        }
        for (int j = 0; j < this.maxCratesToSpawn; j++)
        {
            Vector3    vector32    = UnityEngine.Random.onUnitSphere;
            Vector3    vector33    = (base.transform.position + new Vector3(0f, 1.5f, 0f)) + (vector32 * UnityEngine.Random.Range(2f, 3f));
            BaseEntity baseEntity1 = GameManager.server.CreateEntity(this.crateToDrop.resourcePath, vector33, Quaternion.LookRotation(vector32), true);
            baseEntity1.Spawn();
            LootContainer lootContainer = baseEntity1 as LootContainer;
            if (lootContainer)
            {
                lootContainer.Invoke(new Action(lootContainer.RemoveMe), 1800f);
            }
            Collider  component1 = baseEntity1.GetComponent <Collider>();
            Rigidbody rigidbody  = baseEntity1.gameObject.AddComponent <Rigidbody>();
            rigidbody.useGravity             = true;
            rigidbody.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic;
            rigidbody.mass            = 2f;
            rigidbody.interpolation   = RigidbodyInterpolation.Interpolate;
            rigidbody.velocity        = vector3 + (vector32 * UnityEngine.Random.Range(1f, 3f));
            rigidbody.angularVelocity = Vector3Ex.Range(-1.75f, 1.75f);
            rigidbody.drag            = 0.5f * (rigidbody.mass / 5f);
            rigidbody.angularDrag     = 0.2f * (rigidbody.mass / 5f);
            GameManager gameManager = GameManager.server;
            string      str         = this.fireBall.resourcePath;
            Vector3     vector34    = new Vector3();
            Quaternion  quaternion  = new Quaternion();
            FireBall    fireBall    = gameManager.CreateEntity(str, vector34, quaternion, true) as FireBall;
            if (fireBall)
            {
                fireBall.SetParent(baseEntity1, false, false);
                fireBall.Spawn();
                fireBall.GetComponent <Rigidbody>().isKinematic = true;
                fireBall.GetComponent <Collider>().enabled      = false;
            }
            baseEntity1.SendMessage("SetLockingEnt", fireBall.gameObject, SendMessageOptions.DontRequireReceiver);
            foreach (ServerGib serverGib1 in serverGibs)
            {
                UnityEngine.Physics.IgnoreCollision(component1, serverGib1.GetCollider(), true);
            }
        }
        base.OnKilled(info);
    }
コード例 #5
0
    public override void OnKilled(HitInfo info)
    {
        if (base.isClient || Interface.CallHook("OnEntityDestroy", this) != null)
        {
            return;
        }
        CreateExplosionMarker(10f);
        Effect.server.Run(explosionEffect.resourcePath, mainTurretEyePos.transform.position, Vector3.up, null, true);
        Vector3          zero      = Vector3.zero;
        GameObject       gibSource = servergibs.Get().GetComponent <ServerGib>()._gibSource;
        List <ServerGib> list      = ServerGib.CreateGibs(servergibs.resourcePath, base.gameObject, gibSource, zero, 3f);

        for (int i = 0; i < 12 - maxCratesToSpawn; i++)
        {
            BaseEntity baseEntity = GameManager.server.CreateEntity(this.fireBall.resourcePath, base.transform.position, base.transform.rotation);
            if (!baseEntity)
            {
                continue;
            }
            float   min          = 3f;
            float   max          = 10f;
            Vector3 onUnitSphere = UnityEngine.Random.onUnitSphere;
            baseEntity.transform.position = base.transform.position + new Vector3(0f, 1.5f, 0f) + onUnitSphere * UnityEngine.Random.Range(-4f, 4f);
            Collider component = baseEntity.GetComponent <Collider>();
            baseEntity.Spawn();
            baseEntity.SetVelocity(zero + onUnitSphere * UnityEngine.Random.Range(min, max));
            foreach (ServerGib item in list)
            {
                UnityEngine.Physics.IgnoreCollision(component, item.GetCollider(), true);
            }
        }
        for (int j = 0; j < maxCratesToSpawn; j++)
        {
            Vector3 onUnitSphere2 = UnityEngine.Random.onUnitSphere;
            onUnitSphere2.y = 0f;
            onUnitSphere2.Normalize();
            Vector3    pos         = base.transform.position + new Vector3(0f, 1.5f, 0f) + onUnitSphere2 * UnityEngine.Random.Range(2f, 3f);
            BaseEntity baseEntity2 = GameManager.server.CreateEntity(crateToDrop.resourcePath, pos, Quaternion.LookRotation(onUnitSphere2));
            baseEntity2.Spawn();
            LootContainer lootContainer = baseEntity2 as LootContainer;
            if ((bool)lootContainer)
            {
                lootContainer.Invoke(lootContainer.RemoveMe, 1800f);
            }
            Collider  component2 = baseEntity2.GetComponent <Collider>();
            Rigidbody rigidbody  = baseEntity2.gameObject.AddComponent <Rigidbody>();
            rigidbody.useGravity             = true;
            rigidbody.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic;
            rigidbody.mass            = 2f;
            rigidbody.interpolation   = RigidbodyInterpolation.Interpolate;
            rigidbody.velocity        = zero + onUnitSphere2 * UnityEngine.Random.Range(1f, 3f);
            rigidbody.angularVelocity = Vector3Ex.Range(-1.75f, 1.75f);
            rigidbody.drag            = 0.5f * (rigidbody.mass / 5f);
            rigidbody.angularDrag     = 0.2f * (rigidbody.mass / 5f);
            FireBall fireBall = GameManager.server.CreateEntity(this.fireBall.resourcePath) as FireBall;
            if ((bool)fireBall)
            {
                fireBall.SetParent(baseEntity2);
                fireBall.Spawn();
                fireBall.GetComponent <Rigidbody>().isKinematic = true;
                fireBall.GetComponent <Collider>().enabled      = false;
            }
            baseEntity2.SendMessage("SetLockingEnt", fireBall.gameObject, SendMessageOptions.DontRequireReceiver);
            foreach (ServerGib item2 in list)
            {
                UnityEngine.Physics.IgnoreCollision(component2, item2.GetCollider(), true);
            }
        }
        base.OnKilled(info);
    }