コード例 #1
0
        private static void UpdatePosition()
        {
            ConstructableBase componentInParent = ghostModel.GetComponentInParent <ConstructableBase>();

            if (componentInParent != null)
            {
                Transform transform = componentInParent.transform;
                transform.position = PlacePosition;
                transform.rotation = PlaceRotation;

                bool      flag;
                BaseGhost baseGhost = ghostModel.GetComponent <BaseGhost>();
                bool      flag2     = UpdatePlacement(baseGhost, GetAimTransform(), componentInParent.placeMaxDistance, out bool positionFound, out flag, componentInParent);
                componentInParent.SetGhostVisible(positionFound);

                if (flag2 && RotationMetadata.HasValue)
                {
                    ApplyRotationMetadata(baseGhost, RotationMetadata.Value);
                }
                if (flag)
                {
                    renderers = MaterialExtensions.AssignMaterial(ghostModel, ghostStructureMaterial);
                    InitBounds(ghostModel);
                }
            }
            Transform ghostModelTransform = ghostModel.transform;

            ghostModelTransform.position   = PlacePosition + PlaceRotation * ghostModelPosition;
            ghostModelTransform.rotation   = PlaceRotation * ghostModelRotation;
            ghostModelTransform.localScale = ghostModelScale;
        }
コード例 #2
0
        // Token: 0x06002B9C RID: 11164 RVA: 0x001040F8 File Offset: 0x001022F8
        private static bool UpdateAllowed()
        {
            //MultiplayerBuilder.SetDefaultPlaceTransform(ref MultiplayerBuilder.placePosition, ref MultiplayerBuilder.placeRotation);
            bool flag = false;
            ConstructableBase componentInParent = MultiplayerBuilder.ghostModel.GetComponentInParent <ConstructableBase>();
            bool flag2;

            if (componentInParent != null)
            {
                Transform transform = componentInParent.transform;
                transform.position = MultiplayerBuilder.placePosition;
                transform.rotation = MultiplayerBuilder.placeRotation;
                flag2 = componentInParent.UpdateGhostModel(MultiplayerBuilder.GetAimTransform(), MultiplayerBuilder.ghostModel, default(RaycastHit), out flag);
                //MultiplayerBuilder.placePosition = transform.position;
                //MultiplayerBuilder.placeRotation = transform.rotation;
                if (flag)
                {
                    MultiplayerBuilder.renderers = MaterialExtensions.AssignMaterial(MultiplayerBuilder.ghostModel, MultiplayerBuilder.ghostStructureMaterial);
                    MultiplayerBuilder.InitBounds(MultiplayerBuilder.ghostModel);
                }
            }
            else
            {
                flag2 = MultiplayerBuilder.CheckAsSubModule();
            }
            if (flag2)
            {
                List <GameObject> list = new List <GameObject>();
                MultiplayerBuilder.GetObstacles(MultiplayerBuilder.placePosition, MultiplayerBuilder.placeRotation, MultiplayerBuilder.bounds, list);
                flag2 = (list.Count == 0);
                list.Clear();
            }
            return(flag2);
        }
コード例 #3
0
        // Token: 0x06002B9B RID: 11163 RVA: 0x00103EBC File Offset: 0x001020BC
        private static bool CreateGhost()
        {
            if (MultiplayerBuilder.ghostModel != null)
            {
                return(false);
            }

            Constructable component = MultiplayerBuilder.prefab.GetComponent <Constructable>();

            MultiplayerBuilder.constructableTechType   = component.techType;
            MultiplayerBuilder.placeMinDistance        = component.placeMinDistance;
            MultiplayerBuilder.placeMaxDistance        = component.placeMaxDistance;
            MultiplayerBuilder.placeDefaultDistance    = component.placeDefaultDistance;
            MultiplayerBuilder.allowedSurfaceTypes     = component.allowedSurfaceTypes;
            MultiplayerBuilder.forceUpright            = component.forceUpright;
            MultiplayerBuilder.allowedInSub            = component.allowedInSub;
            MultiplayerBuilder.allowedInBase           = component.allowedInBase;
            MultiplayerBuilder.allowedOutside          = component.allowedOutside;
            MultiplayerBuilder.allowedOnConstructables = component.allowedOnConstructables;
            MultiplayerBuilder.rotationEnabled         = component.rotationEnabled;
            ConstructableBase component2 = MultiplayerBuilder.prefab.GetComponent <ConstructableBase>();

            if (component2 != null)
            {
                GameObject gameObject = UnityEngine.Object.Instantiate <GameObject>(MultiplayerBuilder.prefab);
                component2 = gameObject.GetComponent <ConstructableBase>();
                MultiplayerBuilder.ghostModel = component2.model;
                BaseGhost component3 = MultiplayerBuilder.ghostModel.GetComponent <BaseGhost>();
                component3.SetupGhost();
                MultiplayerBuilder.ghostModelPosition = Vector3.zero;
                MultiplayerBuilder.ghostModelRotation = Quaternion.identity;
                MultiplayerBuilder.ghostModelScale    = Vector3.one;
                MultiplayerBuilder.renderers          = MaterialExtensions.AssignMaterial(MultiplayerBuilder.ghostModel, MultiplayerBuilder.ghostStructureMaterial);
                MultiplayerBuilder.InitBounds(MultiplayerBuilder.ghostModel);
            }
            else
            {
                MultiplayerBuilder.ghostModel = UnityEngine.Object.Instantiate <GameObject>(component.model);
                MultiplayerBuilder.ghostModel.SetActive(true);
                Transform  component4 = component.GetComponent <Transform>();
                Transform  component5 = component.model.GetComponent <Transform>();
                Quaternion quaternion = Quaternion.Inverse(component4.rotation);
                MultiplayerBuilder.ghostModelPosition = quaternion * (component5.position - component4.position);
                MultiplayerBuilder.ghostModelRotation = quaternion * component5.rotation;
                MultiplayerBuilder.ghostModelScale    = component5.lossyScale;
                Collider[] componentsInChildren = MultiplayerBuilder.ghostModel.GetComponentsInChildren <Collider>();
                for (int i = 0; i < componentsInChildren.Length; i++)
                {
                    UnityEngine.Object.Destroy(componentsInChildren[i]);
                }

                MultiplayerBuilder.renderers = MaterialExtensions.AssignMaterial(MultiplayerBuilder.ghostModel, MultiplayerBuilder.ghostStructureMaterial);
                MultiplayerBuilder.SetupRenderers(MultiplayerBuilder.ghostModel, Player.main.IsInSub());
                MultiplayerBuilder.CreatePowerPreview(MultiplayerBuilder.constructableTechType, MultiplayerBuilder.ghostModel);
                MultiplayerBuilder.InitBounds(MultiplayerBuilder.prefab);
            }

            return(true);
        }
コード例 #4
0
        private static void CreateGhost()
        {
            Constructable component = prefab.GetComponent <Constructable>();

            constructableTechType = component.techType;
            allowedOutside        = component.allowedOutside;
            ConstructableBase component2 = prefab.GetComponent <ConstructableBase>();

            if (component2 != null)
            {
                GameObject gameObject = Object.Instantiate <GameObject>(prefab);
                component2 = gameObject.GetComponent <ConstructableBase>();
                ghostModel = component2.model;
                BaseGhost component3 = ghostModel.GetComponent <BaseGhost>();
                component3.SetupGhost();
                ghostModelPosition = Vector3.zero;
                ghostModelRotation = Quaternion.identity;
                ghostModelScale    = Vector3.one;
                renderers          = MaterialExtensions.AssignMaterial(ghostModel, ghostStructureMaterial);
                InitBounds(ghostModel);
            }
            else
            {
                ghostModel = Object.Instantiate <GameObject>(component.model);
                ghostModel.SetActive(true);
                Transform  component4 = component.GetComponent <Transform>();
                Transform  component5 = component.model.GetComponent <Transform>();
                Quaternion quaternion = Quaternion.Inverse(component4.rotation);
                ghostModelPosition = quaternion * (component5.position - component4.position);
                ghostModelRotation = quaternion * component5.rotation;
                ghostModelScale    = component5.lossyScale;
                Collider[] componentsInChildren = ghostModel.GetComponentsInChildren <Collider>();
                foreach (Collider collider in componentsInChildren)
                {
                    Object.Destroy(collider);
                }

                renderers = MaterialExtensions.AssignMaterial(ghostModel, ghostStructureMaterial);
                SetupRenderers(ghostModel, Player.main.IsInSub());
                CreatePowerPreview();
                InitBounds(prefab);
            }
        }