Пример #1
0
        private void ConstructionCompleted(ConstructionCompletedEvent constructionCompleted)
        {
            GameObject constructing = NitroxEntity.RequireObjectFrom(constructionCompleted.PieceId);

            // For bases, we need to transfer the GUID off of the ghost and onto the finished piece.
            // Furniture just re-uses the same piece.
            if (constructing.TryGetComponent(out ConstructableBase constructableBase))
            {
                Int3 latestCell = default(Int3);
                Base latestBase = null;

                // must fetch BEFORE setState or else the BaseGhost gets destroyed
                BaseGhost baseGhost = constructing.GetComponentInChildren <BaseGhost>();

                if (baseGhost)
                {
                    latestCell = baseGhost.TargetOffset;
                    latestBase = baseGhost.TargetBase;
                }

                constructableBase.constructedAmount = 1f;
                constructableBase.SetState(true, true);

                if (!latestBase)
                {
                    Optional <object> opConstructedBase = TransientLocalObjectManager.Get(TransientObjectType.BASE_GHOST_NEWLY_CONSTRUCTED_BASE_GAMEOBJECT);
                    latestBase = ((GameObject)opConstructedBase.Value).GetComponent <Base>();
                    Validate.NotNull(latestBase, "latestBase can not be null");
                }

                Transform cellTransform = latestBase.GetCellObject(latestCell);

                if (latestCell == default(Int3) || !cellTransform)
                {
                    latestBase.GetClosestCell(constructing.gameObject.transform.position, out latestCell, out _, out _);
                    cellTransform = latestBase.GetCellObject(latestCell);

                    Validate.NotNull(cellTransform, $"Must have a cell transform, one not found near {constructing.gameObject.transform.position} for latestCell {latestCell}");
                }

                GameObject finishedPiece = null;

                // There can be multiple objects in a cell (such as a corridor with hatches built into it)
                // we look for a object that is able to be deconstructed that hasn't been tagged yet.
                foreach (Transform child in cellTransform)
                {
                    bool isNewBasePiece = !child.GetComponent <NitroxEntity>() && child.GetComponent <BaseDeconstructable>();

                    if (isNewBasePiece)
                    {
                        finishedPiece = child.gameObject;
                        break;
                    }
                }

                Validate.NotNull(finishedPiece, $"Could not find finished piece in cell {latestCell} when constructing {constructionCompleted.PieceId}");

                Log.Debug($"Construction completed on a base piece: {constructionCompleted.PieceId} {finishedPiece.name}");

                Destroy(constructableBase.gameObject);
                NitroxEntity.SetNewId(finishedPiece, constructionCompleted.PieceId);

                BasePieceSpawnProcessor.RunSpawnProcessor(finishedPiece.GetComponent <BaseDeconstructable>(), latestBase, latestCell, finishedPiece);
            }
            else if (constructing.TryGetComponent(out Constructable constructable))
            {
                constructable.constructedAmount = 1f;
                constructable.SetState(true, true);

                FurnitureSpawnProcessor.RunSpawnProcessor(constructable);

                Log.Debug($"Construction completed on a piece of furniture: {constructionCompleted.PieceId} {constructable.gameObject.name}");
            }
            else
            {
                Log.Error($"Found ghost which is neither base piece nor a constructable: {constructing.name}");
            }

            if (constructionCompleted.BaseId != null && !NitroxEntity.GetObjectFrom(constructionCompleted.BaseId).HasValue)
            {
                Log.Debug($"Creating base: {constructionCompleted.BaseId}");
                ConfigureNewlyConstructedBase(constructionCompleted.BaseId);
            }
        }
Пример #2
0
        private void ConstructionCompleted(ConstructionCompletedEvent constructionCompleted)
        {
            GameObject constructing = NitroxEntity.RequireObjectFrom(constructionCompleted.PieceId);

            // For bases, we need to transfer the GUID off of the ghost and onto the finished piece.
            // Furniture just re-uses the same piece.
            if (constructing.TryGetComponent(out ConstructableBase constructableBase))
            {
                Int3 latestCell = default;
                Base latestBase = null;

                // must fetch BEFORE setState as the BaseGhost gets destroyed
                BaseGhost baseGhost = constructableBase.model.AliveOrNull()?.GetComponent <BaseGhost>();
                if (baseGhost && baseGhost.TargetBase)
                {
                    latestBase = baseGhost.TargetBase;
                    latestCell = latestBase.WorldToGrid(baseGhost.transform.position);
                }

                constructableBase.constructedAmount = 1f;
                constructableBase.SetState(true);


                Transform  cellTransform;
                GameObject placedPiece = null;


                if (!latestBase)
                {
                    Optional <object> opConstructedBase = Get(TransientObjectType.BASE_GHOST_NEWLY_CONSTRUCTED_BASE_GAMEOBJECT);
                    if (opConstructedBase.HasValue)
                    {
                        latestBase = ((GameObject)opConstructedBase.Value).GetComponent <Base>();
                    }

                    Validate.NotNull(latestBase, "latestBase can not be null");
                    latestCell = latestBase !.WorldToGrid(constructing.transform.position);
                }

                if (latestCell != default(Int3))
                {
                    cellTransform = latestBase.GetCellObject(latestCell);

                    if (cellTransform)
                    {
                        placedPiece = FindFinishedPiece(cellTransform);
                    }
                }

                if (!placedPiece)
                {
                    Int3 position = latestBase.WorldToGrid(constructableBase.transform.position);
                    cellTransform = latestBase.GetCellObject(position);
                    Validate.NotNull(cellTransform, "Unable to find cell transform at " + position);

                    placedPiece = FindFinishedPiece(cellTransform);
                }

                Validate.NotNull(placedPiece, $"Could not find placed Piece in cell {latestCell} when constructing {constructionCompleted.PieceId}");

                // This destroy instruction must be executed now, else it won't be able to happen in the case the action will have a later completion
                Destroy(constructableBase.gameObject);
                if (BuildingInitialSyncProcessor.LaterConstructionTechTypes.Contains(constructableBase.techType))
                {
                    // We need to transfer these 3 objects to the later completed event
                    Add(TransientObjectType.LATER_CONSTRUCTED_BASE, placedPiece);
                    Add(TransientObjectType.LATER_OBJECT_LATEST_BASE, latestBase);
                    Add(TransientObjectType.LATER_OBJECT_LATEST_CELL, latestCell);
                    return;
                }

                FinishConstructionCompleted(placedPiece, latestBase, latestCell, constructionCompleted.PieceId);
            }
            else if (constructing.TryGetComponent(out Constructable constructable))
            {
                constructable.constructedAmount = 1f;
                constructable.SetState(true);

                FurnitureSpawnProcessor.RunSpawnProcessor(constructable);
            }
            else
            {
                Log.Error($"Found ghost which is neither base piece nor a constructable: {constructing.name}");
            }

            if (constructionCompleted.BaseId != null && !NitroxEntity.GetObjectFrom(constructionCompleted.BaseId).HasValue)
            {
                ConfigureNewlyConstructedBase(constructionCompleted.BaseId);
            }
        }
Пример #3
0
        public void ConstructionComplete(GameObject ghost, Optional <Base> lastTargetBase, Int3 lastTargetBaseOffset)
        {
            NitroxId          baseId            = null;
            Optional <object> opConstructedBase = TransientLocalObjectManager.Get(TransientObjectType.BASE_GHOST_NEWLY_CONSTRUCTED_BASE_GAMEOBJECT);

            NitroxId id = NitroxEntity.GetId(ghost);

            Log.Info($"Construction complete on {id} {ghost.name}");

            if (opConstructedBase.HasValue)
            {
                GameObject constructedBase = (GameObject)opConstructedBase.Value;
                baseId = NitroxEntity.GetId(constructedBase);
            }

            // For base pieces, we must switch the id from the ghost to the newly constructed piece.
            // Furniture just uses the same game object as the ghost for the final product.
            if (ghost.GetComponent <ConstructableBase>())
            {
                Int3 latestCell = lastTargetBaseOffset;
                Base latestBase = lastTargetBase.HasValue ? lastTargetBase.Value : ((GameObject)opConstructedBase.Value).GetComponent <Base>();
                baseId = NitroxEntity.GetId(latestBase.gameObject);

                Transform cellTransform = latestBase.GetCellObject(latestCell);

                // This check ensures that the latestCell actually leads us to the correct entity.  The lastTargetBaseOffset is unreliable as the base shape
                // can change which makes the target offset change. It may be possible to fully deprecate lastTargetBaseOffset and only rely on GetClosestCell;
                // however, there may still be pieces were the ghost base's target offset is authoratitive due to incorrect game object positioning.
                if (latestCell == default(Int3) || cellTransform == null)
                {
                    latestBase.GetClosestCell(ghost.transform.position, out latestCell, out Vector3 _, out float _);
                    cellTransform = latestBase.GetCellObject(latestCell);
                    Validate.NotNull(cellTransform, "Unable to find cell transform at " + latestCell);
                }

                GameObject finishedPiece = null;

                // There can be multiple objects in a cell (such as a corridor with hatches built into it)
                // we look for a object that is able to be deconstructed that hasn't been tagged yet.
                foreach (Transform child in cellTransform)
                {
                    bool isNewBasePiece = !child.GetComponent <NitroxEntity>() && child.GetComponent <BaseDeconstructable>();

                    if (isNewBasePiece)
                    {
                        finishedPiece = child.gameObject;
                        break;
                    }
                }

                Validate.NotNull(finishedPiece, $"Could not find finished piece in cell {latestCell}");

                Log.Info($"Setting id to finished piece: {finishedPiece.name} {id}");

                Object.Destroy(ghost);
                NitroxEntity.SetNewId(finishedPiece, id);

                BasePieceSpawnProcessor.RunSpawnProcessor(finishedPiece.GetComponent <BaseDeconstructable>(), latestBase, latestCell, finishedPiece);
            }
            else if (ghost.TryGetComponent(out Constructable constructable))
            {
                FurnitureSpawnProcessor.RunSpawnProcessor(constructable);
            }
            else
            {
                Log.Error($"Found ghost which is neither base piece nor a constructable: {ghost.name}");
            }

            Log.Info($"Construction Completed {id} in base {baseId}");

            ConstructionCompleted constructionCompleted = new ConstructionCompleted(id, baseId);

            packetSender.Send(constructionCompleted);
        }
Пример #4
0
        public void ConstructionComplete(GameObject ghost, Optional <Base> lastTargetBase, Int3 lastTargetBaseOffset, Base.Face lastTargetFace = default(Base.Face))
        {
            NitroxId          baseId            = null;
            Optional <object> opConstructedBase = TransientLocalObjectManager.Get(TransientObjectType.BASE_GHOST_NEWLY_CONSTRUCTED_BASE_GAMEOBJECT);

            NitroxId id = NitroxEntity.GetId(ghost);

            if (opConstructedBase.HasValue)
            {
                GameObject constructedBase = (GameObject)opConstructedBase.Value;
                baseId = NitroxEntity.GetId(constructedBase);
            }

            // For base pieces, we must switch the id from the ghost to the newly constructed piece.
            // Furniture just uses the same game object as the ghost for the final product.
            if (ghost.GetComponent <ConstructableBase>())
            {
                Int3 latestCell = lastTargetBaseOffset;
                Base latestBase = lastTargetBase.HasValue ? lastTargetBase.Value : ((GameObject)opConstructedBase.Value).GetComponent <Base>();
                baseId = NitroxEntity.GetId(latestBase.gameObject);

                Transform  cellTransform;
                GameObject placedPiece = null;

                if (!latestBase)
                {
                    if (opConstructedBase.HasValue)
                    {
                        latestBase = ((GameObject)opConstructedBase.Value).GetComponent <Base>();
                    }

                    Validate.NotNull(latestBase, "latestBase can not be null");
                    latestCell = latestBase.WorldToGrid(ghost.transform.position);
                }

                if (latestCell != default(Int3))
                {
                    cellTransform = latestBase.GetCellObject(latestCell);
                    if (cellTransform != null)
                    {
                        placedPiece = FindFinishedPiece(cellTransform);
                    }
                }

                // This check ensures that the latestCell actually leads us to the correct entity.  The lastTargetBaseOffset is unreliable as the base shape
                // can change which makes the target offset change. It may be possible to fully deprecate lastTargetBaseOffset and only rely on GetClosestCell;
                // however, there may still be pieces were the ghost base's target offset is authoritative due to incorrect game object positioning.
                if (placedPiece == null)
                {
                    Int3 position = latestBase.WorldToGrid(ghost.gameObject.transform.position);
                    cellTransform = latestBase.GetCellObject(position);

                    Validate.NotNull(cellTransform, "Unable to find cell transform at " + latestCell);
                    placedPiece = FindFinishedPiece(cellTransform);
                }

                Validate.NotNull(placedPiece, $"Could not find finished piece in cell {latestCell}");

                Object.Destroy(ghost);
                NitroxEntity.SetNewId(placedPiece, id);

                BasePieceSpawnProcessor.RunSpawnProcessor(placedPiece.GetComponent <BaseDeconstructable>(), latestBase, latestCell, placedPiece);
            }
            else if (ghost.TryGetComponent(out Constructable constructable))
            {
                FurnitureSpawnProcessor.RunSpawnProcessor(constructable);
            }
            else
            {
                Log.Error($"Found ghost which is neither base piece nor a constructable: {ghost.name}");
            }

            ConstructionCompleted constructionCompleted = new ConstructionCompleted(id, baseId);

            packetSender.Send(constructionCompleted);
        }